Showing posts with label xbox. Show all posts
Showing posts with label xbox. Show all posts

Thursday, January 28, 2010

What? Some Indie Games Made Money?

I think the XBox LIVE Indie Games project is really cool and exciting. For the first time, random losers like me can write a game and sell it on consoles. This really excites me, because my games are far too small and niche and low-budget to have a chance of getting on, say, XBox Live or WiiWare.

Sure, there are problems with the service. It has predictably taken a bit of time for the quality to come up. And I think you should be allowed to charge more than $10 for a game. But this is still a darn cool opportunity for small developers, and Microsoft should be applauded for it.

But that leaves a big question: Can any developers actually make money on the darn thing? Well, we now actually have some hard numbers for earnings of the top games. Take a look. They are very interesting.























1. Good stuff makes money!


The top two games for numbers of sales are I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 and Avatar Drop. And, coincidentally, they're the two games on the service I've actually bought. I MAED A GAM3 is the best dollar I've ever spent on gaming. (Just narrowly edging out CrushCrushCrush on Rock Band.)

Excellent party games, and you should buy them.

1b. I'm just sayin' ...

If someone makes I MAED AVATAR DR0P W1TH ZOMBIES 1N IT!!!1, I will buy it.

2. Don't undercharge for your work!

But look at the profits column. Two of the three most popular games had developers who wisely chose not to charge a paltry dollar for their labors. Though the amusingly named "ezmuze+ Hamst3r edition" is down at #18 in number of sales, its higher price helped it to make a pile. The $2.50 games are making more than the $1 games, because that price increase (from almost nothing to almost nothing) isn't causing sales to drop by 60%.

I MAED A GAM3, to make a lot of money at a dollar price, had to get a LOT of exposure. Most developers won't get that lucky. You can luck into a quick payout, but you can't build a lasting business (meaning making a living off of multiple titles over a period of years) making dollar games. I've said it before, and I'll say it again. Don't race to the bottom! Figure out a fair price for your work, and stand by it.

3. The kids love the vibrators.

I hate it when people act like Indie developers have some obligation to be always super-creative and artsy and like Jesus or something. I know some people are miffed by the popularity of the "massage" games, two of which are on the top twenty. But freedom to do whatever you want will result in a lot of ... Well, try out The Drinking Game, and you'll see what I mean.

I personally think that the "massage" games are pretty innovative. They saw demand for something nobody else was doing, and they made it. That is what innovation is. Which teaches a valuable lesson. Even when you get the innovation you want, it will still probably suck.

Tuesday, December 29, 2009

MiniReview - Dragon Age: Origins

I really did want to go on a bit about Dragon Age: Origins. Over the years, I've found that I've gotten pretty tired of computer RPGs. The single-player ones only rarely have any surprises, and MMORPGs only want to eat my life. And yet, I found Dragon Age to be entirely enchanting. Bioware is very, very good at what they do.

The plot, at its best, has this epic Lord of the Ringsy feel, in a good way. The voice acting and the writing are marvelous, and the game is frequently hilarious. The side chatter from your group when you take all of the evil characters out with you is worth the price of admission.

But the thing that struck me most is the role-playing aspect. (I'll have some very gentle spoilers in this bit.)

Attempts at having role-playing in computer games are frequently and justifiably mocked for giving facile choices between "Angelically Good" and "Absolutely Evil". When you find a hungry puppy, you can either crush it with a cinderblock or buy it a house of its own. There is no middle ground. And yes, Dragon Age has some of that.

But what impressed me is the number of situations where there are a lot of options, none of them are very good, and you just have to muddle through. For example, in one part of Dragon Age, a young, magically skilled boy has been taken over by a demon. He's been merrily trashing the countryside. It's a crappy situation, and you have to help them out of it. You can off the boy. Or let the mother sacrifice herself to enable you to challenge the demon. Or travel to the wizards' tower to maybe get a way to expel the demon, losing valuable time. And, should you challenge the demon, you can kill it or, in return for one of several lavish rewards, let it stay in the kid, hidden.

