Showing posts with label freeware. Show all posts
Showing posts with label freeware. Show all posts

Wednesday, 29 August 2012

Open-world economics

Being right is awful sometimes. I predicted that Funcom's dark urban fantasy MMO The Secret World would struggle, and struggle it has according to Funcom's 2012 second quarter financial report (via Rock Paper Shotgun).

Is anyone surprised by this? They're charging full triple-A retail price plus premium-price monthly subscriptions (higher than premium, in fact, for UK players) for an experimental, work-in-progress, niche-genre game without an established IP or a standard free trial, competing with Guild Wars 2 and a new World of WarCraft expansion - not to mention the fact there are now more free-to-play MMOs in existence than there are people.

The Secret World is a good game, if perhaps not a great one. I for one enjoyed it probably more than any other MMO I've encountered. But I'm not going to spend £100 to play it for six months, especially not when getting the same length out of Rift or Guild Wars 2 would cost me significantly less. Gaming's typical price-based snobbery ("if you think it's too expensive, it's your fault for being poor") is alive and well in The Secret World's community, but that attitude completely misses the point - sure, if you can't afford it then don't buy it, but market forces work both ways and each person who either can't or won't play due to the pricing structure represents one less subscription. A balance must be struck. If a game's takeup is low, it doesn't bode well for that game's future.

At 200,000 accounts, The Secret World's takeup is low.

It was never going to compete with WoW or EVE in terms of market share, so it shouldn't be placing itself in economic competition with those titles. A friend of mine said she was interested in The Secret World, but not interested enough when she was also paying for EVE and Rift. I'm not suggesting that The Secret World should move to a free-to-play model, but if it was cheaper, might she have been interested enough to try it? And while some of The Secret World's players may not like to hear it, any subscription-based MMO is in competition with free-to-play equivalents, and comparison is necessary. Every gamer draws their own line in regards to where they're willing to start paying a subscription, and if someone can get almost as much enjoyment out of a free game as a paid game, how many will realistically fork over £12 a month? Maximising what one gets with one's money is as much the consumers' prerogative as it is publishers' prerogative to charge, and publishers have a lot more to lose than consumers. On reflection, I think that's why many Kickstarter backers get so up in arms by a perceived lack of communication with the developers; it's seen as a form of investment, with the ultimate return not being liquid capital but rather a game.

I've seen it argued that the likes of GOG, Steam sales and free-to-play MMOs have spoiled players into expecting to pay under the odds for games. But that's economic reality. Developers report that during sales on sites like Steam and Green Man, their profits increase. Not just sales, profits. Why, then, shouldn't that trend continue for as long as it makes developers money and lets gamers buy their games cheap? You can argue about whether it devalues games as a desirable commodity, whether it negatively affects purchasing decisions, whether it brings down the incentive to experiment in big-budget titles. But you can't excuse publisher actions with the free market defence if you then lambast players for doing, fundamentally, the same thing. And yet some people try to do just that.

Friday, 10 August 2012

Massively multiplayer; also, secret!

Taking advantage of a free trial weekend, I recently spent a couple of days in The Secret World - the new urban fantasy MMO from The Longest Journey creator Ragnar Tørnquist.

I'm not really an MMO guy. I've toyed with Spiral Knights, Rusty Hearts, Fallen Earth and Dungeons & Dragons Online - adding up to a grand total of about fifteen hours - and spent enough time watching friends playing World of WarCraft, EVE Online, EverQuest II and Rift to know that I'm not interesting in trying those myself. Oh, and I was accepted for the Auto Assault beta, but couldn't get the damn thing working.

The setting and the creative director are what attracted me to The Secret World. I adore The Longest Journey and enjoyed its sequel, Dreamfall. The worlds, characters and stories of those games display wit, energy, originality and an impressive level of internal consistency. The Secret World paints with broader brushes, and isn't afraid to borrow elements of other properties, but it's still a well-realised take on the modern fantasy-horror concept. The tropes are put together in a way which is both logical and entertaining, enough that instead of spending my time going "Oh, this bit is like Mage: The Awakening," I was investing directly into The Secret World to a degree I didn't expect. One big YMMV thing to note: the cutscenes are frequent and marathon. They're well directed and mostly well acted, but my god are they long.

