Mostrando entradas con la etiqueta Disaster: Day of Crisis. Mostrar todas las entradas
Mostrando entradas con la etiqueta Disaster: Day of Crisis. Mostrar todas las entradas

miƩrcoles, 24 de noviembre de 2010

Uncharted is so screwed!


WTF?!

http://kotaku.com/5698269/mark-wahlberg-will-be-nathan-drake-deniro-could-be-drakes-dad

Max Payne was probably the worst movie I watched in the last two years (my wife even fell asleep during the first act). When you think of Mark Wahlberg, "likeable" and "funny" are not the first adjectives that come to your mind.

I have nothing else to say about this. I'm depressed.

jueves, 23 de septiembre de 2010

Nerdrage: The Backlash

So GOG is back in business. Back to normal, I guess. But now a lot of users are aware of the fragility of downloadable games. After this ill-advised PR strunt, a lot of fans have now become haters, stating that they won't buy anything from them ever again because they feel betrayed. Yes, it was not nice, but I think they are overreacting, because we only lost access to downloads for a few days, and some trust. The games are still there, no-DRM and all.

I've read some great comments in RPS, but in this case comparatively few users have stopped to think about this in a calm manner. One of them named "Kurina" wrote this opinion. I couldn't agree more:

I am definitely not a fan of the actions they have taken, temporarily closing down their website and leaving a cryptic message. It was not the smartest move, and has brought them some bad PR that they really do not need.

On that note though, I believe people are also overreacting to some degree. While access to the service was suspended, the website also clearly stated that games would be able to be downloaded again this Thursday. This was never in question or hinted at by cryptic statements. Games and accounts were not lost, and everyone would still be able to claim titles they purchased in the past.

This does bring to light how fragile our dependence on these services are though. All it takes is one problem, decision, or marketing stunt to impede our access to games. I hope many people are beginning to realize how they truly are putting all their eggs in one basket, by focusing on services such as Steam. The interesting part being, at least with GOG, their stunts do not prevent you from playing downloaded and archived games. If another service did this, good luck reinstalling and accessing them in the future.

While I do not appreciate the stunt, this will not prevent me from purchasing GOG titles in the future, solely for the fact that I know I can back them up and play games indefinitely regardless of what happens to the company itself.

lunes, 20 de septiembre de 2010

I knew this would happen...


...but this was much sooner than I expected.

GOG is down. I repeat, GOG is down.

I knew about the risks of spending money to buy non-physical games, and I wrote about them. But I never expected something like this to happen so soon, and I never expected it to happen to GOG. I trusted them. Many people trusted them, because they seemed to care about customers, and they were so nice... This shows the main issue against digital purchases: you are just "renting" the games and they could take them away from you unexpectedly.

This is just bad, any way you look at it. Some customers say "oh, but you should keep backups for your games", but then again:

-If I wanted to do that, I wouldn't buy digital games in the first place, I'd buy discs with nice cover art and goodies.
-I own 150+ games on GOG. How long would it take to download all those games, and where do I put them? Should I buy a couple of hard disk drives just for them? And hard disks fail after a while, you know.

We are now waiting to see if this is just a really stupid PR stunt for the end of the Beta stage or something, but nobody is OK with this. The trust is gone. We've been warned about the risks, and many people will think twice about buying digital next time.

lunes, 16 de agosto de 2010

APB sucks... so you know what comes next

I was really hoping for APB to be great, but then I tried the open beta-thing "Keys to the City" event... and what I found was truly horrible. Awful driving, bad shooting, boring missions, long loading times... I didn't want to write specifically about it here because I couldn't even keep playing for long and you know, it was just a beta, though it didn't seem too likely that they could fix all the major problems in time for the real release.

So it's not a surprise that the game tanked, so now the developer is firing everybody. It's sad, but as I usually say, if you make really bad games you'll go under.

After getting this bad news for Real Time Worlds, a former employee has written about it from an insider perspective in the comments section of Rock, Paper, Shotgun. It looks calm and impartial enough, unlike the comment from a former Obsidian employee who crapped on the game as soon as he found the first bad review for it.

Well, I'm not against snitching, but please let a game live or die on its own terms, and then tell us. Don't land the killing blow on it... What if you are wrong? And in the case of that Obsidian guy, he certainly was.

So here's the comment in its entirety. Why not?

What a fucking mess. I’m ex-RTW.

