Sunday, October 30, 2011

My hypocritical copy of Battlefield 3

Fuck it, I bought Battlefield 3.  Too many friends are dieing on the field of battle for me to ignore it any longer. 

Bonus: here is a picture of my hypocrtical copy.

Saturday, October 29, 2011

Mobile gaming: perfect example of free 2 play gone WRONG

Free 2 Play /wink
Back when I fought against the free 2 play (F2P) movement for PC gaming it was because I was worried about quantity outpacing quality.  The PC F2P scene fortunately turned the corner towards quality, but another market, mobile gaming, has turned into a classic quantity over quality scenario.  The majority of F2P games for my Android phone are nigh impossible to play due to spam advertising and required micro-transactions.  Most free apps couldn't even be considered legitimate previews of the game and feel more like a mugger trying to get at my wallet.  Mobile gaming makes even the worst offenders in the PC F2P movement look like saints.  If people were up in arms about something like Allods Online, then they'd be stroking out over the state of F2P mobile gaming.

The unfortunate reality is that F2P games on mobile are far more successful through spam advertising and micro-transactions.  The developer ends up making more with these methods than with one-time purchases.  This is mostly because the pricing model for mobile apps is in the basement and if an app is greater than a couple dollars, it is doomed.

I understand developers need to make money and for the mobile space it's easier to follow the trend instead of making a statement with a paid-for only app.  The problem is that both advertising and micro-transactions directly conflict with gaming on a mobile device.  Think of the size of mobile screens and almost always having to reserve space for an advertisement banner.  It is flat out ridiculous in most cases and when that accidental click of an advertisement occurs the player is usually dropped from the game completely.  To note, some games are able to do advertising in a responsible way (like in between turns in Wordfeud FREE).

Secondly, mobile gaming is about quick access and simpler mechanics (which doesn't mean worse games).   The in-app micro-transactions conflict with both of these.  Nothing kills a game worse than spending the first five minutes finding out you really need to spend 99 cents to unlock something to make the game actually playable.  Then another five minutes is spent figuring out which payment service the game is using and by the time it rolls around to game time the player is ready to move on to something else.  Contributing to this further is again the screen size on mobile devices.  Pages for the in-app payments have to almost always be seperate screens, further pulling players away from the game.

These are all reasons as to why I was very happy to read this article and see Rockstar talk about how they are going into mobile to deliver quality games and not just to make money:
Besides, individual markets and platforms aren't something that seems to greatly interest Houser in the first place. "This is my personal opinion, but I think a lot of people in the general mobile industry are more focused on making money than making good products," he commented. "We're a business, too --we have to think about how to build revenue and we value the knowledge you need for that, but we want to conduct business with superior products. Focusing on nothing but business is depressing to me; it's boring. I want people to understand that we make games for more than just to make money."
I believe mobile gaming is going through growing pains and as we see more big developers like Rockstar step in with true, quality games aimed at core gamers we'll see a reduction in the downward spiral of game pricing and F2P mechancis.  The current situation is not sustainable.  Only so much shovelware can exist before the market crashes.  History has taught us this.

Friday, October 28, 2011

Android Game Review: Fortunes of War

Fortunes of War is an asynchronous card game similar to the best-selling Dominion card game. It pits two (or more) players against each other in a game where cards are purchased from a “card market” and then played in turns. Along with a starting deck, cards purchased from the market and wounds received from in-game actions make up a players deck. A game is over when three separate cards become sold out in the market. There is no building of decks before hand and as far as I can tell, the cards available in the market each game are random (except single-player campaign missions which feature the same card set).

The game is a solid time waster and deep enough to provide committed players a long term experience. The fact there is no deck building reduces the barrier to entry for new players, but by no means does it mean the game is easy to pick up. At first look, Fortunes of War is confusing. It will take a new player some time, and really reading up on the tutorial, to get a feel for the game. From there it takes several games to understand how to be competitive.