When I reached this point, I didn't see a perfect option. I had my own, "OhgodohgodwhatdoIdo?" moment. And my choice was, in retrospect, not a great one. But there is little I love more in an RPG then when I'm forced to stop, gobsmacked, and go, "Wow. I'm really on my own here. I'd better think about this ..."

Similarly, late in the game, the country is without a leader and you have to figure out who will end up king (or queen). This leads to a brief, marvelous series of conversations, full of power politics, ugly compromises, and the constant awareness that there is no "right" choice. That you can maneuver things so that you end up on the throne only adds to the awesomeness.

And, just before the endgame, when it seems that horrible sacrifices will happen, one of the characters approaches you and makes an offer that ... well ... I wish I had the audacity to put something so spectacularly bizarre and twisted into one of my games. (I really don't want to spoil it. And yes, I did take her offer.)

I tried to play the game as a goody-two-shoes. But Dragon Age has a way of making sure no good deed goes unpunished. By the end of the game, I was acting a whole lot more evil. Sometimes, evil just works better. And I think, more than anything, the way the game got me to smoothly and naturally make a shift like that says a lot about how subtle the "good" and "evil" choices within can be.

So I recommend it very strongly to anyone who likes computer RPGs. Just one warning. Normal difficulty can be pretty darn tricky, especially on a console. I love my XBox, but it's not really made for precisely controlling a group of four characters.

Thursday, November 12, 2009

Review: Brutal Legend

I just finished playing Brutal Legend, and I wanted to hold forth on it. (The 'u' in Brutal is supposed to have an umlaut, but I'm too lazy to figure out how to type that. Sue me.) I was pretty much destined to play the game once I found out that Tim Schafer designed it. He did Psychonauts, which is one of the best video games ever. So he's earned some trust.

I really, really enjoyed the game. It's one of the very few games I've ever played where, at the end, I wished it had gone on longer. (Though, admittedly, this might mean it's too short). The main storyline is a mix of mindless battle, driving, and strategy game, and they all totally worked for me. It was also balanced to be, on Normal difficulty, pretty easy, which I appreciated. The storyline is pleasant, the writing is truly funny, and the voice acting is top notch.

And yet, the game has been lambasted by some sources I really thought would appreciate it, like Penny Arcade and Zero Punctuation. For exactly the reasons I liked it. Which bothers me in several ways.

(Well, Yahtzee, the guy who does Zero Punctuation, should be expected to hate it. That's just what he does. I have actually seen people consider Zero Punctuation to provide a serious and worthwhile critical judgment. Do Not Do This. Yahtzee makes his living saying bad things about games. That's his right. That also means he has a strong financial motive to not like games. Yahtzee is either a person who pretends to hate games to provide material for his videos or a guy who really does hate all games but still feels compelled to play them. Let us all hope, for his sake, that it is the former.)

The main source of contention is the strategy missions of the game. In these, you are still a warrior on the ground, doing battle and kicking ass. But the game then sucks in elements of real-time strategy games so that you can summon units to fight alongside you. What's more, you can combine with the units you make to use special badass attacks. For example, you can make tanks to fight beside you, but you can also jump in those tanks, drive them around, and shoot stuff. Or summon your armored car and screech around the battlefield and run people over. Or dive into the middle of attacking hordes and lay waste. Or just fly high up in the sky and pretend you're playing Starcraft. It's very open-ended.

I love this, because it means that the boss fights aren't all just tedious hackfests where you have to find out the enemy's oh-so-clever weak point. They are epic battles, and they should be. And it feels unique to me and (well, here comes the word) innovative.

But that's the problem.

People say they want innovation. But actually give them something different that they have to adjust to and they get all angry and full of nerdrage.

And, since he made something that plays in a new and different way and this threw some people off, Tim Schafer wrote a public letter giving some strategy advice. He received some mockery for this, but he is in the right. If unfamiliar gameplay makes some people freak out, some gentle tips for how to get back on the right track are all to the good. And he isn't at fault here, because the game has excellent tutorials and tips for how to play. And the thing really is balanced to be easy. And there is a huge amount of freedom in how you play the boss battles. You can try a lot of different things and win. You just have to, you know, try.

