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It’s my experience that, whether I download them or get them off a disc, video game demos come in one of two types, for every demo answers a question with two possible outcomes: “Yes, you are something I want to play,” and “No, you are not.”

I acknowledge degrees within each type — breeds of the species — but just even with Corgis being so different from Huskies, neither are exactly wolves. This is where the metaphor goes off the rails, though, as I’m forced to make a decision: which species is the affirmative and which the declination? Because while the greater game demo should probably be the wolf, fierce and rare and noble in its canine severity, the greater demo should also be something which I want very badly to have in my house. I am not all that eager to find a wolf waiting for me in my kitchen, or dropped off by UPS on my doorstep.

So this is the end of that metaphor, and back to the confirmation and the denial. The denial, obviously, is the demo that says I do not need to own the game in question. As I tend to own very few games for my 360 (for they are expensive), the vast majority of demos I play do not result in a sale. I might play and enjoy the demo for, say, Call of Juarez: Bound in Blood (as I did), but in doing so I am also instinctively aware that this is not a game I’ll be buying soon. It might be effective insofar as it makes me play a Wild West one-shot of Castle Falkenstein or Dust Devils (it did), but it didn’t sell me the game.

This is no shame. It’s like an identity check or a passport scan, not a measure of quality. If I find myself really itching for a Western shoot-em-up with a clever quick-draw six-gun duelist mechanic, I may reverse my decision and buy Bound in Blood, but I checked its boarding pass and it just doesn’t happen to be flying to my destination. At least now I know where to find it and what to use it for.

It’s a question of resource management. The amount of money I have to spend on Xbox games is woefully low — this is the #1 reason why I don’t review more video games here. It’s not an ideological stance. So it’s not enough for me to like a demo, I have to like it a whole lot and then still like it a week or so after I’ve played it, so I can start saving money, or even longer, so I can get the thing cheap. It has to stick with me.

The two categories aren’t about “good” or “bad,” they’re about testing the game against the idea I had of the game, against the picture on the passport. I found Call of Juarez: Bound in Blood, from two or three trips through the demo, to be the game it says it is on the tin — a mean, character-driven shooter with blood in its teeth and a cinematic flair. I’d let the game into my house… but I might not remember that when the time comes to pick the thing off the pre-owned shelf someplace. So my whole opinion of that game will come from the demo, which maybe isn’t fair. But so it goes.

Naturally, this means that this confirmation/denial split has to be measured against another dichotomy: money. I’ll play more games than I’d buy. I borrow every game I can, just to get a sense of what’s what, but I finish relatively few.

So the axes of my intuitive graph are actually just time/money. Every game I play, I play to confirm that I’d like to spend my time on it. Spending my money on it is a whole other thing — by the time a game is cheap enough for me to buy it, nobody wants to hear about it, so I have to be willing to play it just for the play experience alone. This is a pretty bid deal. It’s not enough to play a console game, I feel like. I have to play it during a weeks-long window when the game is relevant, or else I’m sitting on the playground after everyone else has gone home for dinner.

Thus, the games I buy early on are ones that I know I’m going to want to be conversant in, not just the ones I want to play. The experience of playing the game doesn’t get stale, but the window to have an opinion on it often does. I say this as somebody who plays a few games over and over, whether its LOTRO or Thief or Splinter Cell: Chaos Theory. It’s never too late to study a game, but it can be too late to be a part of the culture that surrounds its release.

But let me ask you:

How far in advance do you know you’re going to buy a game?