There wasn't much roleplaying going on, which is a shame as a purported strong roleplaying environment was one of the other things which caught my interest. But there was more roleplaying than in most MMOs, which is to say, there was any roleplaying going on at all. And at least in a modern setting people talking about other MMOs in the chat window can be taken as in-character conversation.

That modern setting is well integrated. It's not just a gimmick to make it stand out, although of course, that helps. There are the simple things - energy drinks in place of mana potions, shotguns instead of crossbows - but clever use of the real-world setting goes much deeper, from jumping on cars to set off the alarms to attract zombies, to espionage using webcams mounted on remote controlled helicopters, to an NPC suggestion to look something up on Google. In fact, it may even be too clever at times - I got stuck on one mission, briefly, because I wasn't familiar with a certain element of how church services operate.

I didn't get to do a lot of the much-vaunted investigation missions, which are geared more around codebreaking and old-fashioned adventure gaming than traditional MMO kill/fetch quests, but from what I saw they were well-designed and offer a great change of pace. Indeed, with stealth missions, puzzle-solving missions and even escort missions which don't entirely suck, The Secret World has more variety than any other MMO I've seen. I can't comment on PvP or trading because I did little of the latter and none of the former, but the bread and butter adventuring is solid.

The combat didn't blow my mind but it felt no more or less weighty than any other MMO I've encountered, save perhaps the enjoyably frantic Spiral Knights. It's a little on the 'clicking on things until the health bar hits zero' side of things, but aren't they all? The tactical options didn't seem tremendously deep in my time playing, but I understand that a lot more open up as the game goes on, and they offer a lot of scope for playing your character the way you want to play them. However there's not much visual character customisation (it's mostly punk chicks with blue hair and lots of cleavage, or tough guys in shades) and while there's a lot of skills and abilities, they're all ultimately different lighting effects for doing the same handful of things. The big thing seems to be inflicting and abusing various status ailments, which is interesting, but I'm not convinced about how much depth there is to it for a long game. That said, my main problem with combat and character progression was that to really understand it, you need to have already played the game - again, a common MMO failing.

In fact, most of the things about The Secret World which reminded me of other MMOs were the things I didn't like, the same issues which keep me from enjoying the rest of the genre. The interface is pretty illogical, and in a fashion which means remapping it doesn't help much. It certainly doesn't make any strides towards solving the "requires three hands to play" syndrome ubiquitous to MMOs. One gets used to it, of course, but it took me a while and never really felt properly intuitive. Some elements of the control scheme and menu system aren't explained very well, either.

Overall I must say I quite enjoyed The Secret World - when it worked. Unfortunately the weekend was plagued by server-side connection issues, so much so that the trial period was extended by six hours. There were also a couple of moments of bugged quests, and a driver conflict which wasn't resolved when I updated my drivers. Not a great advertisement, and I have to wonder how happy Funcom and EA are with the free trial given the technical problems which plagued it.

And while I enjoyed The Secret World, I didn't love it. Not enough to pay full price for it when I don't have many friends interested in it, and when things like Spiral Knights and D&D Online are free to play. If it comes down in price, or moves to a microtransaction model, I'd probably take it up. I also think The Secret World would make a great pen-and-paper setting, and perhaps surprisingly I think it would feel quite different to the World of Darkness lines.

Yet I must question the logic of launching a premium-price MMO without a strong, established IP, and without a standard free trial period, even before you factor in the technical kinks yet to be smoothed over. Ragnar Tørnquist has a big cult following, but I don't believe he's someone who can sell a game to a mainstream audience on his name alone. The marketing campaign has been aggressive, but it's being marketed in the same way - and in the same places - as Zynga titles and other free to play games. Will The Secret World entice people enough that they're willing to drop £40 on it, plus a monthly subscription? The game has been modestly well-received, with review scores mostly clumping in the 70% range, but those aren't the kind of numbers to set the world alight.

I'm torn on The Secret World. I want to see it succeed - it's trying new things, and it's bringing a much more interesting approach to storytelling and world building than most MMOs I've seen. But I think it's merely a good game rather than the great game it could be, and that the final leap to greatness won't happen without some necessary negative feedback. Takeup figures aren't out yet - I guess we'll have a better idea of what changes might be made once it's been out a while and the subscriptions stabilise. I have the awful feeling that if it underperforms, EA's solution will be to dial back the elements which make it so unique in a bid to bring it more in line with the field's leaders.