Now, the game isn't perfect. I think that the main quest is still a bit underfed to justify a full $60 price tag. I rented it. Though I've heard the online multiplayer is pretty good, which would goose the value a bit. But, in terms of fun, Brutal Legend is aces with me.

Now back to Dragon Age and Torchlight. My world is full of stat-building, horrifying brutality, and trying to unlock the lesbian sex scene.

Friday, September 11, 2009

Some Kind Words About DRM. For Once.

Over the years, a lot of criticism has been thrown at DRM. (Which means Digital Rights Management. Which means tinkering with music and video games to try to make people actually pay for them.) A lot of that abuse has come from me. But I think this all this shouting at Electronic Arts and the RIAA might be starting to be a bit much, since DRM, at the heart of it, has a noble goal: To keep thieves from stealing things.

But I recently noticed one little place when where I think making games pirate-proof is resulting in a better world for everyone. In the interest of fairness, I feel obligated to point it out.

(Edit: When I say "pirate-proof," I mean "So difficult to pirate that nobody bothers," not "Impossible to pirate.")

Let Me Sell My Stupid Used Games! (Or not.)

When Half-Life 2 came out, around eight hundred years ago, I vented to everyone who would listen about how angry its new rights management scheme made me. You had to sign in through a Steam account (which, at the time, did scary things to my computer). And, to me far worse, your game was attached to your account, keeping you from loaning or selling it. This new game future seemed to strip too many rights away from users, and I wanted no part of it.

Lately, though, I've been finding that this is exactly the future I am living in, and I've been extremely happy. I'm having a great time, buying fun games for fair prices. I'm just doing it on the XBox.

The rights management in PC games is still generally hostile, punitive, and self-defeating. Requiring an internet connection to play a single player game or limiting the number of installations does nothing to prevent piracy (as hacked copies are always easily available from BitTorrent) but plenty to hurt legitimate customers. And piracy is rampant, no matter what. So the PC world is still screwed. (And there is increasing evidence that these problems are spreading to the iPhone.)

All I Want Is Fun, On the Cheap

But on XBox live, over the last month, I'm played Shadow Complex ($15), Defense Grid: The Awakening ($10), and I MAED A GAM3 W1TH Z0MB1ES!!!1 (a ludicrously low $1). These games are all seriously fun. They also have impenetrable DRM. I don't have to be online to play, but I can't sell or give away my copy. There's no piracy on XBox Live.

When the inability to share (or pirate) a product comes with a low price, I don't mind anymore. Defense Grid is ten bucks, and it's giving me more than ten bucks worth of fun. Sure, I'm at Microsoft's mercy, and I don't "own" the product, but hey. Ten bucks. And the manufactures can still make a nice profit at that low price (though probably not much lower) because ninety percent of its users aren't stealing it.

No DRM. But Plenty Of Injustice.

Compare that to the games I sell. I charge $28 for a new game. I would LOVE to charge ten bucks. But, to stay in business, I'd have to triple my sales, and that won't happen. Would sales go up? Sure. Would they TRIPLE? Almost impossible.

I have minimal DRM. People can transfer their registration to someone else if they want. I even have a one year money back guarantee if someone is unhappy. I've tried to be ethical in all the ways I want as a consumer. The result? My games get pirated like crazy, and I have to charge a lot to stay in business. I have a situation where honest people have to pay lots of money to subsidize the people who rip me off. The good people pay to buy games for the bad.

This, of course, infuriates me.

What I Wish I Could Do

I'm not going to be writing games for the XBox, sadly enough. My sort of games just work better on PC and Macs. But if I could snap my fingers and give myself the same absolute control over my games XBox Live has over theirs (in return for lower prices), I would. The freedom of the current system is nice, but it comes at too high a cost. The unfairness is just this side of intolerable, and it's only getting worse.

DRM is fair if, for what the corporations take, we get something in return. One of the problems with eBooks is they take away the ability to loan or sell the books you buy online, not to mention the lack of a satisfying physical object, and they still charge the same price for the book. What nonsense! Make the price of the books low enough to make people not mind what they are costing and I promise you the eBook business will improve.

