Archive for the ‘Videogame Visions’ Category

Symbiosis

Friday, January 9th, 2009
EGM: Final issue

EGM: Final issue

I recently heard that 1UP.COM had been purchased by UGO, who picked it up from Ziff Davis Publishing. Unfortunately the acquisition itself resulted in the closure of a number of content channels, such as video and audio podcasts. I’d recently started grabbing their podcasts, coinciding mysteriously with the launch of the 3g iPhone. They had a couple of items, such as the 1UP Show and Legendary Thread, that I was starting to follow heavily. In a strange way it wasn’t because they gave an in depth critique of the games they covered, like they were trying to create a video version of Wikipedia. In contrast the shows were more of a celebration of gaming, with those participating clearly showing a passion and enthusiasm for the games they talked about. I often found it ironic that it would almost be the polar opposite to The Escapist’s Zero Punctuation, another weekly videocast I’d been following regularly. Unlike Yahtzee’s witty but harsh monologues, they rarely interacted on camera with their unseen audience, instead choosing to treat the watcher as a welcome voyeur into the kind of gaming conversations that we have with our own friends. It conveyed an almost refreshing honesty about an industry that some of us in the older range of gamers had begun to look on with cynicism and contempt.

1UP’s own problems seem to be reflected elsewhere in the sphere of videogame journalism. Woody Hearn, the man behind GU Comics recently put original artwork up for sale after failing to get paid by his ad broker. With developers and publishers alike laying off staff, marketing budgets may well be seen as the next target by boardrooms. And without those precious ad dollars, content that has been traditionally been provided to the game playing public for free will either start to dry up or move to some kind of paid model. Even subscriptions are no certainty though – 1UP’s sister print magazine, Electronic Gaming Monthly, also closes this month. It may yet be that other institutions we’ve grown up with over the years either merge or collapse as their advertising wanes and subscriptions fall.

Is this diversion of funds a good budgetary choice? Although it seems so at first glance, it may be the start of a vicious cycle. Games that have mass-Market appeal and popular acclaim will still do well. Other, really dire will still be avoided like last weeks pizza. It’s the rest in the middle ground, those impulse buys or hidden gems, that will probably be the ones whose sales suffer. Without media to showcase these games and reveal their unique attributes, consumers are more likely to spend their limited cash on guaranteed hits picked from the top tiers of places like Metacritic, or shouted at them from the front of magazines left sitting in racks. While the gaming community tend to share information and opinion reasonably freely, we only have a handful of sites to go to for the real broad-brush discussions that would bring this up for us. If not for all-encompassing videogame media, all we would have is our own bespoke forums and messageboards, like small groups of scouts huddled around their own diminutive campfires and swapping stories with close friends.

The tale however is not without it’s silver lining. A day after the news that saw them leaving 1UP.COM, the team regrouped to form Rebel.fm. It almost feels like a proof of the axiom that it doesn’t matter what happens to a creative personality, they will always find a way to create. Once again, the air is lit with electric potential. Whether or not it stands the test of time remains to be seen, but in the meantime they deserve every chance to succeed. Not because the enthusiasm and passion they display reminds us why we play a particular videogame, but because they remind us why we play videogames at all.

Value

Wednesday, January 7th, 2009
Halo 3: $30 in development cash

Halo 3: $30 million in development cash

Developers and publishers have for many years sought the holy grail of gaming: a reliable, recurring revenue stream. Traditional game development can be a high-risk business, with top class titles such as Halo 3 estimated to cost around $30 million. This cost can be shared and managed between the developer and publisher, with the balance of cost on each depending on the commercial agreements in place. Trouble is, there’s a large amount of risk involved in this process – what happens when a game eats through a wadge of development cash only to fail to sell well once it hits the stores? Being as averse to losing money as the rest of us, publishers try to reduce the risk by financing titles that are likely to do well, either because the characters or concept involved is already well known (a sequel or franchise), or because the developers have prior history of creating similar successful games in the past. Once a developer released a title, they became almost dependant on it’s success to fuel an appetite for future products. This cycle can play havoc with cash flow, especially with the average title taking between 18 months and 3 years to develop.

