Showing posts with label Eurogamer. Show all posts
Showing posts with label Eurogamer. Show all posts

Wednesday, June 26, 2013

#61: The Xbox One: A Series of Fixes

I do not think I need to tell you guys all the things that have gone on regarding Microsoft and the Xbox One (X1). If you are reading this, then you are likely already aware of the controversies surrounding the X1 since the initial February launch, along with the ensuing backpedal only a few days ago as of the time of writing. There is no real point in reiterating all of that here. Having said all that, with all that has gone on recently, there has spawned what could be referred to as a reverse-backlash, where people were angry that Microsoft responded to both its critics and low pre-order numbers. This movement was born in response to Microsoft cutting some of the consoles more interesting features, citing that the online check was necessary to maintain them. While I find these claims dubious, for reasons cited by both Eurogamer and Gamasutra, that's again not the point of this article.

What I want to talk about is what the Xbox One could have done in the first design to make the new console more palatable to initial audiences. To be clear, I will not be focusing on the TV features nor any of the PR surrounding that. The scope of this article will be solely on the technology and policies with regards to the gaming side, because that's ultimately what matters. I feel that there are five major changes they could have made in the design they first revealed so that it would have been more successful. Two of them are changes that have already been made, two are commonly cited complaints that remain on the console, and the last one will probably be very controversial, as I am sure I will get a lot of flak for it. Though I am not an expert in the fields of business nor engineering, I have some knowledge of programming and operating systems. I do not have any reason to believe that what I propose would be particularly difficult. Final disclosure: I am an unashamed fan of the Playstation brand, so my stake in Microsoft's success is only in that I wish that the competition they provide forces Sony to continue improving. Having said all of that, my proposals to “fix” the original design of the X1 is as follows.

The first one I would throw out there would have been to remove the 24-hour phone-home scheme. A common criticism Microsoft received was that a constant check like this, while not terribly problematic for the vast majority of demographics, could still be an issue in quite a few circumstances. One of the most notable we have seen talked about are people serving abroad in the military. Those who serve are typically given incredibly scarce access to the internet, and solid access is prohibitively expensive as noted by Robert Rath in his Critical Intel column on the Escapist. I do not know if this is the case in many other countries, but in America the military is very well respected. When any major companies upset service members, that company really suffers in PR, which results in lowered sales. Whether or not that is a good thing is up for debate, but it does happen and often.
Also noted by Rath, such an internet check would stifle organizations like Child's Play, which provide games to hospitalized children. I know this does directly affect Microsoft's bottom dollar. However, Child's Play is one of the few things the industry as a whole can point to when major tragedies happen and games are blamed for them. While helping sick children is the goal, it has the added side effect of helping the industry stave off legislation that politicians are more than willing to impose on it. Aside from these two groups, the internet check does impact those who travel a lot and people who have weak connections and limited data caps, which European countries are very well known for. The infrastructure simply is not there yet. Perhaps it will be more feasible a few years down the line, when solid internet becomes completely ubiquitous, this kind of feature can be considered. As of now, it simply inconveniences too many people.
The other primary concern with this feature alone was Microsoft's ability to maintain servers in all regions constantly. Just the other day as of the time of writing, Xbox Live went down for some users for a few hours. While this is no longer a concern in light of recent events, in the theoretical where the X1 maintained its initial course, depending on when a given user last signed on with their console, this could have resulted in being unable to play games on the console for several hours. Having a need for the console to ping home to Microsoft's servers results in an unspoken contract forming between the company and its users. When mandating that users have to phone home once a day, Microsoft tacitly accepts the responsibility to maintain those servers at all times, keeping maintenance times as low as they can possibly be. This results in an increased cost of keeping those servers running, as many publishers of tacked-on multiplayer in games found out the hard way. Just this one feature, which was thankfully removed, would have caused a lot of problems in terms of consumer inconvenience and added costs to all parties.