DRM Has Its Points

DRM has developed a terrible reputation. Heck, it's earned it. But remember, the purpose of DRM is to prevent free riders (aka self-justifying weasels and morally damaged scumbags). None of us like being told that we don't deserve free things, but it's still true. If DRM enables products to be sold for a price that is cheap to users and fair to developers, it is something we should all grab with both hands.

Thursday, August 6, 2009

Review: Secret Of Monkey Island, Special Edition.

I used to, in a prior century, be an absolute fiend for adventure games. I loved Infocom more than anything. I would spend three or four months trying to solve a game like, say, Zork II, going at it again and again, trying absolutely every little thing, so that I could have the joy and satisfaction of solving it without degrading myself by getting a hint. Months.

Wow. I was a dope.

It hurts me deeply to say it. But. Is there a genre of computer game that suffered a faster, harsher, and more deserved downfall than the adventure game, with its obscure, illogical puzzles and its total lack of hesitation about stopping you stone cold because you didn't notice some 2x2 pixel detail on the screen?

I don't want to spend too much time kicking a genre when it's down. It has already been taken to pieces better than I ever could here and here.

But adventure games are not dead. Now the flame is kept alive almost solely by Telltale Games, makers of the Sam & Max, Wallace & Gromit, Tales of Monkey Island games, not to mention Strong Bad's Cool Game For Attractive People. Good for them. It's a lonely vigil. (By the way, I've played Seasons One and Two of Sam & Max. Good games. Lots of fun, as long as you grab a hint any time you're stuck for more than fifteen minutes.)

Although my feeble old brain lacks the patience to bang away at adventure games like I used to, I do get the occasional nostalgic urge to play one for old times sake. And since The Secret Of Monkey Island is a classic which I managed to avoid playing, I jumped at the chance to play the Special Edition on XBox Live.

My review: If you hold down the 'X' button for a few seconds, the game gives you a hint. Do this every time you're stuck for more than fifteen minutes, and you'll have a fantastic time.

Longer version: It's extremely funny. It comes with an awesome feature where you can press a button to toggle between the original version of the game and the new spiffy version, which never stops being cool. Some of the puzzles are really ingenious. And, if you go too long without pressing 'X', it will remind you of everything that was horrible about adventure games.

An Example. (Warning! I am about to reveal the answer to a puzzle!)

So there's a fish on a dock. There is a seagull next to it. You need the fish, but you are afraid that, if you reach for it, the seagull will peck you. So you have to scare the seagull away.

This seems like it should be easy. You see, at this point in the game, you are carrying around a shovel and a sword. And I personally may be no pirate hero, but I assure you that I could use either of those items to scare away a seagull. Because, you know. Sword.

But that isn't the answer. You see, the board the seagull is standing on is loose. Note that there is no visual cue that the board is different from any other board. You need to walk around the dock until you hit the sweet spot and lift the board and knock the seagull away. Of course. The puzzle is solved by wandering around randomly. And hoping you step on the correct spot.

Getting stuck and needing to beg for help on something like this makes me feel angry and stupid. In any game, any bottleneck along the lines of "Be clever or be stuck here forever." is iffy design, at best. So now I mainly play games where the puzzle is how to get past the monster at the end of the hall and the only thing I have in my inventory is a big, big gun.

How Smart I Am ...

I needed about six hints to finish the game. Usually the hint just drew my attention to the door or little screen speck I missed. Playing the game in my TV instead of a monitor and moving the cursor around with a joystick instead of the mouse only makes it harder to find that vitally important hotspot that's about the size of an ant's booger. So be warned. You're gonna spend a lot of time staring.

But I shouldn't let this just be some big rant about adventure games. Monkey Island is really funny, most of the puzzles are neat, and it's a chance to sample gaming history.

But if you stop having fun, even for a moment, lean on that 'X' button and don't be ashamed. Every adventure game should have that feature. What do the developers care if I finish the game quickly? They already have my money!

Thursday, June 25, 2009

Magic: The Gathering - Duels of the Planeswalkers Review

I spent a bunch of time with Magic: The Gathering - Duels of the Planeswalkers on XBox Live over the weekend. Perhaps a little obscure for a review. But I thought it, while fun, made a horrible mistake, something other developers can learn from.

Uh, Magic, Wut?

