Sunday, May 22, 2011

My Weeks in Video Games

So what did i do in this week of the not quite rapture (and the previous)?   Also what was i thinking about games related?

No, i didn't revisit Rapture (i have to remember to play the BioShock games eventually).  i basically briefly played all of my XBLA games, finished off my playthrough of Last Remnant and played a bunch of Dragon Age: Origins.

* Does outside talk (like the rapture non-event) ever get you thinking that maybe your days really are numbered.  Or maybe it is just the result of watching season 3 of Spin City and laughing more than i have in the previous 3 months combined.  Afterall, i do fit too many of the old school "gamer stereotypes". 

* My condolences (belated) to those PS3 users who had to do without the PSN.  Online gaming is not my thing, but it sucks for those who like it.  It is also kind of lame that they couldn't buy downloadable content.   

* Shouldn't all hackers be subject to being drawn-and-quartered live streamed on the Internet?  i think so.  It is always these few people who can't play by the rules.  These slime don't deserve to have access to any computerized technology - ever.  i don't care what they say they stand for, it always boils down to greed and group manipulation. 

* i made it through a week (somehow) of temptation to not do a weekly Game Room leaderboard check. 

* E3 is coming up.  Incorrect Premonition time - Lips Kinect connected to Harmonix (wouldn't that be odd)?  Has Harmonix ever really attempted Karaoke (not just badly implemented "vocal" scoring in something like Rock Band)? 

Friday, May 20, 2011

The Future of Video Games is Sort of Retro

Ok, now that you read the title, i bet you think i'm crazy.  You may not be 100% wrong.  Ready for some inane rambling. 

Maybe this post is a little late (would have worked better before Kinect and Move hit).  Maybe it is because i am from the generation that grew up with Atari 2600s and ColecoVision (and feel more nostalgic as the world seems more tragic). 

Yes, i firmly believe that the future is somewhat retro.  What do i mean?  Well, you see... basically the modern game is an odd combination of trying to unnecessarily utilize every button on the controller (including clicking the thumbsticks).  Complexity for complexity's sake does not necessarily impact immersion (or whatever term you want to use).  Games are supposed to be a fun diversion (not a frustrating series of cheap enemies/bosses).  Some of the older games had diabolical difficulties though.  i don't find doing every stupid thing possible in a game to be fun (there are some things that should be done for me).  

Game development costs are spiraling out of control.  There is the disposable games threat from mobile platforms (like the Windows Phone or iPad).  True, the console base has appeared to have grown, but can you successfully cater to different groups?  Some users will not leave, but a significant portion of the user base is in play for "the next big thing".  The future for the publishers looks to be attrition and consolidation.  Even i have written off the "next" generation before it has even started(unless i win a large lottery jackpot). 

Then you get into the whole "console within a console" scenario - which is XBLA and PSN (i would think). Many of these simpler games are actually what drives much of my purchases (or they were). The downloadable game at $10-15 is a lot more important than most people think.  These spaces are underutilized and could be used for so much more.  i personally like services like Game Room that allow me to revisit the youth i should have had (though hopefully they could get up to about the PS1 era).

If motion controls are to play a big part in the future (or as big as i think they will)  - it's time to go back to the future.  Or look to the past - because i think the paradigms used back then are more relevant today.  You want the largest user base possible - and you can only count on generic shooter franchises for so long.  i want my games to be more fun.  Sure the "harcore" (whatever that means today) will decry this as a death of the industry - but i see a more "casual" route to a better policy (at least while the "casual" is still selling).   

Older games had relatively simple control schemes (some of this was definitely due to a lack of technology available at the time).  The buzz word now is "accessibility".  It is not necessarily about "dumbing down" games (see Mass Effect 2), but more trying for a larger market.  There are no real new ideas (see Hollywood movies) as everything has been done - it is about going back to what worked in the past and figuring out how to present things differently. 

Wednesday, May 18, 2011

Game Room - If i Were Rich 2.0, The Offers i'd Make

Just for "fun" i decided to revisit the compilation vs. Game Room argument.  It is too bad that Game Room has been in stasis for a while - i kind of miss it.  However, do you know what has been in a form of stasis even longer?  The compilation disk of 80s and early 90s games.  It seems that there really haven't been many released since 2007.  i'm hoping that digital compilation (like Game Room) can pick up the slack.   