I hope I'm proved wrong there. Selfish as this is - it's not my job on the line - I'd rather see The Secret World as a glorious, ambitious failure than a homogenised, generic hack and slash fest, if that's the choice it comes down to.

Thursday, 23 June 2011

Now we are 1.6

I meant to make this post longer, funnier, more pretentious and - ahem - about three weeks ago. Sadly, events conspired against that, so here's a late and cut down version of my thoughts on Minecraft 1.6.

The big thing to come out of the 1.6 update (or rather, collection of 1.6 updates) was the ability to travel between the normal overworld and the alternate hell-dimension, the Nether, in-game in multiplayer servers - meaning no more having to piss about with file names. I've found that adventuring in the Nether is very different to regular caving. In an - and forgive the awkward phraseology - overworld cave network, I always feel tempted to push on beyond my limits. There's always another passage, another vein of ore. It's different in the Nether.

The Nether is open plan, more or less, so simple navigation is easier. Actually getting where you want to go, though; that's much, much harder, because the ground is so uneven. Almost every block of the way you're building staircases or bridging gaps, making it slow going. These factors, combined with both the relative scarcity of essential minerals and the overwhelming lethality of the Nether in general, mean that adventuring is a much more focused affair. Rather than epic four hour potholing expeditions, you descend, pinpoint what you want, grab it and leave as soon as possible. It's much more of a tense race against time to get what you want before you die, compared to the grand exploration jaunts of an overworld cavern system.

Tha's no bad thing. Contrasting gameplay elements add value. There were times when a big potholing trip didn't grab me, as I wanted something a bit more adrenal to do, and the Nether fills that hole. Too often when I died after two hours of gathering resources only to die to an unseen creeper or sudden lava floe, the feeling wasn't one of "I'll get even with you, game" nor even "oh well, must do better next time," but "eh, bored now, cbf replaying just to lose all my stuff again. Whatever. Bai." Since overreaching is rarer in the Nether, that sort of death bringing feelings of resent and waste are also less frequent.

And if you thought overworld adventuring was a communal excercise... more than ever, the Nether requires a party to work together. There's no time for getting lost or wandering off, no need for "Dig up, stupid" type conversations. You have to be a co-ordinated team to pull off a big heist. The biggest threats are the ghasts - giant floating cow/octopus things which shoot fireballs with unerring and unnerving accuracy. They can only reasonably be fought via bow and arrow, they have a longer range than player characters, and they have all the hit points in history. Oh, also: they usually come in herds of three or four. A frantic escape from an engraged ghast pack, covering each other's backs as you pelt for the portal, is something to experience.

Aside from some irritating bed bugs (ho ho!) 1.6 is the best thing to happen to Minecraft in some time. Anyone who stopped playing, I recommend you gather up a party and try out adventuring in the Nether. If nothing else, building a portal chamber can cut out on tedious travelling time between your bases topside, which was always one of Minecraft's bugbears.

Speaking of Minecraft, I've given Terraria a try. It seems fun, and it's actually surprisingly different to Minecraft. While early guesses had Terraria pegged as 'Minecraft with a bit of Castlevania,' in practice it's more the other way around. This is a platforming game at heart, which happens to feature terrain manipulation as one of your tools. A lot of the challenges revolve around working out how you can use the landscape around you to go here, fight this, collect that. My favourite Minecraft moments are the architectural challenges you come across while caving - navigating your way up a gigantic waterfall, or working out how to stem a lava river to save as much obsidian as possible, or constructing a precarious scaffold up to a vein of ore in the ceiling. I'm looking forward to trying more of Terraria and seeing how it measures up.

Another online game I've started recently is Spiral Knights, one of Steam's five free MMOs. It's cutesy and energetic and just the right side of tactical to be engaging without requiring too much concentration. It's nothing special, but it cuts down on the usual MMO gumph effectively and throws some varied challenges at you. I already like it more than any other MMO I've enountered. Review forthcoming, once I've spent some more time with it.

Back to Minecraft to close us out: Zelda Adventure looks like it could be entertaining. And the Minecraft Ghibli World is sickening in how spectacular it is, especially the Laputa chasm. Certainly makes my best-ever structures looks like complete rubbish.