For those who never tried it, Magic: The Gathering is a very ingenious card game that has made about 3 batrillion dollars. You are, like, totally a wizard, and you wield a deck of cards that summon monsters and fire lightning bolts and other awesome stuff. The cool thing about the game is that you buy packs of cards, but the cards you get are random. You then pick the cards you like and build your own custom deck from that. And then you fight other people, who have their own nifty personal decks.

This is really cool because you can make a deck that best represents how you like to play games. You can make a deck with lots of fast nasty creatures and rush the opponent in a banzai rush, or a you can make a slower, more cerebral deck with powerful defensive cards to wear the opponent down before you fire back with one overwhelming blow. This customization aspect is easily the best part of the game.

So How's the Video Game?

Well, it's ten bucks. You play it, and they hand you a premade deck and you play with that. You battle against either AI opponents or other humans online. You do well, and you get a different fixed deck to play with. Some of the premade decks are OK. Others of them will teach you the joy of pure, undiluted frustration.

The game's production values are amazing. The AI is pretty darn good. The rules of Magic have been adapted to make a lively, fast-paced online version. The title is definitely fun enough to be worth ten bucks.

But it doesn't have the deck-building. You can only play with premade decks (which you can modify, but only very slightly, and usually for the worse). Sadly, playing with these decks is a pretty dry experience. If everyone was only able to play with premade decks, Magic: The Gathering would never have been any sort of success in the first place.

And thus, the horrible, horrible error.

Go On.

Wizards of the Coast, the creators of Magic, didn't make this game to get your ten bucks. It was clearly very expensive to develop, and they're never going to earn it from cruddy XBox Live purchases. They made this game to make Magic players, to get you to go to the store (or Magic Online) and plop down folding money to buy the actual cards. My guess is that they left deck-building out because they were, like, "We don't want to give those cheapskates out there the ability to actually play the game for a mere ten dollars? Who do they think they are? Lowly cretins."

That's the only reason I can think of for this decision. Compared to all of the production values they were pumping into the thing, adding deck-building to the game would be no trouble at all.

But, and this is the part all developers can learn from, they forget the first rule of making the demo for a game:

ALWAYS PUT YOUR BEST MATERIAL IN THE DEMO.

You don't want the demo to be fun. You want the demo to make people freaking fall in love with the game. You want to use the demo to fill customers with hot passion for your product. Believe me, if Duels of the Planeswalkers really gets someone interested in Magic, that person won't be sated by the rinky-dink assortment of cards and options available in the video game. They's gonna' go spend money. But, to make Magic into a video game, for whatever reason, they ripped its heart out. What is left might attract some players, but nowhere near as many as it would.

And Magic is expensive. They want players to drop a hundred bucks or more. This is a huge hurdle to jump over. You want people to make this sort of commitment? Then your demo has to pull out all of the stops. Not half of them.

When you make your demo, don't be grasping. Approach the player with glad heart and open arms. Show them your best stuff. Addict them. Enthrall them. And then, before they have time to tire of you, cut them off and ask for the money. That's how you do it.

My Personal Experience.

By the way, I was sucked into the Magic thing by the 1997 PC version of the game. It had, as much as possible, the full Magic experience, including deck-building. It was really made with passion for sharing the game. I played it. I saw what the game was really about. Then I went out and, over the next few years, spent tons of money on Magic cards. Just my personal experience, for what it's worth. Using a video game to suck people in to the paper game can work.

Of course, then again, I shouldn't criticize them for doing less to get people addicted to Magic. That's like being angry at dealers for selling less addictive heroin.

Wednesday, May 27, 2009

Resident Evil 5 and Racism!!!

First off, how's that for a article title? Doesn't that just get the blood flowing? (And also get this article to pop out nicely in a list of blog posts, thus generating more hits.) This is how sausage is made.

I got through about three quarters of Resident Evil 5 before my XBox died. I just got my replacement system, but I'm not sure if I'll be able to work up the energy to finish the game. This is a real disappointment to me.

I was really looking forward to Resident Evil 5, since Resident Evil 4 is one of my favorite shooters, like, ever. It was the first Resident Evil game I'd played, and man, I loved it. It's out for pretty much every system in existence. You really should play it, though the Intellivision and Vectrex ports are, frankly, subpar.

