HOME | FORUM | STORE | LOST TOAST | IN ABSENTIA

April 4, 2008

The Gamer’s Quagmire #66: DLC: It’s Easy as 1-2-3

Filed under: The Gamer's Quagmire — Tags: , , , , — crayfish @ 12:00 pm

Everything you wanted to know about gaming, and less
by Jamison DeLorenzo

This week marked a first for me in gaming. It wasn’t anything as groundbreaking as my first perfect song for Guitar Hero on Expert, completing a Mario game without dying, or roasting the CPU in a regulation hockey game by over 200 goals (thank you, NHL ‘94). This week marked the first time I participated in obtaining game-related material via digital download. I should point out that this is much more commonly known as DLC thanks to overwhelming pressure to cram every important idea in society into a three letter acronym (TLA, sorry).

While visiting a friend this past week we talked about all the usual stuff - work, women, socio-economic disparities across the heartland, clubbing baby seals - and inevitably our latest technological gadgets. I got to show off my new camera and he got to show off a brand new subwoofer so powerful it could easily be mistaken for a herd of charging rhinocerii. The second game used to showcase the beast was a download from the Playstation Store - Super Stardust HD.

For my first exposure to the store this was not a bad start. This game is over a year old, and I must say I’m disappointed in not having tried it sooner. If you enjoyed the game Asteroids you would like this one too. In fact, if you took Asteroids and poured a six pack of triple espressos down its throat you would get something quite similar. For $10 there a bunch of games like this you can get for a PC or console. If you can remember what games made the original GameBoy so popular (not to date you or make you feel old) that is today’s current Indy gaming market.

I never really thought about it before, but the fact that there is a ton of entertaining arcade games all over the Internet at a dirt cheap price is a good thing. This is a great alternative to the $60 console games and provides to our current crop of young people the sustenance they need to become a lifelong gamer. I realize that I am late to the party on this one (the invitation must have been lost in the mail) and that this is not some groundbreaking discovery. We can’t do that every week here in the Quagmire - that’d be far too predictable.

The other half of the online delivery system that we are integrating into the gaming community comes in the form of obtaining additional content for already released games. As much as I relished downloading GT Prologue that is hardly going to happen often. The most popular notion of adding content onto games comes in the form of Guitar Hero and Rock Band. This is a very welcome addition to anyone who has pined for certain songs to be in the game.

I have to admit that although there have been several great songs in GH3 and Rock Band there have been plenty of songs that I have been dying to get my hands on to play. Imagine my joy when the Still Alive and the Boston pack was released recently for Rock Band. It may sound strange, but one of my current favorite gaming moments of the year now includes cranking my stereo and playing lead on More Than a Feeling. While realizing admitting this makes me look like an even bigger dork, I felt the need to share this because I feel that this is a revolutionary step for the rhythm gaming market.

The only thing that makes me more excited about what the future might hold for these games. In a perfect world there is going to be a way to point a game towards a digitized master of a song and have the game translate it into a song that you can play. Considering the number of fans of current rock monsters (U2, Radiohead, Dave Matthews) and past monsters (Van Halen, Led Zeppelin) you cannot tell me there isn’t a gigantic market for this feature. Whoever gets this working first without requiring the utter destruction of a gamer’s bank account is going to cement themselves in gaming legend.

Long story short - I’ve only gotten my feet wet in the world of digital downloads for gaming and I really love what I see. I’ll be taking more steps into it this weekend and hopefully go for a swim (whether a lifeguard is on duty or not). If the industry as a whole starts to get in on this then not only will obtaining games be a whole lot easier, but Valve will undoubtedly be seen as the pioneer in this area for the more expensive segment of the gaming market.

Now, if you’ll excuse me, I need to go locate some more songs to download and get another late night gaming jam session going.

Post your comments in the Forum!


February 22, 2008

The Gamer’s Quagmire #62: Rewards Systems as Mandated by Yoda

Everything you wanted to know about gaming, and less.

by Jamison DeLorenzo

Achieving something great in a game has been a fascination of mine for a long time. The first order of business, ironically, is having fun. It is difficult to pinpoint the transition period from enjoying games and excelling at games. I believe that this sentiment about excelling in gaming is the central ideal that makes a gamer a hardcore gamer, and stage 1 of a social disease that can escalate from Adventurer’s Perfectionist Disorder (commonly known as APD) all the way up to Elitist Gamer Syndrome.