Friday, 27 May 2011

Totes radness, for the bro-est of bros [Review: Christine Love's interactive fiction]

I've been hellaciously ill for a few weeks now. I think I must have coughed up my own body weight in phlegm, most of which was - pleasantly - the lurid yellow of a safety jacket. I'm making it through, just about. Still got a cough and a blocked nose, and a bit of dizziness, but at least I can talk again, which is an improvement over the start of the month. For speeding along my journey to recovery, I am eternally indebted to my girlfriend, Lemsip, chicken soup and Christine Love.

No, my girlfriend is not named Lemsip. You read that wrong.

Unlike the game-stories of Christine Love which, according to the author herself, one can't 'read wrong'. Or as Love herself puts it, "...author intent isn’t worth shit. All that matters is how you interpret it. If something doesn’t work, then it doesn’t work, and intent doesn’t ever excuse that. Period. Don’t ever accept any argument that claims otherwise." A unique and interesting stance for a game developer - but then, she makes extremely unique and interesting games, and what's more, she's genuinely interested in improving her work, as evidenced by opening dialogues with her game's fans and starting feedback topics for them on her blog. She's taken herself to task, critically (and openly) analysing what she feels were the successes and failures of her titles. It's an admirable mark of honesty and passion, and it's refreshing to see an indie game creator who's happy to publicly deconstruct their own work. I may not agree with all of her stances, but I don't need to - I still applaud the fact that she's willing to share them.

Her best known work to date is Digital: A Love Story, which has the smart and slightly audacious hook of playing out entirely via a replicated Amiga workstation desktop. It's set in the late 80s and the tech level is commensurately primitive, with most of your interactions with other people relying solely on bulletin boards and email. It's superficially similar to Introversion's classic hacking sim Uplink, and Digital features a few very nice puzzles based around deciphering passwords and downloading software-cracking applications. It also sadly relies on long distance calling codes far, far too much, something which is fun at first but becomes a serious chore by the third act. Gaining access to an autodialler app halfway through would have improved matters considerably. It's a testament to how powerfully involving the narrative is that I wanted to keep playing.

Superficially, the game is about cracking sites to uncover a mystery; from a more narratological standpoint, it's about a trapped, lonely girl named Emilia who expresses herself through poetry posted onto internet bulletin boards. But really, the game is about agency; in a brilliant stroke, you never see your own character's messages. How 'you' replied is inferable only from the context of the replies you're sent back. The suppositions we impose on our videogame avatars are front and centre of this one. Are you in love with Emilia? Do you care about her platonically, and is she reading too much into your friendship? Are you just humouring her because she's clearly depressed? Are you the one who's misreading the signals? The correct interpretation of the game's events is the one you assume as you play.

Her latest game - don't take it personally, babe, it just ain't your story (best title ever, like, f'reals) - is... well, first off, game is an awkward word for it. It's interactive fiction. It's a visual novel. I'll admit I've never had much truck with visual novels; as don't take it personally itself notes at one point, the average visual novel rarely does anything beyond Super High School Pantie Adventure Six and the few which do always seem to cast you as a stupidly-named swordsman saving a stupidly-named kingdom from a stupidly-named dark wizard, using a stupidly-named magic sword.

don't take it personally is set in a near-future high school, and yes, there are panties. But like Digital, it's really a metafictional piece about the concept of a protagonist. You play John Rook, teacher, who finds himself drawn into the love lives of his students via access to their private messages on the school's intranet. The dichotomy is clever - you, the player, are advancing the story and seeing what happens next, but you are also John Rook and you are spying on your students. Although you (mostly) get no choice in the matter of whether or not to pry, which rather lessens the impact of the voyeuristic unease, some of the branching choices depend on how close you want to risk coming to admitting that you've been reading your students' private conversations. At this point the railroading makes sense. You're not playing a cipher for yourself; you're playing John Rook, and the question is what he would do. And what he would do is spy.

It helps that the characters are engaging and believable, each with their own tics and subtleties and contradictions. Perhaps don't take it personally would fail if you didn't care about what was going to happen to these kids, but they're so well-realised it's hard not to. There are multiple endings depending on your choices, and those choices are not simplistic Bioware-esque Good/Bad Guy deals; these are real choices, made by real people, and you know that whatever you decide, someone's probably going to get hurt.

