Gaming’s future

Last Time, Honest.

Last time I’ll mention the piracy thing (for the forseable future.)

EA, of all people, has absolutely no excuse for not having their own digital delivery system up and running. Shit, that medium-sized developers aren’t doing this themselves is a fucking travesty as far as I’m concerned. Valve’s given everyone the ability to make their own Steam, if you’ll recall. It’d just take an extra guy to get it up and running, I’d imagine.

Often retailers (and even renters,) will break street dates. When this happens, retailers who haven’t broken the date contact the publisher, and say “So and so broke the date. Check it, because we’re going to as well. We can’t afford to lose all of our sales to them, because their math says they’ll come out ahead by breaking the rules.” The distributer/publisher then checks to confirm the story, and if this is true, they give the okay for everyone else to break the date as well (and often punish the initial violator.)

I just can’t be convinced that EA can’t publish games online. They’re a publisher. It’s what they’re supposed to do. What am I missing here? Hell, Microsoft and Sony should be doing this. The moment the ‘download date’ was proven broken, EA should have had Spore online on their EA Shop for everyone everywhere to download. That headline would’ve dwarfed the news about the cracked version available online. “Why bother pirating it,” gamers would ask “when I’ll probably end up buying it anyway? Go ahead and save the re-download time by buying it the first time, and have my friends already in my gamer list for auto-downloadig of their creatures.” Besides, I’m betting Valve games have a much lower rate of piracy than most PC games, and gamers are (by far and large) okay with Steam, now that the kinks have been worked out for a few years. And I’ve heared nothing but good things about Direct2Drive. Though, honestly, developers should be doing this for themselves.

I just can’t feel overly sorry for a developer getting hurt by a publisher forcing them to put anti-piracy tools in their game. It’s the bed of their own making, really. Last post I mentioned gamers downloading shareware off of BBS’; the original digital distribution. Well, it’s 2008 and developer distribution has never been easier (now bedroom coders don’t even have to physically mail disks to users.) Refusal to make self-publishing a priority, or even demanding the power in the developer-publisher relationship, gets developers treated like the lesser in the relationship, and that’s just a lessong they need to learn. I mean, Valve? They get it. If another developer can’t prioritize their publishing deals, then let them falter, and let them fail.

Though, the first person to use Steamworks to create an online publisher? That person will make some serious money.

Okay, done with that topic for the foreseeable future, enough armchair-CEOing over Riccitelo. Next up? MMO payment plans! Yay!

Electronic Arts
Gaming's future
Microsoft
Sony

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Piracy Wins. … Again.

So, days before Spore hit store shelves, with its controversial DRM, it’s been cracked. Whoops.

To continue to harp on a previous point of mine, the Games Industry needs to figure out how to better commodify their art (that being ‘interaction’.) Gamers, moreso than any other group of media consumers, are technologically savvy. TV, film, music… Every other group’s lower savvy presents, relatively, a higher collective barrier for its consumers to partake in piracy and the likes. Gamers? We STARTED this shit by downloading shareware off of BBS’. Torrents are as easy as a TV remote, p2p is laughable, and even newsgroups are child’s play, to be honest. If you want to stop gamers from pirating your product, then you have to figure out a way to make games impiratable, (yes, I just created a word (at least in the English language.)) Good luck with that.

On the other hand, consider how many gamers have heard about Spore’s DRM and will now say “Eh, I’ll just pirate it.” I mean, the online component of downloading animals can be ‘gotten around’ by just downloading the thumbnails of pals’ creations anyway. It’s silly, how developers insist on shooting themselves in the foot like this.

Electronic Arts
Gaming's future
teh Funny

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Wasting Real Estate In Games

Dear Game Developers,

After reading that 7 of 10 games lose money, I have to let you guys in on a little secret, you really don’t understand what I really Icare about in a game, and you’re wasting lots of time/money. In fact, you could even cut development costs by focusing less of things like world building. First, let me make a comparison:

A large portion of movies and shows I watch are based in either NYC or LA, and you know what? I’m okay with that. Both of these cities have been imaginarily destroyed more times than anyone wants to count. And you know what? When we’re sitting in darkened theaters, waiting for a blow-up-a-city-movie to start, and we see a trailer for another blow-up-a-city-movie? We lean to our friends and whisper “We gotta come see that!” (Remember the Cloverfield trailer before Transformers?)

Cut to video games, where more and more people are fixated on rebuilding NYC (Spidey 2+, True Crime 2, GTA:(3, LC:S, 4,) Driver, Crazy fucking Taxi, and probably more ‘open’-NYC games I can’t recall,) more times than can possibly be healthy. You’re long past the point of diminishing returns, and you larger publishers in particular need to make one NYC, and work from it. “Oh, but gamers would hate to play the same city in Spidey that they would in Crazy Taxi! They’d call us lazy!” Some will, but the rest of us, who actually play games to [i]play games[/i]? We’ll be okay. Hell, I’d call you smart because I just don’t give a shit about the city you place your game in, really. The city (the buildings and roads,) are just a location, and not characters. The ‘character’ often attributed to cities are actually NPCs, sounds, lighting, and textures that work in tandem to bring the locale to life, and changing those things changes the locale so much, that if you take out people and moving cars, and add crashed ones and zombies, then it’s a different world.

For the life of me I can not fathom why EA, Activision, or Rockstar, haven’t created high detail models of a city (or worked together on one,) to generate lower-rez iterations from as needed. For that matter, why haven’t larger cities created their own virtual models and licensed them to game developers? (Well, government’s lack of metaphorical artistic testicles/ovaries, coupled with the low artistic aim of most games actually explains that, now that I type it…)

But my main point here is that, as a gamer, I’m okay with learning the streets of NYC like a veteran cabbie. Hell, when you think about it, it almost makes sense for characters who’ve lived in NYC for any extended period of time. But even beyond that, creating large worlds is just pointless if they’re devoid of context, and so often the race to create large environments leaves those same environments empty of vibrancy that would make them memorable. Of course, this could easily work to ones advantage by taking the opportunity to fill in the blanks…

“Here is our “Lives of Liberty City” line. A new series of games centered around Liberty City, allowing you four full length video game experiences in one persistent world as you play between the games.” Sounds good, right? While playing a GTA4, imagine being able to pick up any of three other games, each focused on a single island. As you took over neighborhoods in a Mafia-esque crime/RTS, the burroughs in which Italian families come after you in GTA 4 change. As you redevelop South Bohan in a city building sim, the neighborhood becomes gentrified in GTA 4, with some of your friends being displaced. And then in the middle island, a game using the exact same geometry but with much more film noir-ish lighting, music, and music, is an action love story as you play a detective trying to save a young girl caught up in the vile world of blackmail at the hands of the United Liberty Paper Co., only to become a pawn in their twisted game yourself.

So, in closing, don’t be afraid to reuse assets and save money. Just do it well. It’s so easy… In theory, anyway.

Gaming's future

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