The strategy of almost every developer is to try and smooth out the bumpy cash flow they face. Some larger studios aim to run two or three development cycles in tandem, with the conclusion of each offset from the others. Smaller studios may look to partner up with a large publisher then seek milestone or interim payments on the road to delivery. Both of these are more a case of commercial mechanics that are unlikely to have an impact on the overall delivery. Publishers may also seek to re-release popular games at a lower price point, under a “classic” or “platinum” banner if the game does well initially, potentially bringing in further revenue. In terms of getting further revenue from customers who buy an initial game, there’s only one further choice available: expansion packs. In a similar way to tabletop or role-playing games, a developer could re-use the existing technology and game mechanics and just provide a continued storyline with new creatures to defeat and areas to explore. An example of this is Beyond the Dark Portal, an expansion for Warcraft II: Tides of Darkness.

Spore: Creepy concerns

Spore: Creepy concerns

Expansion packs aren’t without their downsides though. EA Games took expansion and content packs to an extreme level with The Sims 2. Over the course of four years,  eight expansion packs and ten “stuff” or content packs would be made available to buy from retail stores. Seeking to repeat the process, Spore was quickly followed up with the Creepy and Cute pack. Unfortunately, EA had lost a substantial amount of goodwill in relation to Spore due to the SecuRom debacle upon release. Users (and I have to count myself among them) experienced further problems in using this new content with existing saved games, further damaging the reputation of a game dogged with controversy. It’s when moving into areas like this that publishers have to be careful, particularly in the current climate. Players have to feel that they’re buying an entertainment product, not a chore. More importantly though, they have to feel that they’re buying something that represents to them value for money. With retail growth slowing during the crucial winter season, it’s more crucial than ever to reward customers for their purchases. Some publishers have started to move in this direction by lowering the prices of some of their newer releases, but if discounting becomes the norm it increases the risk that a game will not generate a profit.

Aion: Tower of Eternity: NCsoft's next MMO

Aion: Tower of Eternity: NCsoft's next MMO

The question is, can MMO studios fare any better? Although they release videogames to similar schedules and charge about the same for them, they generally take longer to develop and require additional infrastructure to support them. Likewise, while they can provide a regular revenue stream, players expect regular content updates to be included as part of the agreement. Plus a fair chunk of that recurring revenue has to be spent on operational costs such as maintenance, customer support and so on. And don’t forget, a developer has to splash out on getting all this up and running before a single copy of the game is bought – if the game doesn’t sell or if forecasts are wrong, they may end up with too few subscribers to sustain the online platform. The history of Istaria: Chronicles of the Gifted (formerly Horizons: Empire of Istaria) serves well as an example in this regard, with the development and ongoing maintenance changing hands several times. Firms such as NCsoft, with a range of multiplayer games spanning multiple markets, and with a support and server infrastructure already in place, may fare better in the medium term.

Of course, this does depend on subscriber loyalty. As we dip further into an economic downturn, are players more likely to give up buying new games to continue paying for subscriptions to their current ones? How high is a gaming subscription on a player’s list of financial priorities – is it something they’ll hang on to as long as possible, or something they’ll only cancel if almost forced to? How much of an improvement does a new MMO have to provide before players switch from one game to another? It’s difficult to say for sure, but I have a feeling that players are likely to consider giving many other things up before closing out on a game they’ve enjoyed playing for some time.

Aspirations

Friday, January 2nd, 2009

Videogames throughout the years have set a challenge for those that play them. Whether it’s through a series of puzzles that get more ingenious and complex as the game advances, or through an increasingly concept sequence of moves that you guide a character through, it’s become an agreed mechanic that a game becomes more difficult as it progresses. The way a game becomes increasingly difficult, or the difficulty curve, is one of the key tools that a game designer has that can dramatically affect the playable lifespan of a game. Make it too easy and the player won’t feel challenged, walk through the game quickly and ultimately be left unsatisfied. Make it too hard and the game becomes frustrating, turning players off and ultimately kicking any hopes you had for making a sequel out of the window. It’s a tightrope balancing act that relies heavily on playtesting to get right, which is why when it’s not done properly it’s incredibly noticeable.

