Tuesday, June 12, 2007
The Voice of Gaming
Monday, June 4, 2007
An average of 75%
Friend of mine (mcc over on the Platformers board) whipped this up with about five minutes work over at Gamerankings and one of those fancy Apple Mac machines that let you make graphs and put colors in graphs and make out with cute Asian girls who represent USB technology.
What you're looking at are game review scores for every console made since the Dreamcast back in 1999. And while it's hard to tell what line from which console, that's not the important bit here that's not what I want to talk about, it's the numbers themselves that intrest me.
First, how game reviewers go about this sort of thing. The vast, vast majority of game review sites and magazines use a 10 point scale to hand out their reviews. As logic would have it, the higher on the scale the better the game. You see (or should see, rather) very few tens handed out (perhaps one or two a year per source), 8-9 would represent exceptional games that should not be missed if circumstances allow, 5 is (as you'd expect) average, anything below that generally not worth your time unless you're either desperate or an aficionado of the genre or developer.
Now, here's the important bit. Five should represent the average. As the industry average, most games- if not the vast majority- should fall somwhere close to five. But they don't. In fact, relatively few fives are being handed out, at least in comparison to scores further up the chain. Certianly there are fewer fives awarded than eights, eight being a notch away from a "must play" title.
So what's happening here? The cynic in me would suggest that this is a clear indication that game scores are being bought. But there are other explinations-- game reviewers being game fans themselves, they're more liable to like all games and be more prone to handing out an eight as a matter of course.
You can't have a system where the vast majority of anything is "above average" Average should be just that - the average. But the implication here is that most games are exceptional gaming experiences, and that simply can't work. Not only does that fly in the logic of the word average, it's also a befuddling thing to say to anyone who actually spends money on videogames- we know full well there are very few games out there actually worth spending money on.
What we have here is clear evidence that the review system, as it stands, simply cannot be trusted. This may not be an issue to most hardcore gamers, being the sort that can easily find sources of trusted opinions via messageboards and blogs, but for the layperson, the mainstream buyer that represents where most game buys are coming from, the review system is all they have- and it's failing them.
Edit: mcc Mac'ed up a couple more graphs that are even more telling. First:
Note how very few games exist around the 50% mark. Compare that to the mid 80's onward to about 93 or so, when the graph trais off at 97- There are at least as many games receiving 85-95 as there are 50-55%, if not more!
This last he created is quite damning.
Text his, not mine. There is no way the current review system can be said to be functional! None!
Wednesday, May 9, 2007
Skull Fucking the Golden Goose
When you think about it, going to a store to buy a games at a store is pretty silly. I mean, it's all data. Ones and zeros laid out in pattern, embedded on optical desk or a magnetic memory matrix. The other stuff- the case, the manual, the other various tsockies publishers try to foist on us to justify a Collector's Edition box- they're all forgotten in the time between the the moment we place the game in the DVD tray and the moment we put the game away. At best, they're wall-rack trophies to impress your gaming geek friends; at worst they are staggering wastes of paper and plastic, and unleaded gasoline is a terrible way to move ones and zeros into your home. The music and TV industries are already understanding this in their stumbling, quaint old-media sort of way. At some point the gaming industry will embrace digital content distribution in earnest, possibly shortly after some bright kid realizes he just spent a week's worth of 30 hour workdays on a title that spent all of four weeks on display at Wal-Mart. Whatever company sells downloadable content (or, in industry parlance, DLC) to the public in the same way that Apple has sold the public on iTunes stands to pull in a staggering amount of money. It's a damned shame that company won't be Microsoft. Which is odd, for if any company should be able to get DLC right, it should be Microsoft. No other system has more riding on it's online fortunes than the 360. No other company has spent as much time and manpower on it's online service, and indeed Xbox Live shames Playstation Home and Nintendo's Virtual Console in terms of integration and ease of use. If anything, spending money on Xbox Arcade and Marketplace is all too easy. After all, it' s not like Microsoft Points are real money, right? So why is Microsoft hell bent on scaring the public shitless about the implications of downloadable content. The Guitar Hero II songpack situation is only the most recent example in Microsoft's history of DLC PR blunders. And while Activision's exploitative pricing is out of Microsoft's hands, their constant defense of this pricing- over twice what you'd pay for the original songs over iTunes- only serves to implicate Microsoft in Activision's rapacious scheming. Not that Microsoft isn't without blame for this situation, after all, higher DLC prices can only mean a higher cut for Microsoft itself. Indeed, it's not a great a leap in logic to conclude that it is the Redmond giant's insatiable lust for cash that's doing the most to hurt the public's confidence in the concept of DLC, and there's no better place to look for evidence of ther guiding hand in DLC pricing than Epic Game's blockbuster, Gears of War.
