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.
Showing posts with label online. Show all posts
Showing posts with label online. Show all posts
Wednesday, 29 August 2012
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.
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.
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Tuesday, 31 July 2012
Control freakish
Thanks to a free trial weekend on Steam, I had the chance to play Borderlands - the co-op shooter of choice among my friends. Ultimately, I had some fun, but chose not to purchase the game.
You see, there were a lot of things about Borderlands I wasn't keen on. It's not that I think it's a bad game; I just didn't personally get on with it that well. Very high among said things I wasn't keen on was the interface. And I'm not talking about something as simple and easily remedied as key mapping here, although C for crouch? Come on. L-Ctrl is crouch in an FPS, and that is The Way Things Should Be.
No, the problems I have with Borderlands' controls are much deeper. Why is the enter key interchangeable with left-click in some menus, but not others? Why do I stop sprinting when I turn with the keys, but not with mouselook? Why tell me to drive with WASD, when it's the mouse which controls driving direction?
Everything about Borderlands' control system screams that it was made for an Xbox controller. Now, it's a far cry from lazy ports which ask PC gamers to press triangle or right trigger, but I still felt the whole time that I should have been using a pad. Considering that it was developed by Gearbox - who first made their name in PC shooters - I find that a little bit of a shame. It's all small things, but they add up, and Borderlands ultimately played very non-intuitively for me.
ARMA 2 is another game I've struggled to get into, and again, the interface is a significant part of it. "Oh," I thought to myself as I failed to climb over a small wall after hitting all the usual suspect keys and checking the control map, "There must not be a climb key."
A short while later, one of the handy little gameplay tips tells me to press V to climb over obstacles. Now, that mapping doesn't make a tremendous amount of sense, but I can live with that. What annoyed me was the fact that I couldn't find that anywhere in the control map. After checking again, I found it - buried away somewhere in the mass of controls for this game and labelled as "step over." Well, that's certainly an intuitive name for a key which lets you climb fences.
The mouse sensitivity range seems to be much higher than in most games, and after pushing it way down to pan at the speed I like, the precision in small movements was lost. Perhaps it's meant to be more realistic that way, but it's still absolutely nothing like aiming with a real gun, and realism at the expense of basic playability is something I just can't get on board with. Even the relatively straightforward (and super-arcadey) Army of Two took me a bit of time to get to grips with, with some of the control quirks - the selection of sniper mode, for example - seeming needlessly inelegant.
In my old age, I don't like impediments coming between me and my game. My life sucks enough as it is without my supposed hobby, the thing I do to relax, pissing me off even more. More often than not I want to jump in and have some fun, and for me, having to memorise thirty-odd different commands is not fun. Maybe I'll get disowned from gaming by the hardcore crowd, but it's the way it is - every time a game tells me to press a new key, it means another little click of the fun ratcheting down. Of course some of this is necessary, but again it adds up, and in the case of some games it adds up to more than I can be bothered with.
This coming weekend, there's another free trial - this time of Ragnar Tørnquist's supernatural MMO The Secret World. I'll be giving that a try, but I've never been that into MMOs and one of the big problems I have with them is - surprise, surprise - the number of commands to keep track of at once. I'm a big fan of Ragnar's storytelling ability, but will The Secret World's interface get in the way of my enjoying it? I guess I'll find out within the week.
You see, there were a lot of things about Borderlands I wasn't keen on. It's not that I think it's a bad game; I just didn't personally get on with it that well. Very high among said things I wasn't keen on was the interface. And I'm not talking about something as simple and easily remedied as key mapping here, although C for crouch? Come on. L-Ctrl is crouch in an FPS, and that is The Way Things Should Be.
No, the problems I have with Borderlands' controls are much deeper. Why is the enter key interchangeable with left-click in some menus, but not others? Why do I stop sprinting when I turn with the keys, but not with mouselook? Why tell me to drive with WASD, when it's the mouse which controls driving direction?
Everything about Borderlands' control system screams that it was made for an Xbox controller. Now, it's a far cry from lazy ports which ask PC gamers to press triangle or right trigger, but I still felt the whole time that I should have been using a pad. Considering that it was developed by Gearbox - who first made their name in PC shooters - I find that a little bit of a shame. It's all small things, but they add up, and Borderlands ultimately played very non-intuitively for me.