DooM: Multiple difficuly options available

DooM: Multiple difficuly options available

Going back through history, the earliest videogames traditionally took a static approach to difficulty. Although games demonstrated a difficulty curve, there wasn’t any way to alter it. If you couldn’t complete the game, it was either a case of getting a friend to complete it for you, or finding a way to cheat so that you could overcome an obstacle. Cheat codes were passed around school playgrounds like sacred lore, offering young gamers a sure-fire way to finish certain games if only to see how the story ends.  Although cheat codes offered developers a back-out clause of allowing a player a way of making the game easier, it wasn’t until difficulty menus started emerging that players could really choose how difficult they wanted a game to be. This was arguably popularised through the id software classic DooM with it’s now legendary “Nightmare” difficulty setting being the hardest of five different ones available. The legacy left behind by this still crops up in more modern videogames, typically first-person shooters. As time has progressed, techniques such as dynamic difficulty adjustment have been developed in order to tune a game experience even more closely to the person playing it. The difficulty of individual components that may make up an encounter or level are also studied in much more detail now, in order to control elements such as pacing in much the same way that a director or editor would seek to control the pacing of a scene in a film.

All this, in a rather roundabout way, brings us to the central theme of this post: defining the difficulty level of MMO content. Problem is, in an MMO, you don’t really have the option of letting the player choose a difficulty level to play at. Pretty much all of the content is designed in such a way that the majority of players will get to experience it, if they want to. The problems emerge when you have a clash between two parts of a player’s MMO experience – levelling their character, and “endgame” content.

Burning Crusade: Lots of content, flow restricted

Burning Crusade: Lots of content, flow restricted

As a player levels up, there’s usually a lot for them to do: there’s quests to complete, zones to explore, dungeons to investigate and so on. As they progress, their character develops by gaining new gear, becoming tougher and gaining new skills and abilities. Once a player hits maximum level, their options become more limited: they can take part in maximum level dungeons, invest time in PvP, or look at joining a raid group. As a result, your choices as a developer become limited – you want to maximise the value of the content already available at endgame, but you also wan to be able to provide new content in a timely fashion for players to experience. This is where the difficulty curve comes into play – by varying the difficulty of challenges sufficiently at endgame, you force players into a situation where they have to complete the easier content before they can move on to the more difficult stuff. You can even put artificial barriers in to play in order to slow down the progression between one grade of content and another. Get it wrong, and the players will have rapidly completed the hardest content you have available, putting increased pressure on your development teams to churn out more content, and increasing the risk that the new content will be rushed. To give an example of this, I’ll use two popular examples from the same game: The Burning Crusade and Wrath of the Lich King, both expansions for World of Warcraft.

Burning Crusade Key/Attunement chart

Burning Crusade: Gates galore

On release, The Burning Crusade introduced two new concepts for endgame players. For 5-man dungeons, players would have the option of tackling them at either their standard difficulty setting or a new “heroic” one, specifically tuned for endgame players with a minimum level of equipment on their characters. In addition, unlocking the heroic mode for a dungeon usually required completing it in normal mode a number of times. Beyond that, being able to access raid content relied on players completing a number of tasks in 5-man dungeons, while accessing higher tier raiding required players to complete lower tier raid locales first. This enforced gating process meant that upon release, Blizzard would have a reasonable idea how long it would take for groups to progress through the content. It also meant that the complexity or challenge of each instance was less of a risk – it didn’t matter if the difficulty curve was poorly implemented if the flow of players into the higher content was restricted through the use of gates. Over time the gates and restrictions were removed in order to open up content to more players, but by then Blizzard had managed to release further content updates in order to keep players with something to do. More than that though, having far off goals provided players with an aspiration to work towards, even if they would never ultimately reach that goal.