(One more bit about Guitar Hero II song pricing before we go on though, because it's so fucking insane- At $90 and 52 songs, the original song list for Guitar Hero II averages out to around $1.70 per song. Three song DLC packs over Live at $7 a pop, you're looking at $2.30 per song-- and that's not counting the free guitar Activision threw into the original game!)
Epic Games is primarily a PC publisher with a policy of disseminating content updates free of charge online. This strategy has extended the popularity of the Unreal Tournament games to the point where most rival FPS games have long vanished from store shelves. Epic expected to continue this practice with Gears of War, using free DLC to keep an already immensely popular game relevant up to (and possibly exceeding) the release of Halo 3. And you'd think three million copies of Gears of War sold- by a wide margin the best selling game for the 360- would be enough to convince Microsoft to give Epic a bit of leeway from Microsoft's own tradition of avarice, perhaps even foster a bit of good will between Microsoft, the three million people who already paid sixty dollars for Gears of War, and future companies who may wish to replicate Epic's success. You would be terribly, terribly wrong.
"With Gears of War we've gone through our own effort and expense to build additional maps, which are free to download. We've already released two and we have four more maps that we've built. We've been wanting to give them away for a long time, but actually Microsoft has been pushing back on us for that. They're trying to build this business model around selling additional content for games and it's a valid idea, but definitely we would like to release more stuff for free, and we haven't been able to do so yet. It's unfortunate as there are a lot of good business reasons for releasing free content for games... you want to increase the player base, you want to keep the game alive..."
To be fair, Microsoft and Epic have since agreed to release the Gears of War map pack for free after allowing the update a few months to gain revenue on Marketplace. Still, the situation has damaged gamer confidence in the concept of DLC, and the news that Microsoft was willing to shut down free content only serves to betray good will in a player base that's already being asked to pay fifty dollars a year for the privilege of playing 360 games online in the first place- something neither Sony nor Nintendo require their customers to do. Speaking of which, that fifty dollar Live Gold subscription fee brings up some awkward questions. Namely, if Live Gold customers are already paying for a premium service, why didn't Microsoft look out for those customers and politely remind Bethesda Softworks that asking the public to pay money for a horse texture map wasn't a great way to start off the whole DLC experiment? Where was Microsoft to advise Q Entertainment that charging the public seven dollars for a Lumnies Live demo was a ruinously bad idea? Why has Microsoft yet to discourage Electronic Arts from charging microtransaction fees to unlock content that exists for free on versions of the exact same games for other consoles? Why is it, every step of the way through the past eighteen months of Xbox Live DLC, Microsoft has seen fit to step in the way of companies wishing to reward their fans, but not to disabuse companies from using microtransactions to fleece its customers? Why has Microsoft shown nothing but cynical contempt for it's most ardent supporters, the users of Live? Now, I'm not saying we should expect DLC be provided for free. But when companies want to give us this data, why must Microsoft, time and again, refuse? Why isn't Microsoft as anywhere vigilant in protecting it's users against damaging (and downright insulting) pricing?
The answer is that Microsoft is a decidedly old-media company that somehow managed to stumble it's way onto the forefront of new media distribution. The have yet (and indeed, perhaps cannot) realize that we exist in an age of consumer empowerment, that you cannot have profitability without good will. Microsoft built much of the 360's image around the idea of online content distribution, and have failed to convince the public that bothering with DLC is worth the associated headaches. As a result, they are going to have a difficult time succeeding in this console generation, despite a yearlong head start and what's turning into a respectable game library. If Nintendo or Sony take Apple's lead and leverage the full potential of DLC, they'll have an even harder time next cycle.
Tuesday, April 17, 2007
Game; Stopped.