The game features single-player and multiplayer. I found the single-player fairly difficult, at least in the free version. I eventually beat most of the available campaign missions, but it took dozens of tries. The biggest problem is that the player faces off against multiple computer opponents in most of the missions and those computer opponents are all on one team. This means attacks against the player do not also affect the enemy’s companions (unless the card specifically states it affects all players). The player is often in 3 vs 1 or 2 vs 1 situations which becomes a significant challenge, but I still found myself working to beat the campaign missions over and over. There is a certain addictive, puzzle-solving quality it.

In multiplayer the issue is removed as there are no teams. Every player is out for themselves. I played the free version only, so my multiplayer options were limited and I often failed to find any opponents online via the random start feature. Fortunately there is an option to fill in empty spots with computer opponents.

Overall I was impressed with the game. For the single player experience I would highly recommend the free app to any experienced board or card gamer. It offers a fantastic challenge and if the player likes, there is more single player content in the paid version. The lack of players in multiplayer for the free version made me question whether the paid version would be worth it. If more players or better options to connect players ever become available in the free version, I may look back into playing this game and maybe getting the paid version. There just wasn’t enough multiplayer experience in the free version to hook me.

The free version is available here. The paid version is $2.99 and available here.

Thursday, October 27, 2011

The BIG Star Wars The Old Republic post


The Old Republic

Keen mentioned on his blog that no one in the authorized press seems to be taking a stand with the partial lifting of the NDA for Star Wars: The Old Republic.  Well Keen, let me step in here and muddy the waters.  Star Wars: The Old Republic will be the largest disaster in gaming history, but Bioware says I can’t talk about the details.
My original plan for this post was to take the official press impressions of the beta and review them. The whole "review the reviewers" and "read between the lines" type of criticism I like to get into. Unfortunately the hawks at Bioware were on my tweet to Keen in a heartbeat and to my astonishment, before looking into what I was actually going to post about, they informed me I wasn't allowed to talk. Of course I tweeted furiously that they have no say in whether I cover the press previews in a blog post.
In turn I was basically called a filthy NDA-breaking blogger who "didn't care". Sadly, I do care or well I did care.  Instead of getting into some petty "you're talking about the previews, but we know you're really talking about your beta testing" argument, I'm just not going to talk about the game. In fact, this is last post that will ever mention the title on this blog. It will be the Brett Favre of /r/nfl and henceforth be known as "the game that shall not be named".
As for my original, long-winded post about the game?  All you need to know is that the game is under tight NDA wraps with less than two months until launch.

There are wins and then there are WINS

Complete domination in a game of Dominion in League of Legends. ROFL stomped their entire team with Fiddlesticks.

Wednesday, October 26, 2011

Hypocritical on Battlefield 3, Origin, digital distribution

I have drawn a line in the sand. I am a Steam user and I want my fucking games on Steam. Publishers should come to me, the consumer. I, the consumer, should not have to go to them. I have serious problems with Origin (and Battle.net and Steam for that matter). I DO NOT want exclusive digital distribution platforms. However, I am an avid PC gamer; a very hypocritical and easily fooled by “oh shiny” gamer at that.
This brings me to my current dilemma. I’ve all but said that I refuse to accept Origin and EA locking their flagship games into the platform. Especially because I own a half dozen of their other games on Steam and I really like Steam as my digital distribution platform. I’m disappointed that Valve and EA can’t work out their differences.

The EA vs Valve spat was not terribly unexpected. This has been playing out in the movie/TV streaming market for years already. The content providers are unwilling to sell the rights to their prime content to players such as Netflix or Amazon. Netflix and Amazon then get stuck with the re-runs and B rate stuff. The content providers meanwhile are wising up to the fact they can just as easily distribute their own digital content and just like hardcore game fans, the content fans will come to them.

The content I’m interested in is Battlefield 3. I’ve played and paid for all but two PC Battlefield titles to date. I loved the last two iterations: Heroes and Bad Company 2. I’ve always picked the Battlefield series over the likes of Call of Duty or Counterstrike. Battlefield games have always given me, the very unskilled twitch player, an excellent chance to thrive in the not-focused-just-on-shooting aspects. I played one hell of a medic in Battlefield 2.