Wrath of the Lich King: No gating

Wrath of the Lich King: No gating

By contrast, Wrath of the Lich King has been completely open to players. There are no gates or hoops for players to jump through, and heroic modes are available to all players as soon as they reach endgame. Only, it hasn’t been as successful as one would have hoped. The normal modes of endgame dungeons have been largely discarded, as heroic ones are instantly available and in many cases are only marginally more difficult. This in a stroke halves the replay value of these dungeons – the trick was to use the gear your character would collect in the normal ones to enable you to complete the heroic ones, but if the gear from normal dungeons is worthless and heroic ones are easy to complete, why bother going through that step if you’re not forced to by some artificial gate? The situation gets worse with raiding – players can throw themselves into either a 10-man or 25-man version of every raid dungeon currently available and are likely to be able to complete it. There’s no tiering or gating mechanism in place, which means that once players have gorged their fill on existing content they start turning to Blizzard asking for more. Understandably, the responses have been less than firm . Although content patches are planned, there are no firm dates on when they’ll arrive or what’s in them.

Morton's Fork: both prongs are unappealing

Morton's Fork: both prongs are unappealing

For Blizzard, as much as any developer, it’s a difficult situation with no easy choices. Although it’s painfully obvious now that the difficulty level of much of the endgame Lick King content is not only low but closely packed together, it’s endemic of a Morton’s Fork when it comes to building an MMO difficulty curve. Do you build gates, quests, attunements and so on in order to restrict the flow of players through content, or do you rely on the intrinsic difficulty level of each piece of content to control the pace of progression for you? Neither are particularly appealing to the player base, as on one hand accusations of “holding players back” emerges, while on the other the risk of unbalanced content becomes much more pivotal in the player experience. For my own end, I prefer hard gating mechanisms, as they provide a checkpoint that the player has to work through as well as a mechanism that can be removed once further content is in place.

More than this though, I think there’s a more fundamental question to ask. Do players need a mixture of both goals (I’m going to finish this dungeon) and aspirations (One day I’ll have a full set of top-grade armour) in order to keep them motivated to play a game in the long term? More than that though, how dependant are they on those aspirations, even though they may never achieve them? And does providing a game with few challenges have the result of generating fewer aspirations in their playerbase? For me, a game without long-term goals to work towards leads me to wondering what all the short-term goals are in aid of, how they fit together and where they’re ultimately going to lead my character. And as soon as you get that seed of doubt about your short-term goals, your motivation to complete them evaporates like morning dew.

Unique

Monday, December 29th, 2008

Every so often there’s a game that appears to come out of nowhere, that grasps previously untapped gameplay mechanics or concepts, or redefines an existing genre through a completely new approach. They’re precious moments, passed like open secrets from gamer to gamer when talking about the games that were truly special to them. We all have them – games that we look on fondly as a moment in our lives, and even though they didn’t change our lives in any real way, recalling them brings a smile to our faces. For me, one of those games was Shenmue, with a more recent one being Portal. For others, they might be something completely different. Like a good book or film, we remember the ones that reward us for playing them.

Such retrospective navel gazing brings me on to a game that caught me by surprise while watching the weekly instalment of The 1Up Show, a free stream and podcast that I download occasionally. In one of their recent episodes they covered Flower, a game that I can only describe as “playing the wind”. Since such a description is flimsy at most, I’ve embedded a video below to demonstrate what I mean.

I was quite surprised by this – I hadn’t heard of thatgamecompany before and was caught by surprise by a new game concept that seemed to come out of nowhere. A short while later and I discovered the history of two students from the University of Southern California’s Interactive Media division, and suddenly everything  linked up. These are the guys that tried out new game mechanics through Cloud and later flOw, and come from the same course as the team that developed PMOG. Both these games are expose their raw gameplay through an uncluttered interface and simple mechanics, all of which help to make the game fun as well as making it simple to implement. Progress information is supplied through in-game elements, such as the size of your cloud in Cloud, or the length of your creature in flOw. The mechanics for flOw worked so well that they were borrowed heavily for the cell phase of Spore.

