Archive for the 'General' Category

Page 2 of 145

Timing

Steam has encouraged people to use their wishlist function by occasionally giving away the top 10 items on folks’ wishlists. This is a good tactic. This year, they had the added wisdom to do so in early December. Stock those wishlists for holiday gift-giving, and oh, come and visit every day for your chance to win (and to see what you could get your friends at a great discount, nudge nudge). It’s a great marketing tactic.

And it works, because Ethic got me Guild Wars Trilogy. Thanks! I may have some comments on the game sometime. Because you know I would review Casablanca as if it had just come out.

: Zubon

Insurmountable Barriers

Orcs Must Die! reverses decades of video game tradition. You can build knee- and waist-high barricades that the hero can jump over perfectly fine. The orcs have not mastered jumping and must take the long way around.

: Zubon

Orcs Must Die!

On sale for $5.35 with all DLC? Had to. I played through the base game this weekend, with several things still available to me after beating it (DLC maps, 5-skull every level, Nightmare difficulty, achievements). That took on the order of 10 hours, repeating some levels to try for better scores. It’s a worthwhile bit of game, solid tower defense with a bit of action. This is more strategy/tower and less action than Dungeon Defenders. It is also a single-player game without levels or grinding, so it has a limited lifespan but higher play value within that lifespan. Continue reading ‘Orcs Must Die!’

Gold Tank Incentives

Since I frequently post about economics and flaws in our perceptions, I cite favorably Tobold’s post applying both of those to World of Tanks. His consideration of the incentives reverses the assumptions behind some complaints about who plays the RMT tanks, how they play, and how well.

: Zubon

My benefit-cost analysis professor used to say that you could not refute general economic principles with “yeah but my cousin knows this one guy who…” See the comments for “yeah but this one guy I met on the internet…”

“Fun” and “No Reason”

Did you go online yesterday for no particular reason, just for fun or to pass the time?
- Pew Research Center’s Internet & American Life Project

I object to the question on the grounds that is has a very large excluded middle. I went online yesterday for the very particular reason of “just for fun.” How do you interpret the results of a question that lets people decide whether they are playing World of Warcraft “just for fun” or seriously? If I go online to check my RSS feeds, and half of those are lolcat sites, I went online for a reason, dammit, while you’re just messing around with your lolcats. Darned lolcat casuals. Continue reading ‘“Fun” and “No Reason”’

Arkham City (PC)

It’s a great game, taking Arkham Asylum and adding some sandbox space. It is more of everything I liked about the first game with some improvements. It is not unmitigatedly perfect, as every positive has a small “but,” but the buts are small. You can lose yourself in Arkham City, as I did to the tune of 30 hours over the holiday weekend. It’s a good sign for a game when you just keep going until you beat it.

And since we usually discuss online multiplayer games here, I’ll hide the rest below the break. Continue reading ‘Arkham City (PC)’

Achievement Spread

Games with achievements do better. I’ve lost my citation of the Microsoft data analysis that showed this, and it would be a stronger effect there because you have an overall score for total poundage of achievements there, but at least grant it for the sake of argument here because the point lies beyond this. Players are more likely to buy a game, play it more hours, and rate it more highly when it has achievements.

My question is how you set those up. Take two rather different MMOS: DC Universe Online and Yohoho! Puzzle Pirates. DCUO has hundreds of in-game “feats,” of which 23 are Steam achievements. Most of those are “beat the game as x” or items from the DLC. Puzzle Pirates has 220 Steam achievements, many of which are the ranks of the various mini-games. I haven’t played Puzzle Pirates in a long while, but I’m guessing it is not 9.6 times as much game as DCUO. DCUO gives you an in-game feat after any story arc or minor accomplishment, but outside the game you see one at the start and then come back for a few shinies when you beat the game. Puzzle Pirates thinks it better to give Steam achievements to you constantly.

