martes, 22 de febrero de 2011
A brief aside
Jim Sterling really ought to be stood down from his job at Destructoid – he’s totally hateful and mysoginistic, as a recent public Twitter spat between him and Auntie Pixelante’s partner has proved. I won’t be reading Destructoid until they eject the idiotic, infantile shithead from their payroll.
That's what I think, too. I stopped reading Destructoid altogether because that professional troll annoyed me so much. That's the reason I haven't written any "Jimbecility" posts tracking his insane foulmouthing for months.
Speaking of losing readers by the hundreds, did you know you can keep reading Kotaku without the annoying new layout if you type "UK" or "CA" in front of the url? Just try it:
http://uk.kotaku.com/
http://ca.kotaku.com/
Luckily we don't have to worry about anything like that because we don't have any readers.
jueves, 4 de noviembre de 2010
Xbox exclusivity?
Now in 2002, it was strictly multiplayer gaming. Now we get those Call of Duty map packs before anybody else does. We’ve got Gears and Halo, of course, as exclusives. We continue to get exclusives on the service as well. And we’ve gone from 400,000 members in our first year to 25 million.
Well, if I were an Xbox player, I wouldn't think "oh, I love these games but I don't want anyone else to play them". That would be selfish and stupid. But Microsoft is paying millions to developers so they don't sell PS3 versions. Do Xbox players get any real benefit from this? No. Microsoft does.
Also, an Xbox player has Gears of War and Halo. Microsoft could easily release Halo for PS3, but they don't want to, because it's all about strengthening the Xbox brand and hurting the competition. Does that benefit Xbox players at all? No. That's only good for Microsoft.
If Microsoft is the one reaping the benefits, why should the players pay for all that exclusivity nonsense? Are you kidding me?
viernes, 27 de agosto de 2010
'Please pay us as much as you can!'
Well, they still don't understand that some people will never pay $60 for a game. I know I never do: I wait until they they hit the bargain bin and cost 15 € (about $20) before buying anything. Anyway, for many people the basic economics for the current way of making second-hand games available is this: a kid pays $60 for a game, finds out that he doesn't like the game for whatever reason, sells it back, and then he buys another one. Do you see a pattern? If he can't sell the game, the chain is broken. A game sale disappears. Furthermore, he'll never buy the game in the first place because he knows that if he doesn't like the game for some reason, he'll be screwed. In the "best case scenario" for the games industry, he'll wait until the game costs $20-25 like I do.
Is it so hard to understand why this "preventing used games sales" will only bring harm to everyone? Also, it doesn't make any sense and goes against what we've been doing for centuries. Just imagine that you go and buy an used car from some guy. You sign the contract, the seller hands you the keys for the car... and then he says, "oh, there's one more thing. The "extra storage function" is only available for first-time buyers. That means that you should go to your nearest Ford dealership and pay them $3,000 to get the trunk key."
Can you see yourself in that situation? And can you imagine doing anything else than punching the seller's face straight away?
lunes, 16 de agosto de 2010
APB sucks... so you know what comes next
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
miércoles, 11 de agosto de 2010
The new censorship
This kind of disregard for what the player wants, taking advantage of the power they hold when they fully control your access to the games, is what makes me skeptical about digital downloads. They can tamper with your game in any way they think appropriate. Now they are saying, "oh, sorry, some character in the game may get us sued so we are removing it", but at some point you can log in to your game account and be confronted with a disclaimer telling you that "sorry, a big Earthquake killed 100,000 people in California so the Quake games are in bad taste and you can no longer play them". Or maybe one day you try to play "Rock and Roll Part 2" in a Guitar Hero / Rock Band game but then Gary Glitter is arrested for molesting a child, so then the song gets patched out of the game because some parents complained about it... You know what I mean!
And then I, as a player, will yell "stop screwing me! I just want to play my game in peace! Don't take anything away from me!". But now there's nothing I can do, because in the digital era nobody can hear you scream.
sábado, 31 de julio de 2010
Games that stop existing

viernes, 9 de julio de 2010
Jimbecility - A bullet in the head

jueves, 24 de junio de 2010
Sony, you won't get my money this time

viernes, 11 de junio de 2010
Scary new games

lunes, 7 de junio de 2010
Alpha Protocol's rift - A mystery
Vlad Andrici tries to study this phenomenon in this article, trying to check all the facts and find an explanation, but it still doesn't make any sense. What is going on? Now, I hate to turn too paranoid, but I've come to think that there are some reasons that don't have anything to do with the quality of the game. First, as Andrice points out,
I've noticed for a long time that many magazines/review sites tend to overlook some pretty noticeable problems that certain games coming from big-ass publishers and developers have, while the "not so hyped" games tend to be hammered for the same issues.
That is so true! If a GTA or a Metal Gear Solid game is released, it automatically gets top marks. Yes, it's a completely populist attitude but it's not going to go away soon (most players actually go crazy if they don't get those unrealistic reviews, anyway). But some game must be seen in a negative light so it doesn't look like reviewers love just everything. And it looks like it's Alpha Protocol's turn.
Also, I hate to turn to ideological explanations, which always look crazy no matter how you present them, but I'm really starting to think that American reviewers are not OK with having a company called "Halbach" (a dead ringer for Halliburton) as the bad guys in Alpha Protocol's story, while the head of the effing islamic terrorists is depicted as a man of his word. Blasphemy!
But I don't know what to think. Thankfully, this game was released a bit earlier in Europe, so when bad reviews started to drip from the US, a lot of people already knew that the game was much better than what they were being told. And you can influence someone to not buy a game, as in this case, but it's different if you are already playing the game... and enjoying it.
I hope this whole thing is not disastrous for Obsidian. As far as I'm concerned, they have delivered the goods with their latest game. If my review didn't convince you yet, I'm telling you again: Alpha Protocol has great writing, and decent gameplay, so if you love RPGs, you should definitely try it.
And speaking of good writing, I really enjoyed this in-depth article by Chris Breault about how important writing is, and about the way careless scripting can ruin the whole experience, using Splinter Cell: Conviction as an example of how bad a game can be because of that. You should read it!
BONUS: Someone sent me this article which says that core gamers are male and casual gamers are female. Well, SuperViv, JR and I are both things at once, and we are not hermaphrodites! Or, at least, I wasn't the last time I checked. Let me have a look again...
lunes, 24 de mayo de 2010
WHAT THE...?! UBIIIIII!!!!!!!!!!!

lunes, 17 de mayo de 2010
How my enemies are doing
Splinter Cell: Conviction is fighting hard to ensure that nobody will ever buy any PC Ubisoft title again. This is not going to end well.
This won't last. They are going to pay for what they've done. So it looks like there's justice in this world after all. Right?
My "gaming enemies" are just not those evil game companies! I also hate bad design and games that treat the players like cattle, and I totally agree with this opinion about what I enjoy (or hate) about videogames. I play games to be entertained, not to prove I'm "the best" at it. I like decent writing, nice graphics and getting from the start to the end with as little frustration as possible. I don't like competitive multiplayer, tough challenges and grinding.