The culmination of all of this means that flower, rather than being something unexpected, is more of a natural evolution of previous concepts produced by a niche developer. That doesn’t mean that their efforts should be belittled, but instead followed closely. Such primal concepts as the ones demonstrated here are useful to track, as they provide a canvas on which to build further games, in much the same way as Spore has done. It’ll be interesting to see not only what thatgamecompany produce in the future, but also which other games currently in development by others are influenced by thatgamecompany.

Develop

Saturday, December 20th, 2008

One of the things that I read recently was The Register’s guide to Warcraft in 2008. In it, Austin Modine essentially goes on about how World of Warcraft has consistently beaten other MMOs such as Age of Conan, Warhammer: Age of Reckoning and so on. In his opinion, the reason why WoW is so successful is because they’ve made the game too easy to take part in – that by systematically simplifying and reducing the complexity of the game, you increase it’s accessibility to more players. While I think that’s true to a certain extent, I think Modine could have dug deeper and found out why the MMO industry is being dominated by a single big player. Just simply saying that people play WoW because everyone else is feels like a cop-out.

The original version of Everquest

The original version of Everquest

So what’s made WoW so successful, straight from launch? Well, two of the three lead designers on the game (Rob “Furor” Pardo and Jeff “Tigole” Kaplan) were both heavy players of the EverQuest series of games, being part of the same guild. This meant that although you had a veteran game designer in the form of Tom Chilton, it’s reasonably safe to assume that the design team were focused strongly on what concepts would make the game more fun for the player and which would pull away from that. With this in place, concepts that had previously been traditional in MMOs (such as a heavy death penalty) were abandoned and new ones that rewarded players (such as granting players a bonus for taking regular breaks) became the norm. Before the game was even announced, the stage was set for World of Warcraft to become a mainstream MMO, designed from the core with the player in mind.

By the same token, development of a new MMO can be a high-cost, high-risk business. Blizzard managed to mitigate a large chunk of this risk by using the same root engine for both World of Warcraft and Warcraft III, the continuation of their real-time-strategy series, forking development part-way down the process so that they could be tailored for their eventual purpose. This meant that a lot of datafile formats and toolsets could be repurposed to go from one game to another, allowing you to share your development cost between three titles. I honestly wouldn’t be surprised if the same thing was happening with their current in-development titles, Diablo III and Starcraft II. This afforded them additional luxuries not commonly known to game developers – additional development time. WoW was in production for about 5 years while various design choices were implemented, tested and so on.  One often used mantra by Blizzard designers is “iterate, iterate, iterate” or continually revisit concepts until you’re completely happy with how they work. By comparison, most other MMOs tend to go through a punishing two year development cycle where as much as possible is crammed in before launch, with further content promised as patch updates later.

Screenshot from Age of Conan

Age of Conan: looks pretty, lacks content

Following on from this Blizzard had a couple of luxuries. The low polygon count strategy allowed the art and animation teams to create a large amount of assets – items, creatures, monsters, environments and so on – quickly and easily. This meant that they could ramp up the number of developers working on questing content such as building storylines, developing quest hubs and generally making sure that there was plenty of content to lead a player from one area of the game to another. By contrast, most MMOs of late (I’m thinking of Lord of the Rings Online and Age of Conan) have been really heavy on pushing the realism factor or advancing graphical capabilities in order to win some screenshot space in the videogaming press, or to have some flyover videos to impress the public with.  Eye candy might be great for the initial wow factor, but it’s content that keeps people hooked and playing for months on end.

