Showing posts with label DLC. Show all posts
Showing posts with label DLC. Show all posts

Friday, November 13, 2009

Friday afternoon tidbits

Some thanks are in order. First, to everybody who suggested gaming blogs last week, thanks for some excellent suggestions, and some new reading material. And second, I'm really appreciative of the thread that developed on the Dragon Age post earlier in the week. I still can't say I like the game, but I understand it much better now, and can say that I have more respect for what it sets out to accomplish. (Undermining that statement in 3... 2... 1...)

-The best blog post I've read this year is 's three-part dissection of the interface problems in Mass Effect. In exacting detail, and with illustrative screenshots, Krystian pores over the numerous bad decisions, both large and small, that make playing Mass Effect such a trial. Upon reading this series, I realized two things:
  1. Dragon Age's interface is a marked improvement over Mass Effect's.
  2. Dragon Age's interface is still terrible.
BioWare seems to value neat-looking menus, status indicators, and icons over useful ones. And the fact that you will eventually learn what all these things mean, and how to use them, does not mean that they are done right in the first place, or that you are not wasting lots of time getting to that point. The menus are a special kind of hell, though I have to think they'd be much easier to navigate with a mouse. Obviously, many people can get past this and enjoy the high-level stuff that BioWare does so well. But an increased emphasis on interface design could only result in more people getting into these games. That would be better for everybody.

-The crew at Gamers with Jobs are such sharp and perceptive writers that when they go wrong, you can almost hear the needle scratching off the record. Sean "Elysium" Sands writes in "A Dirge for the Sinking Ship" that gamers are inadvertently hastening the demise of high-quality, original games by making stupid demands and engaging in silly boycotts. Elysium himself admits to an "unfocussed rage," which is something of an understatement. I think I understand his sentiment, but his logic is baffling.

The linchpin of his argument is that people who complain about day-one DLC in Dragon Age are shortsighted and greedy. Certainly nobody would argue that the game, as it shipped, is lacking content. That's part of why people are upset, I think. You just spent $60 on a new game, thinking you'll settle in for 50 hours or so, and within about 5 hours of play an NPC is hitting you up for actual money. I am not outraged by this, but I think gamers are well within their rights not to buy it, and to let the company know why. That's how the market is supposed to work.

Elysium's larger, self-defeating argument is that if we want to avoid a future with crippled retail products and day-one DLC, then we are obligated to... buy day-one DLC. Well, I don't buy that. Publishers aren't stupid. The way to ensure more games like Dragon Age is to buy Dragon Age. The way to ensure more DLC is to buy DLC. And for the dubious efficacy of things like boycotts -- especially half-hearted ones -- it does work when gamers make their voices heard. The infamous horse armor from Oblivion is the go-to example of stupid, overpriced DLC, and what happened there? There was an outcry, Bethesda responded, and future add-ons were more fairly priced and offered a greater value.

Nearly all of the examples Elysium points to as games we'll be missing out on in the future -- remember, the future after we haven't bought Dragon Age DLC -- are strange ones. Mirror's Edge was a fine idea but a bad game. Ghostbusters was all right, nothing special, and hardly an example of what I'd call a risky game. Brutal Legend was inspired, but a mess. The Riddick remake was great, but it was a remake of a commercially successful title, which tells me that they've already sheared that sheep as much as they're going to.

And then -- Dead Space? Uncharted 2? Fallout 3? Borderlands? We're afraid there won't be more games like these? These are all huge hits. They're all packed with great content on the disc, full experiences in themselves, with some optional DLC if you're into that sort of thing. I guarantee you that we will be seeing more games like these. And if the concern is that we'll only be seeing games like these, which is to say sequels to these games, well, some of them are sequels already. Besides which, these are all games that have come out in the past year, not long-forgotten relics of a more creative era.

There is something to the argument that the à la carte model prohibits systemic support for smaller and riskier projects -- there are so many niche cable television channels today because subscribers have so little choice in which ones we get, so we end up pooling our money for all of them. But a simple look at the state of independent games, especially through digital distribution platforms like Steam, would seem to put the lie to that, too. Anyway, I'd really recommend you read the piece and the top-notch comments thread that follows. Many great points have been made on both sides.