The next thing I would have recommended, as they have again already done in the new design, is to remove the region lock on the system. Region locks have always been a sketchy part of the industry. The reason often cited for such practices is the difference in prices between different regions, meaning that it can sometimes be cheaper for a person to import a game from outside the country than it is to buy the version made available in that person's country, even when including tariffs and shipping charges on imported goods. As a result, with the exception of the PS3, people who wanted to buy imported games would need to either modify their existing console to support games from outside regions, which is easier said than done, or just buy a console from that region as well.
The problem comes that in combination with the aforementioned internet mandate, even imported consoles would not work for countries outside of Microsoft's list of supported countries, because the servers simply would not be there. This was evidenced when it was revealed that Poland, where The Witcher developer CD Projekt is based, would not receive the Xbox One on launch day. In other words, the developers of a game touted quite early on in the Microsoft press conference would be unable to use the new console to play the game that they developed. Game commentator John Bain, more commonly known as TotalBiscuit, also noted that out of the top 25 countries that view his videos, 8 of them would not have had access to the X1 at launch. While this issue was resolved, and thus is no longer a concern, it would have again shut Microsoft out of a number of potential audiences.

While both of the above issues have been rectified by Microsoft, the next two are still legitimate concerns that some cite when talking about the new Xbox. One of the biggest of these issues is the Kinect included with each and every X1. Let me be clear on this, I am absolutely not against having a Kinect packaged in. If we are all being totally honest, devices like the Kinect could never be successful as add-ons to a console sold separately simply because developers cannot be sure if a given customer would have it. We saw this with the 360's Kinect and the Playstation Move and Eye peripherals from this generation. Guaranteeing that a customer has Kinect gives developers more freedom to experiment with it. The problems stem from two different points.
The first and easiest to tackle is the fact that adding this accessory raised the price of the console by $100 compared to Sony's new console. While consumers will likely accept a Kinect bundled in with their Xbox One even if they did not desire it, raising the price of the console causes concerns because it forces those consumers who are not interested to spend more money despite that disinterest. For consumers looking into which next generation console is the best for them, this is a tough pill to swallow. I understand that the Kinect was expensive to develop and produce, but since new consoles are always sold at a loss anyway, it makes so sense to pass the entirety of the Kinect's cost onto the consumer. Obviously some of it does need to be passed on, but I would imagine a $449 system is easier to market than a $499 one.
The other issue here is a lot tougher to deal with. Because of the way the Xbox One's hardware was designed, the system literally cannot function unless the Kinect is turned on. According to Microsoft Support, which is honestly suspect given the schizophrenic nature of their post-E3 PR, the X1 will only activate when users say “Xbox On” to their Kinect. Given the recent PRISM scandal, which revealed the Microsoft along with many, many other companies were giving information regarding their customers activities to the NSA, trusting Microsoft with a sensor in their own home is no longer an easy sell. Others may even be concerned that the information will be used in a private capacity to sell to other companies, which Google and Facebook openly admit to doing themselves.
While I personally do not believe Microsoft has any ill intent with the Kinect and have been assured that it will have tons of privacy options on it by sources working on the device, mandating its use does leave them at a distinct disadvantage when the conversation has switched to government spying on a domestic level. Even without the recent scandals and even with privacy settings, getting consumer trust will be incredibly difficult. There are benefits to the inclusion with a Kinect and it does seem core to the design of the new console, but the way it was included can leave a lot to be desired.

While perhaps less critical, another commonly issued criticism of the new Xbox is that indie developers still cannot self-publish. To be fair, this is the status quo for Microsoft, as the 360 also imposed this rule. However, independent developers are becoming much more influential than they were only a few years ago. Considering that Sony and even Nintendo have made reaching out to these smaller studios a priority, lowing the price of admission and allowing for self-publishing, this seems like an odd policy to maintain on Microsoft's part. I can respect having a division of Microsoft Studios at the ready to publish indie games and help them onto Xbox Live if needed, but to force every developer to use that window seems like a mistake. It is a perfectly viable method for some and maybe even most, but not appropriate for all. Independent developers are very useful in their own right. With lower budgets, it becomes possible to experiment with new and interesting game design ideas, which the AAA developers can then adapt for their own use, pushing the medium forward. In the future, it will be necessary to make it as easy as possible to release games on a console. There will be a lot of bad games that we will see as a result, but we will also see tons of great gems that would otherwise get passed over. Not allowing them to self-publish will result in turning away quite a few great games that the competition will easily snatch up and take for their own.