Bridging the two chronologically, Cell Phone Love Letter is an actual, straight-up visual novel with absolutely no gameplay-mechanical elements. However, it still uses the interactive medium pretty darn smartly considering the only thing you ever do is click to advance the text. As with don't take it personally, the author shows a fantastic grip on the teenage mindset, with the characters laying bare their neuroses, their insecurities and their self-obsession both overtly and subconsciously. The three titles form something of a loose trilogy. They're all tangentially connected via references and reappearing characters, but more importantly, they all revolve around the theme of how burgeoning telecommunication technology affects how we relate to the people around us, and they all experiment with the possibilities of storytelling in an interactive medium to a degree rare in this industry. Love probably already qualifies for auteur status; her short body of work is already as identifiably idiomatic as any major league developer you care to name.

Both Digital and don't take it personally sadly suffer from a similar big flaw - third-act twists which, while agreeably provocative, are signposted way in advance and handled clunkily with big dollops of exposition. For my money Digital's is the more successful, but the game doesn't really address the implications of the twist in much detail. By contrast, don't take it personally's twist is just plain nonsensical and left many players with a bitter taste. The game contradicts its own mythos, and while it suggests that the characters are desensitised to implications of the twist, it's hard to believe that in just fifteen short years - give or take - society could have changed so much that [SPOILER]ing a [SPOILER] [SPOILER] just to [SPOILER] a [SPOILER] could be seen as anything but completely batshit friggin' mental. Perhaps it's meant to be a cautionary warning about the accelerating pace of societal change? Or maybe it was rushed to meet the NaNoRenO deadline. Either way.

But you know what? No games are perfect, and judging these by the standards of indie shorts with a one-woman development team, they are remarkable. Relatable emotional depth, boundary-exploring narrative, characters you can truly invest in... Christine's games may have many faults, but they have many more successes. She's rapidly become one of my favourite developers for her sheer disregard for convention. Even her parodic 'action' game, beat-em-up Lake City Rumble, is a character-driven and text-based piece.

Some professional studio really, really needs to get Christine on board. She needs a budget, a proper development cycle, an editor, an idea filter; almost every major development house needs someone who can write characters and plots worth giving a damn about. Seems like an obvious match to me.

Monday, 9 May 2011

That's a lot of the letter V

Steam is really annoying sometimes. This morning it asked me for my date of birth to view a product with violent content; I accidentally brushed the enter key too soon and now the damn thing is convinced that I'm only two months old. And I have no idea how to undo that. The online help pages certainly don't have any intention of telling me.

I was one of the first wave of users, and the lag, bugs and lack of support were so bad that I ws driven from it and therefore, sadly, Valve products in general. After completing Half-Life 2 the first time around, I barely touched Steam. I mustn't have so much as clicked the icon in stretches of, lordy, two years at a time.

When convinced by friends to take up Steam's chat service a couple of months ago, for the purposes of voice comms during Minecraft sessions, I found myself pleasantly, if mildly, surprised. Everything is well laid out, it's fairly smooth and fairly fast, and there's a brilliant selection of games. There are still faults - the damn thing seems to spend its entire existence updating, for a start - but it's a world away from the poorly-implemented service I knew and just about tolerated (for a brief time, anyway) back in 2004.

And whatever faults Steam has I can overlook for one simple, joyous thing: it's made demos cool again. As recently as four or five years ago, most devs had seemingly given up on playable demos. Some blame the nature of sandbox games or the further rise of cross-console releases, but those things didn't stop people in previous generations; I'm pretty sure it's just a case of greedy publishers not wanting to give away even the slightest bit of content for free. And that's one of the many reasons why I fell out of love with gaming. Being unable to try before I might buy meant that... well... I didn't buy, more often than not.

But Steam, as well as championing indie games, has made the distribution of demos not only feasible but commercially viable once again. No more having to scour shady download repositories or wait for magazine coverdisks, which was how things worked a decade ago; now, if a game intrigues me, I can give it a try on my own terms, and if I like what I see I can buy the full version then and there. This is a truly marvellous thing.