-This is making the rounds. And it is very funny.



Happy weekend!

Friday, December 19, 2008

The Year in Review: Year-End Superlatives

Above: A winner is you, everyone.

Today through Christmas Eve, we'll be recapping the year that was. Today: year-end superlatives.

Today, we're handing out accolades to the games, systems, and people who made the year so interesting.

Welcome Trend: Downloadable Content for Consoles

Downloadable content is nothing new, but 2008 was the year it matured. If you wanted to play the most interesting and innovative games, you had to download them. The Wii finally branched out from Virtual Console re-hashes and offered original content like the charming LostWinds, the much-loved World of Goo, and Mega Man 9, which I couldn't in good conscience have played on any other system. Sony continued to quietly turn the PlayStation Network into a high-end boutique with games like PixelJunk Eden, Echochrome, and Wipeout HD. And, of course, Xbox Live Arcade was the videogame equivalent of the 1927 Yankees when they released Geometry Wars Retro Evolved 2, Braid, Bionic Commando, and Castle Crashers all in one month's time.

Noble Failure of the Year: Mirror's Edge

But we're not talking about this anymore.

PR Knucklehead of the Year: Bobby Kotick, Activision Blizzard

As quoted in MTV Multiplayer:
The games Activision Blizzard didn’t pick up, he said, “don’t have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises. … I think, generally, our strategy has been to focus… on the products that have those attributes and characteristics, the products that we know [that] if we release them today, we’ll be working on them 10 years from now.”

Not that it's anything we didn't know already, but usually they're a bit more tactful than that. Get ready for more awful Guitar Hero games, everybody!

On the other hand, maybe we should be giving this guy points for honesty.

The Donut Hole Award: Fairway Solitaire

Ineligible for this year's top 10 list because it was a 2007 release, and left out of last year's because I didn't play it in time, Fairway Solitaire was nevertheless one of the most fun and addictive games to come down the pike in quite some time. You really need to try this one. I guarantee that the 60-minute demo will convince you to buy the full game.

Game Blog of the Year: Hit Self-Destruct

Put simply, nobody else I know of is doing what Duncan Fyfe is doing at Hit Self-Destruct. He's a superb writer, whose narrative approach to writing about games is insightful and often very funny. He can take a subject like the old practice of naming your save files and make it sound both wistful and hilarious, while still making a good point about the player's role as co-author of the gameplay experience.

Publisher of the Year: Microsoft Game Studios

I say this not because of its major console releases, although Gears 2 was very good and an awful lot of people seemed to love Fable 2. In a year when Xbox Live Arcade beat the doors down, Microsoft deserves a little love. They published Braid and Castle Crashers, both independent productions made with a lot of love by their creators. Surely these weren't massive expenditures, but it still shows their appreciation for a creative vision. (Bonus points: Microsoft even put up with Dennis Dyack, which is prize-worthy all on its own.)

Developer of the Year: Harmonix

Rock Band and its sequel are both spectacular right on the disc, but Harmonix is special because of its commitment to supporting their games after its retail release. The breadth and quality -- not to mention the value -- of Rock Band's ever-expanding DLC is staggering. This company treats its property, and its customers, with care and respect.

Console of the Year: Xbox 360

Hey, didn't the Xbox 360 win this last year? Yep, well, there was no clear alternative for 2008. The Wii phenomenon is well beyond the limits of my understanding at this point, but a same-old, same-old sequel and a fitness trainer are not what I'm looking for out of my game console. The PS3 did better for itself than in years past, but its biggest exclusive title was a massive disappointment. Even the 360's exclusives weren't quite as great as in years past, but it did have more of them, and better, too. It continues to be the system you've got to have if you self-identify as a serious gamer.

(Oh hey, remember when the most consistently innovative games were coming out for the Nintendo DS? What happened there?)

Monday: 2008 honorable mentions.