Man of Steel

Though Batman rules the box office right now, some new trailers are out for Man of Steel for us to take a look at.

There’s this thing about Batman and Superman, being two sides of the same coin.  Neither will kill, both have strong morals.  One is more brains than brawn, while the other is simply an unstoppable force.  Where they differ is in their “normal” selves.

Quentin Tarantino got it right in Kill Bill – Superman is not the disguise, Clark Kent is.  Where the symbol of Superman is who he is, Batman actually has to don a cape and mask to get the point across.  The sense of purity, of greatness, of infallibility is what makes Superman a superhero.  Though his actions speak loudly, who he is as a person is what people aspire to be.  He is truly a symbol of all that is good.

Batman differs in that his “normal” persona is actually nicer than his caped version.  A multi-billionaire philanthropist, Bruce Wayne is himself a beacon of good.  Batman, as a persona, is a vigilante, skirting the law in order to provide justice to the whole.  There is a darkness in that aspect, one that humans can relate to much more easily than they can Superman.  I suppose that’s why one is an alien and one is human.

In my off-line time, I have discussed these points for near on 20 years now with friends on late nights.  Comics on the whole are simply a social examination of the times and that today’s reflection of Batman is so dark (Dark Knight after all) is quite fitting.  Where the recent Superman film failed was in it’s approach to overall story and setting.  I do hope that Man of Steel can find the right social resonance to not only make Superman a hero once again but to make him relevant as well.  We, as a people, need that symbol.

EA Stock

I mentioned a while back that EA was taking a drumming in terms of stock value.  Today’s stock number puts it at a 50% loss since SWTOR came out (along with the Mass Effect 3 plateau in March).

Now two things to note.  First, I don’t want the coders and testers and grunts to lose their jobs.  They are making an honest effort at quality.  They just don’t have a say in what that quality is, the executives do.  It’s an unfortunate aspect of the business but it’s also what’s causing a huge proliferation of independent developers after their corporate burnout.

Second, I want EA to lose even more money.  I want investors to destroy EA and Activision  so that the “for profit, not gamers” mentality dies a fiery death.  I want the days of Interplay, BioWare (pre-EA), Blizzard (pre-AV), Sierra et al. to come back.  We aren’t far from there right now, thanks to mobile gaming and cheap laptops with Steam.

I am sick and tires of another WoW, of another Call of Duty, another Madden.  There are hundreds of them out there, all fighting for the same piece of the pie.  My wife never games until I showed her Puzzle Quest a few years back.  No one is fighting for her to buy their games or for the 40 year old with 2 kids and a mortgage.

The good games are still out there, but the bad ones, damn, they are stinking up the place.

What's Fun?

As with all gamers, I play for fun.  If I end up getting paid to do it, all the better, but the entire point of gaming is fun.  The kicker is what each person determines as fun for themselves and how that paradigm somehow should apply to every other soul playing the game.  At the conceptual level, this makes sense and it’s how developers pitch their game ideas.  At the logical level it gets quite a bit more complicated and cliques form.  At the physical level, the actual game mechanics themselves, this is where you have vocal minorities.

For me, I’ve always been fascinated by puzzles.  When I was a kid, I would marvel at the 6 piece wooden ones I had lying around.  I played Perfection until I had a system going that was 75% wins.  Operation was another one.  I then moved on to the 500 and 2000 piece puzzles, finally into the 3D puzzles when they were the craze in the 90s.  When I was in post secondary, I played a puzzle game everyday (usually on the Shockwave site) in order to get my brain going.  I still do the puzzles in the paper when I take the bus to work.  My brain simply needs some sort of challenge.

When video games came around the challenge was, at the start, dexterity based.  You could be the smartest player in the world but you would still get wiped with Battletoards or Ghosts and Goblins.  PC games were better as they were bigger and the RPG was where I found my solace.  The Ultima series, Bard’s Tale, Stonekeep, Quest for Glory and all those games had me coming back for more.  I even gave a shot at MUDs when the first came out.

Nearly all of my fun was in single player games.  When UO came out, I jumped in with a friend and got hooked.  The challenge was daily – staying alive, boosting skills, making stuff,  building a house.  There was always something to do and I did most of it.  I sold plenty of characters and I think I’m still living on the cash I made back then.  Come to think of it, I don’t think I’ve paid out of pocket for any gaming since I was 20, but that’s another matter.

UO was a pain with PvP though and I moved onto EQ.  EQ was full of puzzles and challenges but the time requirement was just plain stupid.  Waiting hours to get any progress done was hard and when WoW came out, 90% of the EQ players moved.  WoW had challenges but you could solo them.  Group stuff for me has never really worked, other than the social aspect.  I can’t get 4 hours straight to sit through something.