And Resident Evil 5 definitely has it's good points. It's very pretty. The battles are paced nicely. It gives you a period of exploration to catch your breath, and then it hits you with a horde of zombies. I'd prefer the hordes were bigger, but still, it rarely irritates you with enemies constantly coming in dribs and drabs. And the boss fights are very cool. I liked them a lot.

But there are several elements I found super-disappointing.

1. The Plot Is Dull. This simply amazes me. The game is about a zombie outbreak. In Africa. Zombies. In Africa. HOW CAN THAT NOT BE AWESOME!?!? Packed cities. Desperately poor people with automatic weapons. Incompetent and corrupt governments. Plus, you know, the relentless assault of the living dead.

And yet, the plot is just sludge. Most of it involves finding out what happened to the former partners of the two main characters (about which I could not care less) and chasing some terrorist for reasons that are never explained. (We're supposed to hate him as part of some Pavlovian response to him being called a terrorist. Didn't work.) And, while the city settings are cool and creepy, you're soon wandering around solving puzzles in some generic ancient tomb, losing all of the awesomeness of being in Africa.

What a waste.

2. The Inventory System Constantly Spoils Your Fun. Fighting the inventory system is a constant distraction. The inventory system in Resident Evil 4 was cool and realistic, and I actually had fun shifting the items around in my briefcase to solve the puzzle of making things fit. In comparison, the new system is an aggravation and trading gear back and forth with your partner is doubly so.

Now, I know I wrote a few months ago how you shouldn't be afraid to make changes to your game. But that doesn't mean every change is good. You must be merciless about improving the worst elements of your design, but you also should be determined to leave alone the parts that are actually good.

3. About the Racism Thing. I didn't have any problem with this for most of the game. You have to fight zombies somewhere. And, wherever they are, you're gonna' shoot a bunch of former people. Having that take place in Africa is no more racist then setting the action in Dubuque. The early levels, in the city, are very foreign and cool, and I think you'd have to be pretty oversensitive to have a problem with them.

Then you go out into the back hills. You enter villages of straw huts and fight zombies wearing straw skirts and wielding spears. And the bosses are ooga booga witch doctors with big masks.

I'm not going to call this racist. Throwing that accusation around cheapens it. It's not racist. It's just dumb. I may be wrong, but I suspect, if you go to an African village today, the young men won't have grass skirts and spears. They will be wearing ratty t-shirts and wielding AK-47s. And they will mess you up.

This is like setting the game in modern-day Japan and having the villages be full of sumo wrestlers, samurais, and J-pop stars. Although, of course, if this was the case, I would never stop playing that game.

Also, since every pot in the villages was full of either gold coins or bullets, I think they could afford something a little deadlier than spears.

4. Oh. One more race comment. About your hot, sexy, hot girl sidekick. She's an amazing bit of art direction. It's amazing how they were able to make her as white-looking as a human being could possibly be and still be plausibly identified as not white. I'm just sayin'.

This is all not so much a review as a bunch of impressions. And a bit of public mourning. I suppose it was foolish to expect more, but after the pure game goodness of Resident Evil 4, I wish I could say more than, "Meh. It's worth a rental."

Oh, and to pre-empt any criticism. I'm not politically correct. I'm just plain correct.

Thursday, May 7, 2009

My Dead XBox Makes Me Feel Less Lonely

My XBox 360 Elite died tonight, making me feel that I have finally truly joined the community of gamers. It was the E74 error, which basically means that my beloved XBox had finally and irrevocably gone beyond the vale of tears.

At least now I can finally catch up on my PC gaming. For example, I got to play Today I Die. It's a cute flash puzzle game. There really is a puzzle there. It takes about three minutes to play. It's one of those artsy Indie games, the ones that are trying to expand the field and make a statement, but it stands out among that dour lot by actually being a little fun.

You have to watch out for these Games Are Art people. I agree with them, in theory, but they tend to be the sworn enemy of, you know, games. Like this guy. His post, "Braid is not a game," really brings out the forum troll l2pn00b side of me. God, buddy. Find a new field of interest. Just because you suck at games, don't try to spoil them for the rest of us.