To younger gamers this must all sound like the confused rantings of a hopelessly out of touch old man. Well, I am what I am, but over the last few days I've been young again, playing demo after demo in a state of rapt enthrallment. Especially indie games; I here and now stake my claim for the right to, whenever anybody starts complaining that nobody is doing anything new in the gaming medium, punch that person in the face. And then make them play Eufloria or VVVVVV.

The latter is especially brilliant. It's a platformer with no jump key - your commands are left, right, and switch direction of gravity. Yes, switch direction of gravity. Instead of jumping over a pit of spikes, you pull yourself onto the ceiling, walk past it, and then drop down again. Genius. Like Portal, the game is very clever about how it uses this, making it essential to the gameplay and not just a gimmick. And like Portal, while Prey technically did it first, VVVVVV does it much better. It's also extremely cute and - helped out by the retro-styled graphics - even a little emotive.

Designer Terry Cavanagh (of Distractionware) is also responsible for the haunting Don't Look Back, an 80s-ish platform retelling of the myth of Orpheus and Eurydice. Of all the games out there which require you to shoot Cerberus up the arse with a handgun, it's quite possibly the best (did any of the Devil May Cry games ask that of you? I can't rightly remember off the top of my head).

A couple of other intriguing little art-piece puzzle-platformers found on Don't Look Back host Kongregate, referenced a few times in the comments field for that game, are Loved and The Company of Myself. The former succeeds more as artistic statement than game; it's short but quite beautiful, visually, and contains some interesting musings on a range of subjects connected to dominance, servitude and - in terms of both ownership and overbearing creepiness - possession. Sadly the game side of things is twitchy and unresponsive at times; perhaps that's why creator Alexander Ocias identifies it primarily as a short story. The Company of Myself is built around an absolutely remarkable concept - using the main character's past lives as tools to get through the game. Think Super Meat Boy's end of level replays, redone as the core mechanic. Maybe I'm envious because I had a similar idea myself recently, and Company does it better justice than I ever could.

But Company also stands out for the weaving of the story into the mechanics. That many-lives gimmick is richly explored by the narrative and not in the way you might think. Rare is the game which truly moves us; rarer still is the game which moves us when we're not even doing anything tactile yet, while we're advance-mapping out a level and suddenly we realise the impact of what we must do to progress. But exactly that happened to me this morning. It's a sensitive, intelligent story which also happens to include one of the, and I am not kidding here, most overwhelmingly excellent mechanical gameplay devices I have encountered in literally years.

I was heartened to see that all three of these games have received reams of positive feedback and favourable community ratings. But the negative feedback is just as telling.

Naturally, some of the negative comments come from those complaining that they Don't Get It, or that these games don't contain enough gore and explosions, or that the graphics are stupid and the music is gay (they're not, and it isn't). Not to stereotype or anything, but these definitely tend towards the less literate of posts. But there's also another layer to the poor responses. There is, it seems, a small but fervent minority who actively oppose the use of games as an artistic platform, who find the very concept of narrative-led gaming pretentious and argue that Having Something To Say is best left to other, less visceral media. This reaction, I must confess, was a bit of a shock.

I know there are plenty of gamers who simply don't care about games as art, or games as story. I don't mind that at all. But the idea that games as art is actively detrimental to gaming is one I hadn't really considered before. Maybe it's spinning out of the old narratology vs ludology debate from way back when, when games were only just breaking into the academic consciousness? The idea that individual games have been hampered by their story, or by artistic pretensions... yes, certainly. But to argue that it's bad for the medium as a whole to want to tell mature or provocative stories? I'm not sure I can wrap my head around that.

But then, I'm sure some people can't understand why I think Halo has been bad for the industry overall. Mere dislike is easy enough to deal with - I don't like real time strategy games, so I don't play them. Simple. I actually quite enjoy Halo, as far as braindead repetitive corridor shooters go; my problem with it is that it pushed the focus of game design in a direction I consider to be ultimately harmful to the cause of gaming being considered a valid medium. Perhaps the people who enjoy said direction are the same people who are actively opposed to games led by artistic concerns.

Are they wrong? I dunno. Not necessarily. But I can't accept that artistic games, seeking to tell intelligent or emotionally resonant stories, are bad for the business. Where would that mindset have gotten theatre or cinema?