Now, I’m really into the F2P and indie scene.  The advantages, other than price point, are that I can get a whole lot of stuff done, at my own pace and the pieces are bite sized.  Rift does this well too, WoW is horrible at it and MoP looks to continue that trend  – which is fine.  TSW is another pretty good example of puzzles in small sized chunks.

I get the most fun solving puzzles and completing challenges that I can either do piecemeal or complete in a small step.  A 12 step attunement process to play with friends is not on that list.  A dedicated time and place for 4 hours is simply not possible.  It’s sort of like if I told you to complete a 500 piece puzzle, you had 15 minutes or I would burn all the pieces. Some people like that and I get it.  I don’t.

Thankfully with the indie scene, there is a massive proliferation of games that suit my needs.  Grimrock, Limbo and Braid are super examples.  This isn’t to say the MMO side is done for me (or gamers as a whole) but in the big picture, I know what I like and I like me some puzzles.

Another Exec Leaves BioWare

From Gamasutra.

Yet another casualty in the BW/SWTOR saga.  This time the main project lead for the entire game.  Even if he left on his own accord, this is essentially the CEO of SWOTR saying bye-bye.

For a game with so much potential and so much money thrown at it, I don’t understand how it simply is not doing what is necessary to get financial success.  I cannot believe that it took 6 months to make an LFG tool (which is amazing by the way).  I can’t believe that they still don’t have functioning ranked PvP (which every competitor has).

They hedged their bets that there would be enough people who wanted to play alts to keep the game afloat long term.  They did say 500K subs would be enough and apparently they are still above that number.  Why there are massive lay-offs and cries for Free to Play from the developer is beyond me, other than EA screaming they need the money back.

SWTOR was the last great hope for a new AAA themepark with a subscription model.  Rift seems to be still doing strong, TSW is surely going to go F2P in a few months and then Elder Scrolls will fail in amazing fashion.  The genre is done

Tipping Point?

When a game’s forums are being bombarded with hacks and exploit concerns and the devs have been silent for over a week, what exactly does that say to the players?

I read a lot of news for gaming and Diablo 3 is always interesting.  The devs have been missing since June, where you’d see a dozen posts a day.  Now the main forums are a solid chunk about the various hacks, scams, cheats and dupes plaguing the game.

The kicker here is that Blizzard makes money off every sale and if there are more sales, then they make more money.  It doesn’t take a whole lot of imagination for people to think that Blizzard is either actively adding items to the AH system and helping botters get gear to sell.

As a gamer, that’s so ridiculously offensive it boggles the mind.  As an investor, it makes you wonder how slippery that slope is and how long you can ride it until it turns about.

Power Scaling

This is in relation to the Power series I had a while back.  This particular post will deal with the relationship between challenge, power and time.

In most games, there is some level of challenge to reach a goal.  Beating a boss requires specific move set, typically a given set of power and a set amount of time.  Older games (and some new ones) ignore the power portion and just make you memorize patterns.  In those games, the challenge is 100% on the player’s end.

Newer games, specifically adventure games (MMOs included) give you power over time (gear, skills, levels) in order to defeat larger and larger challenges. WoW’s raids are initially very difficult but as time goes by, people get better gear and the challenge is gone.  Some bosses (in Vanilla WoW certainly) were simply impossible without given power levels or skills.  Today, the best of the best can beat a boss with little to no power while the rest of us need power upgrades to get to the same point.  Those are multi-dimensional challenges where the more power you gain over time, the less skill you actually need.  This is hard to balance and the expectations from the developers need to be clear.

Even in those games, the acquisition of power is typically linear.  Rarely does any one person get a massive (10% or more) increase in power in a single event.  This allows competition between players an no one person feeling like they absolutely must do something in particular to advance.  This avoids the brick-wall effect from older games (EQ, WoW Vanilla/BC, etc…)

Now, in single player games this is a bit different as you’re competing against yourself.  Devs can give you huge boosts (Ninja Gaiden, FF series) and you’re only looking at the mirror.  When a dev takes a single player game and adds a multiplayer component (Diablo 3), the competition and scaling factor goes out the window.  Those walls can be circumvented rather easily through mechanics external to the game (the auction house) and those single player brick walls become massive road blocks with a pay wall.

Diablo 3 Inferno mode is a great example of poor planning.  If you played without the Auction House, you could reach Act 1 with a couple dozen runs for gear in Hell mode.  Act 2 and Act 3/4 are completely impossible without the auction house or dozens of people farming for you.