ARMA 2 is another game I've struggled to get into, and again, the interface is a significant part of it. "Oh," I thought to myself as I failed to climb over a small wall after hitting all the usual suspect keys and checking the control map, "There must not be a climb key."
A short while later, one of the handy little gameplay tips tells me to press V to climb over obstacles. Now, that mapping doesn't make a tremendous amount of sense, but I can live with that. What annoyed me was the fact that I couldn't find that anywhere in the control map. After checking again, I found it - buried away somewhere in the mass of controls for this game and labelled as "step over." Well, that's certainly an intuitive name for a key which lets you climb fences.
The mouse sensitivity range seems to be much higher than in most games, and after pushing it way down to pan at the speed I like, the precision in small movements was lost. Perhaps it's meant to be more realistic that way, but it's still absolutely nothing like aiming with a real gun, and realism at the expense of basic playability is something I just can't get on board with. Even the relatively straightforward (and super-arcadey) Army of Two took me a bit of time to get to grips with, with some of the control quirks - the selection of sniper mode, for example - seeming needlessly inelegant.
In my old age, I don't like impediments coming between me and my game. My life sucks enough as it is without my supposed hobby, the thing I do to relax, pissing me off even more. More often than not I want to jump in and have some fun, and for me, having to memorise thirty-odd different commands is not fun. Maybe I'll get disowned from gaming by the hardcore crowd, but it's the way it is - every time a game tells me to press a new key, it means another little click of the fun ratcheting down. Of course some of this is necessary, but again it adds up, and in the case of some games it adds up to more than I can be bothered with.
This coming weekend, there's another free trial - this time of Ragnar Tørnquist's supernatural MMO The Secret World. I'll be giving that a try, but I've never been that into MMOs and one of the big problems I have with them is - surprise, surprise - the number of commands to keep track of at once. I'm a big fan of Ragnar's storytelling ability, but will The Secret World's interface get in the way of my enjoying it? I guess I'll find out within the week.
Friday, 18 May 2012
Obligatory Diablo III nonsense
I wasn't going to get Diablo III anyway, but if I was, Blizzard would have lost a sale.
Courtesy of Penny Arcade, I was under the impression, initially, that the program was already sitting on people's computers awaiting activation on release day. To be honest, I was shocked that companies still do that, despite the huge fan outcry that's occurred whenever it's been tried. I mean, it's understandable why a development company might do things that way; it's more understandable why the fans would be pissed off about it, and the customer is always right, even if said customer is a loud, obnoxious jerk who smells slightly of boiled cabbage and turpentine.
Evis T informs me that actually, it's the rendering engine and such that people have on their PCs, and the content is streamed from Blizzard's servers during play.
Wut?
I live in a neighbourhood with a poor net connection. Evis T lives in a residential complex abutting his workplace, with a poor net connection. Our pals Arron and Andy seem to just have flat out bad net no matter what they do. Playing online games can already be a chore for us, as people drop out randomly or freeze up with lag. Now we can't even play single-player games without worrying about that? Or that things might go tits-up Blizzard-side? Amazing. And this is supposed to be an anti-piracy measure... seriously? If anything this sort of draconian countermeasure, a cure worse than the disease if you will, would make me turn to piracy.
I haven't looked, but I would put money on cracked copes of Diablo III being pretty easily available already.
I don't care about Diablo III - the original Diablo underwhelmed me enough that I never bothered with Diablo II, and to be honest, I'm just not a fan of Blizzard's games in general. But Blizzard are a 'big deal' company, with the power to set precedent for other companies. If BioShock Infinite, or Baldur's Gate: Enhanced Edition, or my beloved Carmageddon: Reincarnation were to use the same system, I would not be impressed. There's already been some backlash against Stainless in some fan quarters for the fact that Carmageddon: Reincarnation will likely require Steam upon its initial release, even though Steam is pretty unobtrusive if you want it to be, and you can play Steam games offline.