Console video games were in their infancy when I started my gaming habit. Kids growing up today get to experience a much more polished medium which is just starting to become mainstream. No, the intent here is not to start the crotchety old man routine; not today at least. The goal here is to unite gamers by talking about what drives them to play games. If you understand why Final Fantasy VII isn’t complete before you have Knights of the Round or why Super Mario Galaxy isn’t done before you collect 120 stars you know motivation as I do.

For several generations of consoles the gamers that wanted to unlock everything in the game they could just go ahead and do it. Nobody needed to ask the Ocarina of Time fans to collect all of the hearts. Nobody taped Devil May Cry fans to chairs before getting an S rating on every stage. Nobody held a gun to my head to force me to complete Castlevania IV without dying. Gamers did these things because they wanted to.

One of the Best Games Ever

Luckily we now have a world of gamers clamoring to prove that they can play all of these games better than anyone else. I realize that this drive isn’t new, but the ability to advertise these accomplishments across the world is. The advent of Achievements on Xbox Live is this semi-official place where gamers can prove who the better gamer is by completing more in-game feats than other people and posting high scores for the whole world to see.

In a matter of speaking the idea of achievements can be a good thing. Anybody who talks trash in message boards now can be more easily ignored (of course, if you ever listened to these people you are the central part of the problem) because without the proof that Achievement Points provides they have almost no way to back up their talk. Granted, there’s no law that tells you that you should listen to these people (and common sense tells you that you shouldn’t), but having extra ammo for someone who truly annoys you, such as an incompetent amphibious wingman, is never a bad thing.

3 Pilots, One LoserI can’t say that the notion of Achievements is a bad thing, because sometimes gamers need extra motivation for doing certain things in games. Unfortunately, a lot of the 360 Achievements you see resemble the completion of an entirely fruitless endeavor. Crackdown, on top of one of the simplest and enjoyable games on the 360, has several achievements that make me question a few things. You get achievements for maxing out your stats, blowing up enough bad guys, taking down each crime syndicate, collecting all of the ability orbs, and even climbing to the top of your headquarters. Look closely at these items before continuing to the next paragraph.

My contention that there are three types of Achievements in existence: the wholly pointless, the painfully obvious, and the surprisingly noteworthy. If you do not believe me, let us walk through this together.

The first category, the wholly pointless, is obvious: climbing to the top of the HQ in Crackdown, while fun and entertaining, is pointless. I never would have thought to do it if it were not in the game, the developers wouldn’t have put it in had there been no Achievement system, and it serves no purpose whatsoever. There is a heightened sense of vertigo when climbing the tower that provides some entertainment, but the reality is that if it was never in the game I don’t think anybody would have cared considering the complete lack of any real reward other than finding another creative way to get gamers to jump to their untimely deaths.

The second category, the painfully obvious, is… what it is: taking down each crime syndicate, as a prime example, is already a requirement for completing the game. Why is this a noteworthy action? Is there a point in rewarding players for not being hopelessly moronic? It may make sense to promote idiots into management, but we are talking about video games here. At least in this scenario nothing gets taken off of the table.

Achievements that create a false sense of gameplay, thus taking something off the table, truly annoy me. In Mass Effect there is an Achievement for achieving Spectre status. In reality this is just like the previous Crackdown example, only it implies that it might be possible to somehow avoid achieving this goal (hint: it’s not). I had to change how my character reacted with others because I thought my dialog choices would screw up my chance to become an all-powerful Spectre. Maybe paranoia is to blame, but I steadfastly maintain that placing a sense of fear into gamers for the sole purpose of supporting the Achievement system is faulty. This situation becomes highly untenable when training to become a Jedi - Yoda would not be pleased.

(Subtle Star Wars joke - it’d been far too long since I used one)

The final category, the surprisingly noteworthy, comes along with items like collecting the ability orbs and maxing out all of your stats. Again, you are going to do these anyway for the same reasons you collect all 120 stars as Mario in Super Mario Galaxy. You hardly need to do this to complete the game, but you want to because it separates you from the pack. The attraction of others seeing that you did this does add a sense of accomplishment to the feat that is nice, albeit an inflated one. Rewarding this type of gaming behavior, unlike all other scenarios, is to be lauded.

