All you dummies whining for a demo realise that the quality of the final product WILL suffer because of the time invested in producing the demo, right?
I'm not buying it. You're presenting a false dilemma here. It's not a matter of "no demo-better game" or "have demo-worse game". To me, this is a failure in the management of the project.
The bottom line is they won't do a demo now because they didn't plan for one at the beginning, and it's too costly to hammer the square peg into the round hole at this late date.
For computer games, a demo should be thought of during the visioning & design phase of the product, and rolled into the entire project life cycle, not something you think about when you're nearing release. Handled correctly, a demo is a revenue generator.
It seems pretty obvious to me that at a meeting late in the development cycle someone brought up the prospect of releasing a demo. They looked at their assets, their deadlines, and then decided not to retrofit a demo into their project plan.
Kind of a "duh" head-slap moment, imho.
I also don't buy the argument that the lack of a demo is because it won't represent the "game" either. If the demo was portion of the game (lets say the first few levels), what would change? The combat system? The paper doll management system? The interface? The graphics? The sound? What?
*** Everything above is my OPINION and not FACT ***