Thursday, April 12, 2007
Of Good Intentions
Monday, April 2, 2007
The Fighter is Dead
(Submitted to The Platformers 4-2-07)
This article started off as an examination of three traditional console genres and how developers and fans alike were responsible for their demise. But upon further research, I realized that two of these genres I had thought dead or dying- the shooter and the racing game- were still vital parts of the gaming dynamic, evolving new concepts and thus able to attract new fans. However, the third- the fighter- has not seen a major revision in gameplay mechanics since the first Virtua Fighter nearly fifteen years ago. How did the fighter, so recently a essential factor of the gaming universe and a driving force of console sales, collapse into irrelevance? And how have the shump and the racer, both far older than the fighter, managed to escape obsolescence? The Racer-- Mirror Course I know, it's hard to understand how I could think the racer was near the edge of relevance, especially when you consider how much marketing faith Microsoft placed in Project Gotham 3 or how important Mario Kart is to Nintendo. But as a devoted fan of the genre, I am hard pressed to find appreciable evolution as of late. Today we see racers split into two camps, with little leeway between. In one you have the over-the-top brainless arcade frenzy of Burnout, where catastrophic wrecks at 200 miles per hour with no discernible loss in position are common. On the other end of the spectrum you have Forza Motorsports and Grand Turismo 4 engaged in mortal combat over who can produce the most soulless Nurburgring experience, the joy of driving wrung dry amid a maze of menu screens set to a jazz fusion soundtrack. But something happened to racers, the subtle sort of shift you don't really notice until it's already passed by, and I believe the roots of this change lay in Grand Theft Auto 3. Free roaming gameplay has come to the racing genre, first seen in a full fledged game in Eden Game's Test Drive: Unlimited, and it represents a fundamental change in the philosophy of how racers are played and presented. Whereas practically every other racing game made gives you a list of racetracks to chose from with no transition whatsoever between, TD:U presents the player with a thousand miles of roadway modeled on Hawaii's Oahu island. The island is the racetrack, the player able to seek out races and events staged within. Further, TD:U has a fully integrated online component, one that melds seamlessly with the single-player game, the player often unable to tell the difference between the normal AI cars and other, flesh-and-blood drivers. As an actual racing game though, TD:U is a tad uninspiring. Cars are largely the same, with little other than acceleration and top speed differentiating them, and the racing physics lean toward the arcade end of the spectrum while still not able to approach the reckless joy of Burnout. However, it points a way forward, and the sort of idea I desperately want to see Polyphony Digital (the detail obsessive madmen behind Gran Turismo) copy whole cloth and place their own racing ethos within. The Shooter-- Smart Bomb By the end of the PlayStation 2 cycle Shumps had fallen into utter irrelevance. While the games remained fundamentally sound (after all, it's hard to screw up a something three steps removed from Space Invaders), they had become exercises in franchise self-abuse, with gameplay conventions carved in stone before the NES was set to silicon. If anything, the genre has actually devolved from previous generations that gave us Panzer Dragoon, Galaxy Force and Star Fox 64. Even Treasure, masters of the traditional 2-D shump, gave us the excellent, inventive puzzle shooter Bangai-O for the Dreamcast... barely a console generation later they returned to remaking Gradius. Shumps find themselves travelling quite the opposite path to redemption taken by the racer, their evolution represented by a return to the roots of the genre. Geometry Wars: Retro Evolved hearkens back to the frenzy of the arcades shooters of yore, using the power of the 360 not to create high-rez polygons, but instead to throw a riot of lethal particle effects at the player, frantic action not seen since Berserk and Defender. Meanwhile the freely distributed Warning Forever literally evolves, constantly pitting the player in single-screen combat against a single, constantly changing enemy. This minimalist (and free-of-charge)ethic is also found in the work of Kenta Cho, creator of rRootage, Torus Trooper and GunRoar; any of which in another age would have easily qualified for franchise-worthy blockbusters.
The Fighter-- Ring Out I want you to try an experiment next time you're mooching coffee and magazines at the bookstore. Find a strategy guide for a 3d fighter, something relatively simple, say Dead or Alive 4. Now find a beginner's guide to C++. Open them side by side. Which seems more rewarding, learning the counters, command throws, string combos, alternate stances, step-baiting, ect of DoA, or programming your own videogame from scratch? It's going to take you a good couple of hundred hours of practice either way, at least one of the two will land you a degree somewhere down the line.
You see, instead of devolution or division, the fighter fell victim to its fans. Mired within arcane language and obtuse concepts, the fighter finds itself cursed with a hardcore fanbase struck with tunnel vision, a tunnel vision which the developers have embraced. excluding new fans for the demands of tiered tournament play. The hardcore fighter community does not want change, they want incremental improvements to the same basic strategies laid out in Virtua Fighter, and that's something Namco and Sega and Temco are more than prepared to dole out along with regularly scheduled graphics upgrades. There is simply no way for a newcomer to the genre to find a foothold, and without new fans any demand for new gameplay mechanics have fallen to the wayside.
Summary Stagnation of gameplay leads to stagnation within the playerbase. Once your market stops growing you're stuck with the same core group of people who will buy your sequels no matter how stale they are, and you wind up catering to those fans, forcing out new players. Within a short time you wind up with Virtua Fighter 5 selling all of fifty thousand copies in it's opening week. This is the trap the racing genre found itself on the precipice of, and the one the shump is currently trying to free itself from. I don't know if there's a way out for the fighter, perhaps we've seen everything interesting left to do with it. Nintendo fans tell me the Smash Brothers franchise remains uncompromisingly fun while still allowing a semblance of high-level play- I'll have to take their word for that, it's not the sort of game that appeals to me. Even Midway has admitted that the promise of fighting action itself isn't quite enough to sell Mortal Kombat anymore, having long ago decided to fill game discs out with kart racing and puzzle games, turning what was once a well-respected fighting franchise into something of a slipshod party game. Even Capcom, progenitors of the genre and renown for their willingness to squeeze the final penny from a franchise, realized there was no money left in the 2d fighter and vacated their crown.
