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I hear what you're saying, but I feel like their approach was a bit different. A demo is clearly an incomplete piece of a larger product, hopefully setting up the customer to see the steak, but never taste it. The Apogee model really was to give away a complete contained game, and if the customer wanted "more like that" they basically bought additional "episodes" which were more or less just a couple more complete games built with the same engine and style.

i.e. You can play through all of the Doom shareware episode and enjoy the entire experience of playing a complete game.

It's hard to say it didn't work, when it did work very well for many years. Today, games just aren't produced like that I guess. But I guess the equivalent would be say, a Grand Theft Auto Game set in NYC, with what's just the part of the game where you're locked onto one borough/island, and where you complete enough of the game the episode has a logical "conclusion" or "finish". If you want to play more missions and see more story arcs that include other boroughs you can buy episodes 2 and 3. (this is also different than the DLC approach in some important ways).



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