I’ve been sitting around today watching videos such as the one at the end of this post and I’m absolutely drooling at the footage. Battlefield 3 is exactly the type of game I want. It’s an upgrade of Bad Company 2 and flat-out impressive. And I’m missing out on it because of some silly line I drew in the sand.

The problem is: can I really by the hypocrite? Again? My mind says no, but my heart (ha!) says “who gives a fuck?”. So this is me signing off, unsure what I’m going to do. In the mean time, I need to stop watching videos.



Du du, du, dun duh. Du du, du, dun duh.

Tuesday, October 25, 2011

Memoir 44 Online, thoughts on sustaining multi-player games

It is an undeniable fact that it takes money to maintain online games for players.  The revenue from initial sales cannot justify a game’s online existence past a set amount of time.  Subscriptions or DLC or micro-transactions are a reality (Guild Wars not withstanding).  Currently the Free 2 Play with micro transactions model is winning out.  Players get hooked on the freebie and then come back paying for more.  Some people view this as bad, but personally I view it as good and in my world it’s a way for me to reward the developer for giving me the game to try first before I invest.
This upkeep is one of the reasons I believe we have not seen many popular board or card games come to the multi-player online space, even when they are directly tied to an online game.  It baffles me that the World of Warcraft card game, is in fact, a physical card game.   Where is the UI mod that lets me play WoW the card game while playing WoW the MMOG on my PC? 
I can live without fluff card games such as the WoW CCG on the PC, but I have a significant itch for some good online multi-player board gaming on (and I’m not just talking cheap flash rip offs).  Fortunately, in stepped Days of Wonder (DoW) with Memoir 44 Online
Not only did they pick the right game to try out to scratch my itch, but they chose the right platform (Steam) and a solid business model (pseudo-subscription).
In order to play games online, players must spend Gold Ingots (GI).  For starters a player is given 50 GI, which results in them being able to play about 16 games completely free of charge.  From there they can purchase buckets of GI to play more games.  The amounts are various generous and I can forsee months worth of play for very little investment.
My only concern with the model is that it probably won’t work for games with smaller followings as after the initial freebie rush, the players start getting gated out.  I’d prefer to see a monthly recurring infusion of free GI to players so the free ride lasts.  If the game is good enough it will convert those free riders into paying players.  Free GI would actually be a great way to market the game.  Other systems such as refer-a-friend would work as well to reward players for joining up.
Memoir 44 Online is doing its best to show the potential of this system.  It’s a great, time-tested board game to begin with, so it was a question of implementation and DoW nailed it.  Anyone having played the board game can immediately sit down and be ready to go with the PC version.  For new players there is a well made tutorial and the game itself lends to ease of learning via right clicking to see the rule cards governing each piece of the game. 
Online match making is a little hard to understand as the same screen used for launching solo play is used to initiate multi-player games. After a quick chat in the main chat room, I was able to figure out how to start a match (but ended up being invited into a game by another player).  I didn’t fair well on my first couple of matches just due to the fact I hadn’t played Memoir 44 in ages and have far more experience with its fantasy-based sibling Battle Lore.


The game runs absolutely great on my laptop (Alienware MX11 R2) and hooked up to the big screen it’s a glorious site to behold.  The added flair to actions and combat is a nice touch.  And the biggest benefit to playing this game digitally is the zero set up and zero clean up of all the tiny plastic pieces!

Battlefield 3 ERR_LOGIN_DISPLAYTOS

Personally, I would find it embarassing if my company's flahship game had an error displaying the terms of service which then prevented players from playing. 

