Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Friday, December 30, 2011

What I want to see in a video game

I don’t think I play video games right.

Which is not to say that I’m bad at them. At this point in my life, I’m pretty natural at most games, and can hold my own with most casual gamers in most games.

It’s just that I don’t think I play them the way they are meant to be played.

Tuesday, August 30, 2011

Deus Ex and the illusion of choice

Deus Ex: Human Revolutions is a great game.

Stealth and straight-forward violence are both viable options throughout the vast majority of the game, with good tradeoffs for both strategies; the levels are well-designed, at times intuitive and occasionally very difficult. Patience and planning are rewarded, the inventory and skill systems work well, with none of the skills feeling overpowered or—except perhaps for hacking—totally necessary. The atmosphere is good, the characters both realistic and consistent, and the environments can be quite beautiful. The only thing anyone seems to have a problem with are the boss fights.

Thursday, August 25, 2011

A quick thought: parallels between esports and physical ones


I’ve watched a lot of esports in the last week or so, mostly focusing on the Gamescom League of Legends tournament (in which CLG beat out TSM in the finals match). Like any sport, the matches are streamed live with commentary, and (unlike most sports) the full replays can be found online after the fact.[1] The matches that I’ve watched—especially in comparison the baseball that dominates my current sports-watching time—left me with some interesting conclusions, mostly about technology.

First, camera angles, instant replay/slow-motion, and HD are really the greatest things ever. You cannot stress enough how much of a difference there is between an HD hockey game and one that is poorly broadcast. In the same vein, I’ve generally been opting for non-HD streaming (due to a mediocre internet connection) which generally works fine. Problems generally arise, however, in situations when there’s a lot of “clutter”—think about a pile of bodies in the corner in hockey—in which details, especially with the fast pace of the game, become nearly impossible for me (or, frequently, the announcers) to make out. HD would probably help for those moments, and slow-motion replays of team fights would be incredible.

As you camera angles, watching League is somewhat like watching a football game where you have one overhead camera that moves; it doesn’t matter how good the cameraperson is (and I found that the ones at Gamescom were generally very good), you’re going to end up missing a fair amount of the action regardless. I suppose a better analogy would be a soccer game in which there were three balls for the first half of the game: as long as you can only focus on one ball, you’re going to miss some incredible action in other parts of the field. Again, an instant replay feature would be great, especially if there was a slow-motion aspect, though doing that in a game like League—which doesn’t pause until it ends—would be difficult.

Second, announcers can add to the game or they can be distracting and misleading. I would say that this is a major problem in baseball—though that is just an opinion—and stems mostly from the fact that there is so much time between pitches, and so many strikeouts, and so many walks, that play-by-play has really been replaced by color commenting, which is generally much less interesting. At Gamescom, the announcers were interesting and injected information about strategy while the game was going on, like a good pair of hockey play-by-play callers. Watching with the sound off would taken away from the experience.

Third, and I think this is true across the board in sports, watching League is simply not going to be interesting without a background knowledge of what is going on. The finals match at Gamescom included some truly excellent uses of flash, a nice turret dive or two, a couple very good ganks, interesting banning strategy, and exemplary last-hitting and dragon coordination. Of course, if you don’t know what any of that means, you’re going to find the game much less interesting, in part because you won’t appreciate the level of difficulty involved (for this reason, I found watching a Rumble much less interesting than watching a Nidalee or Cho’Gath. I have never played Rumble, have no idea what his abilities do, and wasn’t really entranced by his positioning strategies). This is why I don’t particularly enjoy football: I simply don’t understand pro offensive packages or defensive strategies, and so while I can enjoy a nice pass or a particularly inspiring run, most of the game is much less interesting.[2]

And finally, tournament League, like most other professional sports, appears to be played and watched primarily by men. I think there’s a point here, but I don’t really know what it is.


[1] Actually, like many sports, tournament-style League has a five or ten or twenty second delay, depending on who you talk to. This is to prevent “ghosting”—basically, you don’t want a guy in the audience to shout “lookout, he’s behind the door” and actually prevent the person from going through the door.
[2] I’m also the only person I know who gets excited about good defensive positioning on hockey plays. 

Wednesday, August 17, 2011

Video games and free to play


Free to play video games haven’t been around for a long time; the genre began with “indie” massively multiplayer games. Typically browser-based, cartoonish, and lacking in serious graphical “punch,” these games would allow anyone to join and play; but if you wanted to get the coolest items, face the most intense bad guys, or just advance more quickly, you had to spend cash. I have absolutely no idea how well these games did for their creators. I’d guess the better ones did decently, but no major developers (read: the kind with stockholders) jumped onto the idea—there were online games that were free to play, but most of these you still had to purchase a physical disk for, and none of them had in-game systems that funneled cash to developers.

In retrospect, free to play looks like the type of innovation that would lead to massive success. Executives couldn’t see how the model would work, and, to be fair, there needs to be a very careful balancing act between making micro-purchases “worthwhile” to consumers and not alienating those players who don’t want to spend the money. However, making a game free to download, install, and play solves the major problem of the computer gaming in the last decade, piracy, and vastly expands the potential audience for a game.[1]

The question has always been whether that expanded base was going to generate enough money to justify not having every person pay $30-50 upfront. So far, the answer has been a resounding yes—so long, of course, as the game in question is a quality product. The most prominent free to play game, League of Legends, probably the best current DotA successor, recently announced that it was going to hold a tournament with a final cash prize of one million dollars. Two months ago, Valve (who are, incidentally, currently developing DotA 2) made their incredibly successful Team Fortress 2 free to download and play.

Both of these games are only playable online. And so far, both have combined massive player bases with affordable and attractive purchasables, which seems to be a formula for success. The question is whether other games can mimic this success. Could a monolith like WoW, with its focus on status symbols that have been gained through hours days weeks of tireless farming succeed if those symbols could be purchased? The model will never work for single-player games, but could we perhaps see more “episodic” games appear, in which players pay small entry fees to play short or small games that have frequent content updates?

Another question is how such games will succeed once the market it more crowded. Currently, LoL and TF2 offer the best (and cheapest) their genre has to offer. But LoL’s most well-known competitor, Heroes of Newerth, recently went free to play, and while Valve will not discuss their pricing plans for DotA 2, a free to play system would make sense, given their already established ability to distribute and promote through Steam. When compared to a games with traditional pricing structures like WoW or Call of Duty, we really don’t have any idea how LoL’s players translate into money for Riot (though I’m sure Riot has this information); likely only a small percentage of players make purchases—and it is unclear whether those players will switch (depriving Riot of their fund source) if a game of similar type and quality were released. What I’m questioning here is whether, without the initial buy-in required in a traditional purchasing structure, games will be able to pay for their development in a market in which players have options. Frankly, as of yet, we just don’t know.


[1] It is telling, I think, that the most monolithic of game producers—EA Games, and their divisions, including EA Sports—are the ones who have fought the losing battle with piracy the hardest. As early as five years ago, EA Sports used piracy as an excuse for not putting effort into porting their products from the consoles to the PC (I bet any psychologist or marketing exec could tell you that this is not the right strategy). In contrast, companies that either satisfy their fan bases (see Bethesda, BioWare) or have serious disadvantages to piracy built in to the game structure (Blizzard and the inability to play multiplayer-oriented games offline) have seemed to be much more successful at combating a problem.