Although it might not be how I'd do things, I can - if pressed - reason in favour of Steam-only gaming (especially as Stainless have said that, pending the success of that release, they'd love to be able to port the game to other platforms). Similarly, I'm sure somebody out there can reason in favour of Blizzard's Diablo III model. I'd love to see it justified. But most of my pro-Steam arguments boil down to the fact that all the potentially annoying things about Steam don't get in the way of letting you play your game. Even games which really, really want you to be online, like The Sims 3, still grudgingly allow you to play offline. Blizzard's latest trick, however, effectively restricts access to something people have already paid for a licence to use.
I'm waiting for the day when a company uses the same system as Diablo III, then five months in announces that the game will no longer be playable without a DLC pack. Although maybe that would be a good thing, ultimately, if the resulting backlash would kill off the idea once and for all.
The face of gaming is changing. More and more gamers are putting their money where their mouth is, or more accurately, not putting their money down for practices they dislike. The fan reception to the endings of Fallout 3, and more recently Mass Effect 3, prompted the developers to rectify things in an expansion pack and patch respectively. GFWL is apparently losing steam quicker than a sumo wrestler in a long-distance limbo race. And so a business model which restricts access to single-player, ostensibly 'offline' content is surely doomed to fail.
At least I hope so.
Courtesy of Penny Arcade, I was under the impression, initially, that the program was already sitting on people's computers awaiting activation on release day. To be honest, I was shocked that companies still do that, despite the huge fan outcry that's occurred whenever it's been tried. I mean, it's understandable why a development company might do things that way; it's more understandable why the fans would be pissed off about it, and the customer is always right, even if said customer is a loud, obnoxious jerk who smells slightly of boiled cabbage and turpentine.
Evis T informs me that actually, it's the rendering engine and such that people have on their PCs, and the content is streamed from Blizzard's servers during play.
Wut?
I live in a neighbourhood with a poor net connection. Evis T lives in a residential complex abutting his workplace, with a poor net connection. Our pals Arron and Andy seem to just have flat out bad net no matter what they do. Playing online games can already be a chore for us, as people drop out randomly or freeze up with lag. Now we can't even play single-player games without worrying about that? Or that things might go tits-up Blizzard-side? Amazing. And this is supposed to be an anti-piracy measure... seriously? If anything this sort of draconian countermeasure, a cure worse than the disease if you will, would make me turn to piracy.
I haven't looked, but I would put money on cracked copes of Diablo III being pretty easily available already.
I don't care about Diablo III - the original Diablo underwhelmed me enough that I never bothered with Diablo II, and to be honest, I'm just not a fan of Blizzard's games in general. But Blizzard are a 'big deal' company, with the power to set precedent for other companies. If BioShock Infinite, or Baldur's Gate: Enhanced Edition, or my beloved Carmageddon: Reincarnation were to use the same system, I would not be impressed. There's already been some backlash against Stainless in some fan quarters for the fact that Carmageddon: Reincarnation will likely require Steam upon its initial release, even though Steam is pretty unobtrusive if you want it to be, and you can play Steam games offline.
Although it might not be how I'd do things, I can - if pressed - reason in favour of Steam-only gaming (especially as Stainless have said that, pending the success of that release, they'd love to be able to port the game to other platforms). Similarly, I'm sure somebody out there can reason in favour of Blizzard's Diablo III model. I'd love to see it justified. But most of my pro-Steam arguments boil down to the fact that all the potentially annoying things about Steam don't get in the way of letting you play your game. Even games which really, really want you to be online, like The Sims 3, still grudgingly allow you to play offline. Blizzard's latest trick, however, effectively restricts access to something people have already paid for a licence to use.
I'm waiting for the day when a company uses the same system as Diablo III, then five months in announces that the game will no longer be playable without a DLC pack. Although maybe that would be a good thing, ultimately, if the resulting backlash would kill off the idea once and for all.
The face of gaming is changing. More and more gamers are putting their money where their mouth is, or more accurately, not putting their money down for practices they dislike. The fan reception to the endings of Fallout 3, and more recently Mass Effect 3, prompted the developers to rectify things in an expansion pack and patch respectively. GFWL is apparently losing steam quicker than a sumo wrestler in a long-distance limbo race. And so a business model which restricts access to single-player, ostensibly 'offline' content is surely doomed to fail.
At least I hope so.
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.
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.
Labels:
action,
adventure,
freeware,
indie,
Minecraft,
multiplayer,
online,
PC,
platformer,
retro,
Spiral Knights,
Steam,
Terraria
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