Finally, Betas. Now, I’ve taken part in a few beta trials, and they’ve usually been of the kind that starts about 3 months before release, just in order to make sure that there are no glaring problems with the wide variety of hardware out there. This was particularly the case with Tabula Rasa and Hellgate: London, where the beta was more of a pre-release demo than an external testing phase. Compare that with the 7 month beta window that WoW had before release and the sheer amount of changes and revamps that took place when developers found concepts that just weren’t working for players. Even post-lanch, Blizzard kept piling on the pressure by releasing new content on a regular basis. This allowed gamers to build confidence with Blizzard and the development teams, reassuring them that they wouldn’t be left with a game that suffers from a lack of post-release support.

So as you can see, Blizzard made several strategic choices that gave their movement into the MMO arena the best possible chance to succeed.

Hellgate: London eventually flagshipped

Hellgate: London eventually flagshipped

It’s only natural to assume that as a result, other publishers would consider learning from this and foster their own creative paths in order to support the mammoth amount of work that an MMO requires. Unfortunately, this hasn’t exactly been the case. In LOTRO the game was pretty but dull, with a huge amount of “wouldn’t it be cool if…?” and not enough “how do we make this fun to play?”.  In Age of Conan the game suffered from a lack of cohesion between the various different aspects – items had stats associated with them but it wasn’t obvious how each stat benefited your character, and crafting and player economies were severely neglected. In Hellgate: London, Flagship Studios tried to circumvent a large part of the development process by having different aspects of the world being randomly generated on the fly, but this only served to make areas feel repetitive and indistinct once the scenery had been encountered a handful of times. Not only that, but the nascent development company got heavily tarred with an internet meme that only grew as they became insolvent.

That hasn’t stopped studios from taking risks and developing MMOs. Star Wars: The Old Republic, Star Trek Online, DC Universe Online, Jumpgate Evolution and Otherland to name but a few. Of these, I have fairly high hopes for SW:TOR as it’s being developed by Bioware, formerly of Neverwinter Nights and Mass Effect fame.  They’re used to developing role-playing games with a high level of content (particularly with NWN, which also featured a high level of online capability). I would also really like to see Jumpgate Evolution succeed, but it feels like Codemasters are going down the same roads they have before. They haven’t started a beta phase yet they’re proclaiming a release window of Spring 2009, which goes back to my point earlier about betas being used as a pre-release demo. I’d also really like to see Otherland succeed, but I’m concerned that RealU (the developers, based in Singapore) may have bitten off more than they can chew with an MMO being the first title they’ll release. I’d hate to see this turn into another Flagship.

Will games companies treat the MMO concept as something that requires a unique design path and strategy, respecting what players wants are in order to make a game with true mass-market appeal? Or will they cave to the demands of their publishers and stockholders to produce games that ship within a rigid release window, but ultimately fall flat? Is it possible for a developer to achieve both of these goals? Is an MMO the right thing for a newborn developer to focus on, or should they earn their stripes by pushing out some easier to develop but still hard to do well traditional role-playing games beforehand? It seems that as long as we have studios willing to venture into MMO territory, and as long as we have publishers to finance them, that we’ll see developers going over the same classic mistakes and fail to gain any meaningful market share. Blizzard has already demonstrated there’s a huge mass market out there waiting for the developer that gets it right. It’s just up to the developer to figure out what the right moves are.

Upload

Friday, December 19th, 2008

WoWExplored has come up with an early Christmas present, in the form of a pre-release version of WoW Model Viewer. Although there are some minor issues with the code, such as armour scaling, texture mapping on some models and random crashes, it’s stable enough to get the Machinima community going again with all the new characters, creatures and doodads that are available in Wrath of the Lich King.

WoW Model Viewer 0.6.0.1 Beta

WoW Model Viewer 0.6.0.1 Beta

Getting it to run can be a bit tricky. The program is a debug pre-release version, and as such requires the debug libraries for Visual C++ 2008. Luckily, these are available as a free download from Microsoft’s website here. It adds 1.5GB to the installation size, but it’s the only solution until the debug libraries are released separately. The reliance on VC++ also throws a spanner in the works if you’re using Windows 2000, as it seems to only be compatible with XP and upwards.

Looking forward to seeing some new machinimas using this.


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