Monday, October 24, 2011

Wrath of Heroes is wrong, how I would do WAR Free 2 Play

I’ve tried my hand at thinking up a Free 2 Play (F2P) model for Warhammer Online (WAR) before, but I fell into the trap of making a model that was too confusing.  WAR COINS was a bad idea.  Bioware Mythic also has an idea for F2P WAR in the case of Wrath of Heroes (WoH).  Unfortunately, WoH heads in the wrong direction by making an entirely seperate game, so I'd like to take a few minutes to propose a new F2P model for WAR that would still be the same game we all wanted to love so dearly before having our dreams crushed.
One of my biggest problems with WAR has been the lack of content and action within the tier four RvR lakes (aka zones).  The lakes are more like deserts, devoid of content and people except for the oasis of an undefended keep.  The lack of content can't be fixed over night, but the lack of people certainly can.
Instead of building WoH, Bioware Mythic needs to be bringing the tier four Realm vs Realm (RvR) action to F2P.  Over night, populations in the RvR zones and scenarios would double (if not triple).  Undefended keeps would turn into knock out, drag out fights.  People would be interested and focused on RvR again.
And why would they be so locked onto RvR?  Because the F2P model would gate them from the PvE content. RvR zones and scenarios would be 100% F2P.  Players would start off with a rank 31 character that was restricted to travel only within the tier four RvR zones.  Through RvR they could level up to 40 and gain up to Realm Rank (RR) 20 (adjustable through testing).
That would not be the only change.  As it is, WAR's best gear lies within RvR gameplay.  In my model, the best gear would be pushed towards the PvE aspects of WAR.  Tier four Public Quests and the Land of the Dead would be where the good loot was to be had.  Access to the PvE zones would be available to subscribers willing to pay a monthly fee.  The gear would only be useable by those that are active subscribers or active within the last month (aka players get a one month grace period to use their gear after going strict F2P).
Other benefits of subscribing, which I am calling "becoming a Citizen of the Realm" include the ability to exceed realm rank 20, capital city access, increased experience and RP rates, and prestigous battlefield titles (basically, the F2P zergs will recognize who is a paying player when on the RvR battlefield).  All except the titles would be retainable when switching back to F2P (yes, thats basically a month subscription price to access the capital cities, including sieges).
Which seguays into the downsides of being a "member of the Free Companies", one of which is being able to help push zones towards a capital city siege, but not being able to participate in it.  Those within the Free Companies would also be restricted to to only one character slot, prevented from using PvE gear, recieve lower priority for scenario queuing, and gain experience and RP at the standard rate.
This approach achieves almost exactly what Wrath of Heroes is attempting, but with the benefit of still supporting the main WAR and providing a little flavor differentiation.  Also there is strong evidence that this is exactly what freeloaders would want out of a F2P WAR.  We only have to look at the current limitless trial for WAR where anyone can play up to the top of Empire's tier one for free for as long as they want.  WAR's Empire tier 1 is always bustling and the RvR zones and scenarios filled.  Why Mythic then abandons any of those poor souls who decide to subscribe to the barren wasteland that is tier two and three is anyone's guess, but after playing Wrath of Heroes a few hours, I'm not at all surprised.

Sunday, October 23, 2011

Last Hitting (and denying) in DOTA-like MOBA games

Last hitting in DOTA-like MOBA games is completely against the idea of a competitive player vs player experience.  It restricts players by making them spend more time looking at minion health bars than competing against the enemy players.  Not to mention the idea of denying, whereby players attack and kill their own minions to deny the enemy from doing it.  Both are unintuitive left-overs from the Warcraft III engine and its disappointing to see games such as League of Legends, Heroes of Newerth, and DOTA 2 sticking with them.

There are better solutions that would allow players to focus on each other instead of minion health bars.  For example, there should be a radius around the minions in which gold is gained when the minion dies.  This way the focus for the player is to zone (aka push) their opponent out of the minions gold radius without having to then immediately stop focusing on the other player and return to health bar duty.  If players are unable to push each other out of the “gold radius” then they stay on par with each other.


Not only is this solution good for encouraging player vs player interaction, it also helps balance champions/heroes.  No longer does the speed of attack animations have to come into account for the sake of last hitting.  Also players can try new characters out without first having to spend practice games mastering attack animations;
which means the average player can more competently play more characters.


Removing last hitting also helps to speed up the rate at which gold is “farmed” which in turn cuts down the rather boring farming phase of most DOTA games.  This would then help cut down the length of the average match as players more quickly achieve their goals.