The truth is that I am a fan of Achievements, but only when done properly. Game developers should not add Achievement points to a game just to support an artificial structure. If the points meant something then ranking players by those points would make sense. Instead we have reward points for people who fail a song 10 times in Guitar Hero and survive in open combat (you are an assassin!) for 10 minutes in Assassin’s Creed. These people should not be rewarded.

Mass Effect is, with small exception, a great example of how to use the system. It supports the Live Achievement system the way games should because most of the rewards unlock extra gameplay options for the player. Gamers like me who have APD know that if you give the player any reason at all to complete a task they would gladly do it. In an RPG the reward is almost always some form of loot or a new spell so that is easy, but if the reward is just a pat on the back for doing something insane I would just as soon grab that same arm and slam the would be back-patter to the ground.

Be Prepared to Repeat This - A Lot

One final point before today’s lecture is complete. I realize that the Mario example is not entirely pulling its weight here anymore because you do not need this to complete the game. What it does do is unlock playing the game as Luigi and offer a true sense of completion (imagine getting points for collecting 20% of the required stars). When your special rewards system recognizes achievements such as this then you have a system that has some meaning. Instead we have a system where you get into arguments revolving around your ability to complete tasks ranging from the deranged to idiotic, and I am tired of explaining that Live Achievement points have absolutely no value whatsoever. It is like winning a ton of tickets playing Skeeball in an amusement park without a ticket counter.

Then again, if you manage to satisfy your ego by completing utterly pointless tasks, then maybe the system already has an inherent sense of meaning to it.

Post your comments in the Forum!


February 15, 2008

The Gamer’s Quagmire #61: Repeatedly Shedding Tears

Filed under: The Gamer's Quagmire — Tags: , , , , — crayfish @ 9:00 am

Everything you wanted to know about gaming, and less.

by Jamison DeLorenzo

Every once in a while my friends over at The Guardian Games Blog manage to hit up on a topic that forces me to hunker down in my cave and take a lesson to heart about gaming. Not only does this get my creative juices flowing or allow me to have a good internal debate, which some people might think is a clear-cut sign of schizophrenia, but it also proves that there are sites out there that far more than just some reiterative drivel. Posting news about games is one thing, but getting people discussing a game or some gaming-related topic to me is a sign of a successful gaming publication.It's what enemies are really made of

Today’s topic in question comes from a non-archaeological dig about the most recent Devil May Cry game, a franchise that has been toiling in repetitiveness due to the overwhelming popularity of its original incarnation back in 2001. The core element of fun in this game stemmed from taking a standard hack and slash style of gameplay and throwing in the overdrive combos that propelled the 2-D fighter known as Killer Instinct back in the 90’s. Basically, if you like beating the ever living tar out of enemies and a dark story arc then the Devil May Cry games provide something you’ll enjoy. At iteration number four the core integrity of this franchise remains in tact.

Having gone through the first and third entries in the franchise, the question remains whether the fourth is going to be worth it. The game is getting fantastic reviews and people are scarfing it down, but I cannot help but wonder if this is game actually adds anything at all to the mystique of the franchise or if it is just the same old slop that gamers are expected to gobble up from the Troth of Formulaic Gaming (+1). It’s not that I don’t have an appreciation for hard work in the graphics department, but in games like this I wonder how much time can be spent admiring the architecture while a plethora of enemies rip me apart like a pack of lions. This, I would argue, is rather counter-productive when trying to complete the game.

I’d love to extol the virtues of the game to you here, but the main point I am driving at goes back to a question that was raised several days ago on the link given to you. The question in question (word games are fun) revolves around how much depth a game like this has. There are lots of combos that you can perform and a lot of enemies, but once you find a sequence of moves you like to unleash how much of the game is repetition versus new content? This hardly a new question for any game in the hack and slash genre, so in a sense it is a little asinine to bring up for this game. However, the question remains because there is this notion coming from critics that DMC4 is the best entry in the franchise because of its depth.

Assuming for a moment that people are not just fawning over the visuals, comments like these force me to ask why this game should be considered deep. For this style of game all you need are unique level design, interesting boss battles, intense battles, and good combo mechanics to make it succeed or just be a foray into mayhem and wholesome fun. I am unsure how a game of this type can be widely construed as deep. Is the battle system so flexible that you can go absolutely nuts delivering combos? Is the story RPG-level engrossing? Are there a ton of unlocks in the game that alter the gameplay drastically? Perhaps all of these are true to a point, but a counter question that is worth asking is at what point does a game cross the line from depth and become repetitive?