Just for fun i am going to try and break down just how successfully some of the previous compilation discs have been, though i decided to omit anything before 2007.  Some of my estimates may be in the ballpark, some may not be in the same solar system.  i am using $30 for the price of these compilations.  For development cost estimates, i will be using 15 salaried people (@ $50K each) working for 2 months.  i will use this for every compilation.  i will treat this as a constant ($125,000).  For the gross estimate publisher take i am using 45% (which is the estimate for a $60 game).  For the estimated net publisher take i am subtracting the above two numbers. The "Game Room" cash offer would be a one time licensing fee payable.  When i am talking about guaranteed revenue from unit sales i mean 50% (or $1.50) per unit sale.  The numbers i picked for Midway, Namco, Capcom and SEGA are mainly becuase the numbers of 2005 or so compilations they sold were at least 100K or because i didn't see a fitting compilation. 

For a post potentially involving a lot of numbers this will have many words.  i will also post what specific offer i would make to each of the publisher to try and get them on board with Game Room.  If i would have had the right 6 numbers, i might have been trying this for real.  But alas, it was not meant to be (at least yet...).

Let's start.  i am using data from vgchartz.com - it may not be totally accurate, but it seems to be the best i can find (as real data isn't easy to obtain, especially without connections).  Let the fun begin

Konami:
* Konami Classics Series: Arcade Hits (DS)
* Estimated Unit Sales (vgchartz): 30,797
* Estimated Gross Revenue (all levels): $923,210
* Estimated Publisher Take (Gross): $415,760
* Estimated Publisher Take (Net): $290,760
* Estimated Revenue Per Game (15): $19,384
* Game Room Cash Offer: $500,000 - $750,000 for 30-50+ games
* Game Room Offer: 30+ Games, guaranteed revenue of 2,000 unit sales each (first 12 months on service),  minimum total revenue guarantee of $500K

- If Konami got 50% of revenues from their sales on Game Room, they would currently have a publisher take of about $210K (could be higher).  Atari would be over $200K as well (probably higher as they did have unranked games too). 

Taito:
* Taito Legends Power Up (PSP)
* Estimated Unit Sales (vgchartz): 26,546
* Estimated Gross Revenue (all levels): $796,380
* Estimated Publisher Take (Gross): $358,371
* Estimated Publisher Take (Net): $233,371
* Estimated Revenue Per Game (20): $11,668
* Game Room Cash Offer: $350,000 - 583,000 for 30-50+ games (extra $75-100K if includes Space Invaders)
* Game Room Offer: 30+ Games, guaranteed revenue of 2,000 unit sales each game (first 12 months on service), minimum total revenue guarantee of $350K. 

Midway (WB), Namco, Capcom, SEGA
* Game Room Cash Offer: $750,000 - 1,000,000 for 30-50+ games
* Game Room Offer: 30+ Games, guaranteed revenue of 2,000 unit sales each game (first 12 months on service), minimum total revenue guarantee of $750K.

 
So, if i were rich and MSFT and the publishers were willing, my plan would be an outlay of $3.85 - $5.33 million.  Now i guess you can see why MSFT could have been somewhat hesitant to spend that kind of money on a service that could potentially make about $2 million in revenue a year.  The best way for MSFT would be to just split the revenue from sales with the respective publisher (50/50 or 40/60). 

Monday, May 16, 2011

Why i Suck at Shooters

i have been playing a lot of games that i had previously downloaded on my original gamertag.  i decided that if i got a different console i would start up a new gamertag, because i had two consoles kind of fail on me (one sent in and replaced, that replacement was freezing frequently when i traded it in).  Anyway, i was playing Shadow Complex - and i re-realized something - i suck at shooters)

So why am i so bad at shooters?  Am i a lost cause? 

My biggest problem is with the reticule (the little aiming device).  i have a really hard time aiming with the reticule.  For some reason it takes me longer than average to put the cursor exactly where i want it (and it is always a struggle to put it where i want it).  It is worse in some games than others.  i did manage to beat the first three Halo games single player at the normal or above difficulty settings.  i guess that is one of the things that frustrates me with the current generation (and the abundance of shooters).  Aiming in games like Alan Wake is kind of a nightmare for me. 

i am kind of curious if it is the cursor move that is causing me problems or something else (like a brain processing delay).  i am kind of curious if a different input method (like Kinect) would make it easier for me to target enemies. 

i am not great at fixed shooters (stuff like Space Invaders, etc).  However, most of the older ones i play are more of a matter of patterns or "bullet hell" dodging.  Yes, i kind of like retro games (if my numerous posts on Game Room weren't evidence of that).    