An outcome like this wasn’t desired by anyone at RTW, but game development is a weird business. A game can play poorly right up until only a few months before release, for a variety of reasons – Crackdown was awful right up until a month or two before it came out (some would say awful afterwards, too, but I’m trying to make a point :). Knowing this, it can blind you to a game’s imperfections – or lead you to think it’s going to come right by release. You end up in this situation where you’re heads down working your ass off, not well able to critically assess your own product. APB itself only really came together technically relatively late in its development cycle (and it still obviously has problems), leaving too little time for content production and polish, and lacking any real quality in some of its core mechanics (shooting / driving). It’s not that the team was unaware of these huge issues, but a million little things conspire to prevent you from being able to do anything about them. It can seem difficult to comprehend, it certainly was for me before entering the industry – ‘How did those idiots get X wrong in game Y?’. No team sets out to ship something anything less than perfection, but projects can evolve in ways that no one seems to be in total control of. All that said, it was pretty clear to me that the game was going to get a kicking at review – the gap between expectation and the reality was huge. I wasn’t on the APB team, so I played it infrequently, during internal test days etc. I was genuinely shocked when I played the release candidate – I couldn’t believe Dave J would be willing to release this. All the issues that had driven me nuts about it were still there – the driving was poor (server-authoritative with no apparent client prediction, ergo horrendously lag intolerant), combat impact-less, and I found the performance of the game sub-par on what was a high-spec dev machine.

But the real killer, IMO, is the business model. This was out of the team’s hands. The game has issues, but I think if you separate the business model from the game itself, it holds up at least a little better. A large scale team based shooter, in big urban environments, with unprecedented customisation and some really cool, original features. The problem was that management looked at the revenue they wanted to generate and priced accordingly, failing to realise (or care) that there are literally a dozen top quality, subscription free team based shooters. Many of which, now, have progression and persistence of some sort – for free. The game would have been immeasurably better received it had simply been a boxed product, with paid-for in-game items, IMO. This may not have been possible, given what was spent on the game and the running costs, but the market is tough. You can’t simply charge what you feel like earning and hope the paying public will agree with your judgement of value. Many of us within RTW were extremely nervous at APB’s prospects long before launch, and with good reason, as it turns out.

They also failed spectacularly to manage expectations. When Dave J spoke out saying there would ‘not be a standard subscription model’, he unwittingly set expectations at ‘free to play’. When it’s announced that we’re essentially pay-per-hour, we get absolutely killed in the press, somewhat understandably. The game also announced far too early (though it kept being delayed), and had little to show but customisation for what seemed like years, largely because internally we (correctly) judged it to be the stand out part of the game. But we should have kept our powder dry. Our PR felt tired and dragged on and on, rather than building a short, sharp crescendo of excitement pre-release. We also went to beta far too early, wiser heads were ignored when it was pointed out that any kind of beta, even very early beta, might as well be public as far as generating word of mouth. The real purpose of beta is publicity, not bug fixing. We never took that lesson on board. We also made the error of not releasing fixes externally to many of the issues early beta testers were picking up, keeping the fixes on internal builds, I presume to lessen the load on QA. This simply meant that to early beta testers, it looked as though we were never bothering to fix the issues they found, when in fact, they were being fixed, simply being deployed back into beta very infrequently. This lesson was eventually learnt, but only after we’d pissed off a large number of early-adopters.

The sheer time spent and money it took to make APB is really a product of fairly directionless creative leadership. Certainly Dave J has great, strong, ambitious ideas for his games. But he’s a big believer in letting the details emerge along the way, rather than being planned out beyond even a rudimentary form. For most of the lifetime of APB, he was also CEO of the whole company, as well as Creative Director. His full attention was not there until it late in the day. This has ramifications for how long his projects run – many years, on average – and the associated cost. This, in turn, means that the business model options were constrained, conspiring to place APB in a really difficult position, commercially. Ultimately, it’s this pairing of a subscription model cost with free to play game play that really did for the game. And many of us saw it coming a mile off. I must admit I’m dismayed about the scale of the failure, however. Many of us thought APB might do OK at retail and sell a few hundred thousand, though struggle on ongoing revenue, and gradually carve a niche. But it absolutely tanked at retail I believe (though I’m not privvy to figures) I think due to the critical mauling it received. It never made the top 20 of the all format UK chart. It’s scraping along the bottom of the PC-only chart, a situation I’m assuming is replicated in its major markets. And being at the bottom of the PC-only chart is not where you want to be as a AAA budget game. God knows what the budget was, but when you account for the 150-odd staff and all the launch hardware and support, it was in the tens of millions of dollars.

MyWorld is an innocent bystander caught up in the demise of APB. Which is a real shame, because it is genuinely ground breaking, though not aimed at the traditional gamer audience. It was going great guns over the last year or so, coming on leaps and bounds, impressing everyone who saw it. MyWorld might as well have been a different company – there was very little staff overlap on the two projects, they worked under entirely different production methodologies, and because we were not the next in line for release we received very little attention from the execs (which was a good thing, to be honest). We knew that time was limited, and tried to encourage management to go the ‘google-style beta route – release a limited, but polished core feature set early, and iterate. What happens to it from here on out is not clear, but without the people who wrote it, the code isn’t worth a damn, so I can’t see the project being picked up. Management tried to get a publisher onboard to fund continued development, but the time scales involved meant that was always unlikely, despite some considerable interest from potential partners. God knows what will happen to it now the team are gone. Probably nothing. Years of my life were poured into that project, but it was a blast to make, and at least it was made public so I can point and say, “I helped make that”.