Puzzle Quest, as an example, is a unique game which molds a simple RPG with Bejeweled (together at last!) for a unique and compelling experience. The game is fun and interesting, but I hardly consider it to be deep. Leveling up is not quick by any stretch of the imagination, which is more than acceptable in an RPG, but the battles are beyond tedious because of their length. After 20 levels you gain abilities at such a slow rate that long-drawn out battles that tend to drag on much in the same way the movie Titanic does, only, somehow, much more painfully. I chose that image because both objects in question end in catastrophe and could have been great, but in reality lacked any meaningful depth.

At the end of the day I think gamers tend to see depth where they want to (which generally makes them lousy deep sea divers). Every genre tends to offer depth to some degree. Whether you gravitate towards RPG’s (story, abilities), MMO’s (PvP, abilities), FPS’s (PvP, weapons), fighters (combos, replay value), or any other genre you will find a certain level of depth to it. A game being particularly deep will not intrinsically interest any gamers if the genre does not line up with their interests. On top of that a game that lacks any form of depth will largely be very boring to many people because performing the same remedial task for hours on end for some unforeseen purpose suffers from what I like to call Office Space Syndrome (i.e. fun to watch, painful to endure). Games that suffer from this ailment in varying degrees include Assassin’s Creed, Halo, SimCity, Guitar Hero, and StarCraft.Dragons and Fire are cool

Keep in mind that I told you that the repetitive nature of a game has nothing to do with how much fun you will have playing it. Most of those games I loved playing. I picked those games not just to inflame people like a loose dragon but also to show you that if you like those games, despite their repetitive nature, then it provides some perspective on what elements of gaming really make you happy.

I don’t know how much depth Devil May Cry 4 has. I may walk the Earth until the end of time like Kwai Chang Caine and never have the urge to give it a fair shake. It could be far deeper than any of the previous entries in the franchise thusly making it a game for the ages. It could be as deep as version 1 or 3 and still be very entertaining. In either case if you like this style of game I am betting it is time well spent. Whether you might appreciate the depth of the game I will leave up to you.

Post your comments in the Forum!


January 15, 2008

The Gamer’s Quagmire #58: An Uncomfortable Good Time

Filed under: The Gamer's Quagmire — Tags: , , , , — crayfish @ 4:25 pm

Everything you wanted to know about gaming, and less.

by Jamison DeLorenzo

As a person who tends to run screaming from social situations it’s hard to fathom how addicted I have become to social gaming. Okay, you’re not going to catch me looking for people to play High School Musical with. What I mean is that Guitar Hero and Rock Band have both worked their way into my main gaming rotation. Or, to be more accurate, they’ve moved in, taken over the living room, require regular meals, and demand constant attention.

All this talk about things moving in, taking over my life, and recovery this must sounds like a thinly veiled venting of moving past a bad breakup. This is uncomfortable- let’s just move on.

Despite the circling overtones of negativity the attention is well deserved. Any recovering online addict will tell you that a distraction is needed to remove the taint from your system until you’ve moved on. With World of Warcraft banished from my gaming realm I needed something to fill the sudden and uncomfortable void, and two games have done that for me. Rock Band et al has a dark power of allowing one to move past the always embarrassing air guitar or steering wheel drumset while providing soothing music to play along with (yes, there are days that transform classics from Iron Maiden into digital audio therapy). Sure, you’re still playing a fake instrument but now it is a popular video game so you have nothing to worry about.

I realize that I am very late to the party- not just for the aforementioned musical games but for getting into games that change how we interact with them. I never disliked the control ideas that drove the creation of the EyeToy, DS, or the Wii. The Dance Pad brings something to the table also, and while I would not be caught dead playing DDR, anything that brings hoards of females into gaming is not something I would initially call a bad thing.

For the record, any male gamer who claims not to have enjoyed watching women play DDR once in their life is a liar. Please understand that normally I would not feel the need to defend myself for being entertained by certain games. If this makes you think I’m nothing more than a juvenile pervert then go ahead and enjoy, but know that least I am the one being honest.

… let’s keeping moving on.

The real reason these games are compelling isn’t just because they provide a different way to play or because they let you think that you are a music superstar performing on stage. These games are a draw because you can hang out playing these games with friends and have a good time. It is true that not all songs in these games are gems (for example, anyone who feels the need to do a cover of Ballroom Blitz is inflicting unwanted and excruciating pain on society), but when you get multiple friends embarrassing themselves along with you playing these games it is strangely impossible not to have a good time.