Which leads us to the real crime of all this. We'll never see an updated Morganna sprite.
Friday, March 9, 2007
Radiant Silvergun Review
Wednesday, February 21, 2007
Sony's Lazarus Pit
[The] PlayStation 3 launch has been, objectively by any measure, more successful than PlayStation 1, PlayStation 2 or other competing system out previously.Or Jack Trentton's recent gem:
If you can find a PS3 anywhere in North America that's been on shelves for more than five minutes, I'll give you 1,200 bucks for it.These aren't even the worst of the quotes, merely the most recent. Since E3 of 2006, Sony's suffered from a crippling case of verbal diarrhea. It may seem silly to propose that Sony's biggest problem stems from their near total lack of PR oversight, after all, the mainstream public has no idea of Sony's continued and constant PR gaffes. But the hardcore public certainly does, and when you're trying to sell a $500 movie player on the prospects of being able to play Metal Gear Solid 4 at some vague, undefined point in the future, the hardcore market is all you honestly have. Hardcore games are quite aware of the consequences of owning a losing console, and right now Sony's CEO class' inability to stop talking out their collective ass just goes to show a level of disconnect from reality not seen since Marie Antoinette's attempts at social welfare. Give us a reason to spend that $500. Grand Theft Auto 4 will be appearing on the 360 before it reaches the PS3. Square/Enix is making bedroom eyes at Nintendo. Metal Gear Solid 4 won't be appearing for at least a year, possibly longer- and that's working under the conciet that Metal Gear Solid can still sell systems. Sony needs game you can't get on the 360 and Wii, and that requires the in-house developers to start delivering. These are the same devs that gave us Shadow of the Colossus, Jax and Dexter, Rachet and Clank, Sly Cooper, God of War, Wipeout and Gran Turismo. But where are they? Polyphony Digital won't have GT5 ready until early 2008 at the earliest. Incognito's remake of Warhawk hasn't been seen since concept renders were released 18 months ago, despite it's supposed "Summer 2007" release. Killzone 2 won't be appearing until the later half of 2007, pitting the underachiving series head-to-head against Halo 3. To be fair, Heavenly Sword, Lair and Motorstorm are coming up in the next couple months, and these games may indeed be worth buying a PS3 for. But compare Sony's proposed 2007 lineup to the 360's 2007: Crackdown, Forza 2, Mass Effect, Halo 3, Blue Dragon, Eternal Sonata, Guitar Hero II, Lost Planet, Shadowrun. For this year at least, Microsoft will be able to match Sony blow-for-blow with exclusive titles that at least match, if not exceed, the efforts of Sony's vaunted first party teams. At this point, Sony may be reduced to paying for 3rd party exclusive titles. Grand Theft Auto went a long way towards selling the public on the PS2 lo so many years ago, how much money would it take to convince Rockstar to return to the Sony fold? It couldn't take much to lure Team Ninja the superior graphical prowess of the PS3, something which would be an enormous talking point for Sony. Acquiring Dead Rising 2 as a PlayStation exclusive would be planting a dagger in Microsoft's spleen. Finally, do something about the price, even if it's trivial. $500 is hard to swallow, even if a 20 gig PS3 a greater value than the 360 Premium. But sacrifices could be made that would not directly touch the already negative price margin on PS3 hardware. Imagine if Sony included a copy of Resistance: Fall of Man with each sale- then you've effectively reduced the price difference between the 360 Premium and the 20 gig PS3 to $40. There are other options that don't involve Sony losing their one sure-fire sale though, perhaps a Ridge Racer 7 pack-in, or a voucher good for $60 worth of new games bought anytime in 2007. They perhaps offer a high-resolution directors cut version of an existing PS2 title, say Gran Turismo 4, even Metal Gear Solid 3. You wouldn't be closing the gap nearly as much price-wise as you would if you threw in a free PS3 game, but there would be added value vs the 360, an idea Sony has has a hard time getting across to consumers. In conclusion, I don't think it's time for Sony fans to start looking for ways off the ship just yet. Sure, Microsoft is going to to have an incredible 2007, but they're not leaving much left for 2008, and by then there will be worries that the 360 has but a year left in it's cycle. As far as the Wii, Nintendo has yet to prove they're capable of producing a steady stream of titles for one successful system, much less two at a time. This year isn't a complete waste, either. There's every chance Heavenly Sword and Lair will live up to the promises of their screenshots, and Motorstorm is already well-received in demo kiosks. That said- if the spring trade shows roll around and the public is given no reason to stop holding out on a 360 or Wii, it may be time to start carting out Marie to her date with the Guillotine.