RTW tried something bold, and fucked it up. It tried to make what amounted to two MMOs at once, as well as self-publish. I have to hand it to Dave J. He’s ballsy. But in the end, we couldn’t do it, and I think the whole company will go under sooner rather than later. It’s a shame, too, as Dundee can’t absorb the level of game dev redundancies that are about to hit, which means the Dundee scene gets that little bit smaller. But that’s the price of failure, and we certainly failed. No excuses, really. We were well funded, hired some great engineers, designers and artists, and great QA guys. Ultimately, the senior management team must take responsibility. I think they had far too much focus on the company’s ‘strategic direction’ and not enough on day-to-day execution, which was where it really matters. And I think a huge part of the blame lies with Dave J, though I can’t emphasize enough how nice a man he is personally; ultimately APB has torpedoed the company, and it failed largely under his creative leadership. It has other issues (technical, for instance), but the design and the business plan are largely down to him and the board, and they are what have failed so irrevocably for the rest of us.

ExRTW

miƩrcoles, 14 de abril de 2010

The first day we die

Today is an important day. Online support for the original Xbox ends forever.

You may think this is not too important. Who would want to play those old games when you can have bigger and better new games? Well, many people. Most people won't care, but just think about the future repercussions of this new age of gaming. If I wanted to do so, I could get a old computer or console (Amstrad CPC, Spectrum, C-64, NES...), plug it in, and start playing my old collection of games. I could do that now, just as I could in 1988, and I will be able to do the same in 2018.

Now think about the current generation of games. The Modern Warfare online matches that you love so much. World of Warcraft. Anything with online features. Just think of the future.

2016: Microsoft issues an statement: "Xbox Live is no longer supported. Additionally, we assume that gaming with controllers is a thing of the past, so hand-held controlling devices are no longer supported either. We know what today's gamers want and we'll continue offering the best service for our Natal 2015 gaming interface."

2021: Steam is bought out by Microsoft. All non-Games For Windows Live and Mac games stop being supported. Also, all games released before 2012 stop being offered for download. A 30-day period is offered for users to backup all their games, because they won't be able to access them anymore afterwards.

This is not a paranoid fantasy. If you think about the current gaming landscape, you know it's true. We know rely on the online functionality not only to get the essential patches to avoid those annoying game-breaking bugs, but to even activate the game. But now we are starting to see that online is not forever. Servers are shut down, companies go under, and we have literally no guarantees that the games we buy now will still work in five years.

Just think about it.


...

martes, 2 de marzo de 2010

IW is Oscar Mike

The "ApocalyPS3" is finally over.

Sony said "we are working on it" (probably with the same tone the former Spanish president used). But they were just waiting for the bug to die out on its own. And so it did, at 00:00 last night. Now that crisis is over. But will it come back to bother us some other March 1 in the future?

But not everything is fine. There are conflicts happening all over the video game world. We are getting weird news coming from Infinity Ward, no less. Like Modern Warfare, but in real life. Is this an April's Fools joke one month ahead of its time, or is this real? Has Activision fired the top management from their most successful division? Really?

Remember a few days ago when we said "Activision, stop!". Well, now it looks like they cut the head of their hen that laid golden eggs off. Doesn't that just sound insane?

UPDATE: It looks like it's definitely for real. They fired these people because of "breaches of contract and insubordination". Yes, these guys are rebels. A few years ago, they rejected to keep doing WWII games, and because of that, Activision made billions. Yes, it's not nice when you are proven wrong, even when they make you rich. And now, they don't trust them anymore. Isn't it funny (or just bizarre) when somebody is ungrateful to the people who pushed you to become filthy rich?

lunes, 1 de marzo de 2010

PS3 is down! I repeat, PS3 is down!

What the hell is going on? It looks like the PS3 has its own Y2K glitch!

Is there anything more annoying for a gamer than the Xbox 360 3 ROD thing? Well, it looks like if you have an old PS3 and you allow its internal date to advance from February 28th to March 1st, you are screwed too. The date is sent back to the year 2000, you can't play some games and you lose all the trophies you haven't synchronized with Sony's servers. More importantly, you can't access the PlayStation Network. If that's the case, how will I be able to download the fix for the problem when it's available?

This really sucks. Now, I can't use my PS3 until they fix this. I can't believe they didn't plan for something like this in advance. Also, some people think this problem is the consequence of anti-piracy measures out of control. And they may be right. Well, if you are affected by this, you can follow the story with frequent updates in Kotaku. Now I guess I'll have a rest from Assassin's Creed 2 and play some KOTOR on Steam.

But what will happen if Steam goes down too? Depending on a "global network" can be bad on these occasions.

I love what a guy called Mr. Winters said in a forum: "No, seriously... This is unbelievable, a kick in the nuts for Sony. The Xbox design flaw was (is) a more serious issue, that slow death, that invisible cancer... but this meltdown, simultaneous, global, explosive... was spectacular!"