The revelation for me isn’t that I enjoy this type of game or even that getting friends together to play these games is now an enjoyable experience. Normally what encourages me to spit out a few thoughts about a game or related idea is something I read online or in some gaming magazine that forces me to either cheer loudly because somebody else agrees with my point of view (which is admittedly rather uncommon) or to go on some long tirade about how insane something is. This time I felt the need to share this sudden love affair with you all. If you have been hesitant to give these games a try you need to find someone who has them and give it a go. I honestly believe you will not be disappointed.

Wait- I’ve gone from breaking up to being a pervert to admitting to an affair. I better call it a week before this goes any further.

Post your comments in the Forum!


December 10, 2007

The Gamer’s Quagmire #56: Rocks, Bricks, and a Vision

Filed under: The Gamer's Quagmire — Tags: , , , , , — crayfish @ 12:48 pm

Everything you wanted to know about gaming, and less.

by Jamison DeLorenzo

Two big games have hit the shelves within the past months that have been riveting millions of gamers - Guitar Hero III and Rock Band. So-called “rhythm games” have been becoming very popular since the initial outbreak (yes, it has spread like a virus) of Dance Dance Revolution. Once this event came to pass it was only logical that instruments were the next great controller concept for these types of games. I’d like to say that bringing the guitar into the fold was a stroke of genius, but in reality it was the next logical move. Any fan of music at one point in their life is a stone cold liar if they claim they never played the air guitar.

With the release of Rock Band we now have a microphone and a drum set - the other two major components of any relevant air band. Harmonix has been central to getting these games to where they are today. They were behind Guitar Hero 1 and 2 and used MTV as a publisher to get Rock Band out the door. While these games, and all rhythm games suffer from this, make you look completely ridiculous when outside viewers happen to see you (including the government through their spy satellites, which is probably why they’re in existence in the first place), I do admit they are a lot of fun.

The concern with these games are two-fold: price and repair. It is usually quite simple to replace broken controllers for most games, but sending out a guitar or drum set for repair is by no means trivial or quick. Guitar Hero games are a little more expensive than most current console games, but Rock Band chimes it at $170. In other words, if you have any interest in the latter it is best to find a group of people that want to play the game and pool money for it.

My overall concern isn’t even with the games, however. Instead, I am concerned that companies besides EA are working hard to become the most hated company in the industry. I mention this because of the guitar compatibility with these games. Red Octane makes the guitars for both games- and an interesting side effect of this is that if you have one game your guitar should work with the other game.

Aaaah… note the keyword “should.” Once it became known that there were some problems with guitar compatibility in Rock Band for the PS3 the good people at Red Octane got to work on the problem, only Activision has decided to not move forward with the update yet. It has been noted by several people that Activision is the publisher for Guitar Hero 3 and bought Red Octane. MTV is the publisher for Rock Band. At this point you should not need a road map to see what’s going on. In short, everyone looking at playing both of these games now has an axe to grind.

(Double-puns are so hard to resist)

Given our current corporate culture it should not surprise anyone that Activision sees no reason to issue a patch for a competing product. Logically, why should they provide a service for a competing product? That is counter-productive to their business, but at the same time there is a huge conflict of interest. Red Octane does the hardware for both games, so my only question is why is this type of devious behavior allowed by companies? Clearly it was design intent that the guitars work for both games.

Rumors or not, it disturbs me that this type of behavior can happen. What’s more is that there is not much customers can do about it. I don’t expect corporate or even personal self-interest to disappear from our culture any time soon as a central focus. Companies need to work on their bottom line before anything else. What troubles me is that so many businesses, in and outside of the video game industry, almost seem to rely on self-interest as a business model instead of providing a product and great service for it. That type of thought process almost requires all companies to work from that standpoint, effectively draining goodwill out of industries as a whole.

Given my tendencies to be an alarmist you may want to take what I’ve written here with a grain of salt, but I urge you to at least look at how video game publishers respond to customer problems to get an idea of where the next great gaming experiences might come from. If Activision is acting in the way they appear to be in this case you may be waiting a long time before they provide something a gamer will really want to have.

Post your comments in the Forum!


Older Posts »

StillontheShelf.com - no frills, just content. Powered by WordPress

©2003-2008 Craig Reade and Mad Cow Disease