I’m wondering to what extent these are business or game design decisions, or perhaps very little thought goes into them at most shops. Achievements seem used to note progress, to highlight nice touches, to reward people for doing difficult or poorly designed content, to incentivize perverse behavior in team games, or to reward very long term play of the “collect 1 billion x” sort. See Torchlight for examples of most, from “Find the entrance to the mine” through the course of the game, over the game’s various difficulties, and into long hauls (100 levels) and the WTF of “talk to the horse 100 times.” Alternately, see Grotesque Tactics with just 10 achievements, 4 of which you can/must complete in the tutorial, and I assume the game slows down that pace or else the whole thing must be about two hours. (I and many others must have picked this up in a sale pack, because 62% of owners never made it as far as the first fight.)

There must be some optimal system of achievements that serves as verbal praise to encourage and reward the player. (I’m also fond of games that give bonuses for them, like DCUO’s feats that grant skill points.) It’s strange how rarely achievements are treated as a serious development subject, since they affect how players play games and feel about them. Like drugs and other things that affect your meat brain, psychological tricks can still be quite effective even if you know they’re there.

: Zubon

If you don’t care about achievements, you don’t need to comment to tell us that again. Really.

The Inevitability of $1,000 Mounts

Ever check out Gamebreaker.TV? It’s a really nice site, and I particularly enjoy the enthusiasm of the crew there, and our good friend Rubi of Massively joins in the fray there to make sure their MMO thoughts are refereed. Anyway, whenever microtransactions in MMOs comes up over there, so does the $1000 mount. I have to agree, the experiment of having one would be awesome. Yet they always add the caveat of “not game breaking.”

Well, hey, RockPaperShotgun tells us that a company decided to make a 1000 euro item. The 10th drone, normally available in game after what appears to be a long grind of getting drones 1-9 was made available for one-thousand quackers (like smackers, but European) for only four days. Then 2,000,000 euros fell in to the company’s lap, meaning for those already under the influence of Thanksgiving wine, they sold 2,000 of the drones.

Let’s recap: Continue reading ‘The Inevitability of $1,000 Mounts’

A Flag in the Sand, Thoughts on “E”

After two years of stagnating in my Steam library I am finally playing Assassin’s Creed. I blame it on a friend who Tweets some awesome thing about the series every now and then. I admit I had no idea what the game was about except I would perch like a bird in high places and assassinate people that needed killing.  Having got past the initial tutorial places, finally seeing the meat of the game was a revelation. It was well worth the $5 I paid for it at the time, and I will likely get the sequel as soon as I am done with the first.

I didn’t realize how much of an “explorer’s” dream the game was. The cities are sprawling and lively. There are plenty of nooks to find and crannies to stuff bodies in. A lot of time and love was spent on each area to constantly feed moments of ‘neat!’ It’s so free-spirited that when I get bogged down in a sword-fight, I am just hoping it will be over all the sooner. I want to keep exploring, and to keep the explorer heart busy, there are two distinct modes of exploration in Assassin’s Creed: guided and hidden.  Continue reading ‘A Flag in the Sand, Thoughts on “E”’

The Running Narrative: Bastion and Your Brain

Bastion comes highly recommended, although that is more for the atmospherics, visuals, and narration than the gameplay. I think of the gameplay as “Zelda,” and since I have already played Recettear and Spiral Knights this year (Spiral Knights is closer), I don’t feel a lot of drive for the gameplay, so let’s focus on the narration.

Bastion is best known for building the level around you as you go and having running narration. Whatever you do, there is some smooth-voiced dude telling it as part of the story, whether you rush blindly ahead, stand around waiting, or intentionally leap to your doom. It sounds like a story he already knows and is just recounting as you play it out, rather than something you can affect (there is a fair degree of forced linearity, so that’s easier). Interestingly, the human brain does exactly the same thing, constructing a narrative after the fact to impose a consistent story on events beyond its control or understanding. In either case, the narrator will take whatever it is given and piece something together after the fact.

And now I find myself wondering how random you can be within the game and at what point the narrator gives up on explaining things to you. I would hope that it also has something of the Left 4 Dead director to impose something on you when dramatically appropriate.

: Zubon