Dview: Shadow Complex (XBLA)

The Bottom Line:
Shadow Complex is an XBLA title released by Chair/Epic Games.  It is basically an action game based somewhat around exploration and killing generic bad guys involved in a nefarious plot.  The game starts off with a guy (Jason) who goes on a date to a cave with a woman who picked him up in a bar.  Wouldn't you know it, the woman he goes on the date with is captured.  The character soon finds out that this is no ordinary cave - it is a complex that is in the shadows (so to speak).  The game has been compared to Metroid and Castlevania in style.  If this were longer it would have been an interesting retail game.  i wish there was a sequel. 
Grade: B+

What to Expect:
* Some exploration - aided when the game progresses by contraptions (like a grappling hook and SCUBA gear).  Mostly it is going from point to point to move the story on (though you can venture off the path). 
* There are a bunch of bad guys who can be dispatched with melee (B button) or guns
* 5 hours + length (more if you find everything)
* A bunch of upgrade items to find and collect (some of them are not exactly easy to get, or get to)

Achievements:
The achievements in this game are mostly straightforward.  They are for stuff like getting X headshots, punting bomb things, beating the game (50 pts), etc.  Some of them are a little more difficult - collecting all of the items, only collecting 13. 

i finished the game at 6 hours and 20 minutes with 6 of 12 achievements.  i only collected 69% or so of the items. 

Friday, May 13, 2011

Dview: The Maw (XBLA)

The Bottom Line:
The Maw is a somewhat charming platformer by the people at Twisted Pixel.  It is kind of hard to believe that this is from the same people as 'Splosion Man and Comic Jumper (much harder and more frustrating games).  It is about a multi-eyed alien and his gelatinous purple blob that likes to eat.  The Maw can transform slightly to gain new abilities and eat bigger creatures.  Essentially, you are leading the Maw around and making sure that he get a healthy amount of creatures to eat.  This is more of a slow paced platformer that places a little emphasis on exploring.  i guess it helps that this game is kind of easy.   

There are three unfortunately labeled DLCs for the Maw - Brute Force, River Redirect and Speeder Lane.  i think they are 100 MSFT points each ($1.25) which add another 50 possible gamerscore. 
Grade A  

What to Expect:
* A kind of slower paced forgiving platformer.  This is not like Twisted Pixel's other two games.  This one came out first and does not have the "comic edge" the other two has.  But to me, this has better gameplay
* A colorful purple blob who eats enemies to grow (or change to solve puzzles) - but you, a multi-eyed alien have to lead him to his prey (much of the time)
* 8 Levels of platforming culinarity (just kidding, the Maw eats his prey mostly raw - though he can sometimes breathe fire)
* Light puzzle solving
* A last level unlike the others - the Maw gets bigger when he eats, in the last level you have to use vehicles (i hate vehicles in games)
* Bonus DLC: These 3 levels feel much like the first 7, though Speeder Lane has you in a vehicle the whole time (but it is almost like you are not)

Achievements:
There are 12 achievements for 200 points (or 15 for 250 with the "deleted scenes").  These range from things like eat all of the things on the levels, to using trasformation powers to defeat X enemies, to playing the game at the Maw's 6 meal times (the most annoying one). 

Achievements: My Thoughts on Them

If it were not for the emeregence of digital downloads (stuff like XBLA/PSN/Wii Virtual Console), achievements would probably rank as one of the most important additions to me this generation.  i know that they are somewhat maligned, but as someone who really hasn't accomplished anything in the real world it is nice to get these little rewards for doing something in games  Trophies are somewhat similar, but i've never played a PS3 so i don't really know how that system works.

i guess i should disclose my relatively low 36,790 and 18,489 gamerscores.  The second number is essentially starting over as my previous gamertag may be cursed - i first started using it June 13, 2010 to win Game Room "challenges".  Oringinally i was going to try for 70%, but that has proven tough with about 120 games played. (XBLA ones seem especially tough). 

i think my favorite list is for Fable 2.  Sure it breaks some of my rules - i really could do without the trading one and any co-op ones.  However, the list is kind of cool.  It does reward experiencing the game (whether it be marriage, swinging, committing an act of public indecency, etc). 

Anyone out there have their favorite list? 

Yes, i like achievements (most of the time).  However, i am not sure i like how some games use them.  These views do not necessarily express the views of humanity, the animal kingdom, the plant kingdom or even fungus.   Here are some of my view on achievements:
1) No Multiplayer Achievements - should all be single player.  Partly because of stuff like boosting
2) 50% or more of achievement should be story related. 
3) More are preferable to less, so limit the big point acheivement (maybe 250/1,000 maximum)
4) Try for not so many interconnected achievements (you don't have to do random X to get random Y). 
5) Buy to get - ok, so this doesn't apply to many games, but....  i love Game Room, but i am not a huge fan of the achievements requiring you to purchase so many games (20, minimum) to get the 1,000. 
6) Completed Games: i would like the option to show a game as complete if i don't have the DLC.
7) Multiple playthrough - ok, i'm not really a fan of multiple playthrough achievements.  i would like to see these limited.