The power increase from level 1 to level 60 is as thus:

  • DPS : 1 to 5000
  • Armor: 0 to 1500
  • Resists: 0 to 0

The power increase to do Act 1 Inferno

  • DPS: 10,000
  • Armor: 4000
  • Resists: 400

Act 2 and Act 3/4

  • DPS: 25,0000 – 35,0000
  • Armor: 6000-8000
  • Resists: 600-800

These are exponential increases in power where a single item can add 10% or even 50% increase in power.  This means that if players want to progress, they need those items in order to do so.  Farming is simply inefficient as there is a less than 1 in 10,000 chance for any given item to be an upgrade and you need 5-6 new ones in order to move through the acts.

Instead, you play the game for money then use that money to buy power.  Enter the RMAH, the exact tool to make real money off that process.

I am not trying to be cynical here since you can still acquire power through in-game means and just as much power as with cash.  The difference is in the speed of acquisition of power.  Real money you have, in-game money you don’t.  This also means that any content the developers have put in goes 100% out the window once someone has enough power to beat the content.  Which once you have enough cash, happens instantly.  There is no long-term game to be had.

It is an interesting example of social gaming, marketing and profiteering that happened here and I plan to revisit it again in a few months once a major content patch hits D3.

 

There Goes My Summer

Steam Summer Sale has begun.

I’m going to be completely honest, 95% of the games on sale as worth much, much more than what they are being offered at and well worth the time to give a shot.  The Original XCOM is 2.50$.  If for some reason you haven’t played Skyrim, 40$.  Grimrock? 6$.

And get the Indie Bundles.  The games in those packages are amazing.

Do We Need New Consoles?

I read an interesting article on IGN that states our current console era has lasted too long and it’s to Sony and Microsoft’s detriment.  The core concept is that due to poor scaling of platforms, innovation has been stiffled and forced developers to look at other platforms.

The XBOX360 launched in 2005, the PS3 in 2006.  You’re talking as old as World of Warcraft here.  It’s been a few years now that both companies have been able to recoup their initial losses but at the same time, they have less computing power than a 200$ laptop you can get today.

In terms of available market, there are 62 million 360s (including those the have died) and 63 million PS3s.  There are over 70 million iPhones sold so far this year and nearly everyone has a computer of some kind (over 1 billion at last count).  We’re not even talking the same league here.

The advantages to mobile and PC are the distribution of software and integration with the internet.  It’s easy to patch, easy to distribute, easy to sell.  Consoles require a disk (remember when we thought cartridges were the best?).  All devices can integrate with a home theatre system.

Developers that focus on consoles typically focus on recyclying their existing IPs.  You rarely get any indie games on a disk, they are all on XBLA or the PS Store – again, digital distribution.  Heck, they all have integration to NetFlix now (which is another story I will get into).

Are console games better?  They certainly sell a lot of copies but in terms of profit I would say that mobile and PC gaming is much more profitable.  An indie game like Legend of Grimrock would never have seen half the sales on a console.  True FPS games are still dominated by PC players.  The largest gaming prizes are still on the PC.  If I want to play a 10 year old PC game, I can.  Can’t say the same about console games.

So is it time for a new generation of consoles or simply an entirely new platform for content delivery?  What really differentiates a PC from a console today anyway?  I’m more apt to say that the next consoles will be delivery platforms and I’m sure we’re going to find out soon enough.

Nerf or Planned?

Another Blizzard dev post triggered this post.  Currently, Act 3 &4 drop rates have seen a rather sharp decline than before the 1.03 patch, which was supposed to improve overall rates.  Here’s the particular quote.

With all the said “development and testing” that goes into these patches, how did the development team not identify the current loot table/drop rate issues? Doesn’t make sense.
The drop rates in 1.0.3 are exactly as they’re listed in the 1.0.3 design preview blog, so there were no issues as far as validity/accuracy of the changes. Obviously a reduction in drop rates later on in favor or increased drop rates earlier on (and overall more high end items circulating in the economy) wasn’t very popular. We agree it was a bad change, so we’ll be correcting it, but it wasn’t a quick enough change to get into 1.0.3a.

There are 2 ways to read this.

First, the drop rates for Act 3 & 4 were originally higher pre-1.03 and they purposefully reduced the drop rates.  This seems absurd.  Completely absurd.  Why would they reduce the rewards for the absolute hardest content?

Second, that they think there are too many high level items in the game at low levels – like Act 1 – and that they plan to make changes.  What changes?  Reduce the drop rates for all items?  Drop rates aren’t a problem, the AH is a problem.  Even a 0.1% change over 1 million Inferno players is 1,000 items.  How are they addressing the issue of bad high level drops?

Blizzard sure does make you scratch your head with their comments.