My final recommendation is going to be a little controversial, but I do legitimately feel that it would have improved consumer reaction to the console. In order to better sell the vision of an all digital console, I feel that it might have been a smarter move to not even sell discs on the Xbox One. The way Microsoft was trying to sell this new console as, in a sense, a digital-only service with features that could have potetnially even given Steam a run for its money, a smart idea would be to just double down and only make games available as digital downloads. The way the system was originally sold, and I am simplifying to a degree, the disc would include a code that provided a user access to both the data on the disc and a digital version of the same game. Once the code is input, the disc essentially becomes a more efficient installer for games that are bound to the Xbox Live account. It has no real purpose beyond being an extra trip to the store to buy a game that could just as easily be bought online for less effort and the same rewards. Since the disc becomes a redundancy, removing it hurts very little and allows for benefits to both consumers and publishers.
Since all purchases would be tied to a given Xbox Live account, there is no longer a need to check for an internet connection every 24 hours, so games that would otherwise not need online connections can be played normally. This alone solves a number of problems, because being unable to have a connection for a week or even months would no longer be an issue. While a user would no longer be able to purchase games or install new ones without a connection, playing a game without internet in the event that said person is deployed, travels, is a sick child in a hospital, or something else entirely is still possible. It would be possible to load game onto the system when strong internet access is possible to make up for the times when it is not. For the consumers, this would lead to unlimited and unhindered access to games and the enabling of the used game marketplace/family sharing Microsoft had in mind. For the publishers, it guarantees that nearly 100% of all sales will be legitimate sales, with no threat of piracy until someone finds a way to hack Microsoft.
The other benefit this would have is that it eliminates the expectation that used copies of games can be resold or lent to others. When a physical product is being sold, the default expectation is that it can be resold. This is not true of purely digital goods. Digitally distributed software is almost never expected to have the ability to be sold to Gamestop or some other third party. When Microsoft allows discs on their system, they are bringing with them the expectation of unhindered used games sales. When said expectation is violated so thoroughly, because the X1 is primarily a digital service, the backlash was inevitable. It was a case of trying to, and I hate this phrase, “have your cake and eat it too”. There was no real way to avoid it. It was bound to happen, which is why I consider allowing the option to buy discs to be a mistake.

In the end, this is all incredibly easy for me to say. After all, I am not subject to any kind of bureaucracy nor I am beholden to shareholders. All I am is a guy who watches and comments on the industry. It is extremely easy from my position to make comments like this when I am not concerning myself with engineering problems or maintaining deals and agreements with outside parties. Microsoft rightly deserves much credit for changing in direct response to consumer feedback, which I whole-heartedly approve of. However, after the number of blunders and gaffes made only recently, getting back in the good graves of consumers may be more difficult than simply retracting policies and improving consumer friendliness. There is still a long way to go, but also plenty of time to keep improving the Xbox One until launch day, which I am sure the engineers at Microsoft at hard at work doing. Either way, this console war is now much less one-sided and much more-interesting.

Wednesday, October 31, 2012

#45: Gaming Journalism and Journalistic Integrity: The Charge of Corruption

In the past, I have had certain critiques of the machine that fuels game reviews. While many people out there think of game reviews as simple buyer's advice, I called on major game review outlets to do more in the way of critical analysis of the games that they review. That is an opinion that can be up for debate, but it is not the subject of this piece. Recently, a series of events have occurred that shine the spotlight once again on the game review industry. On the 16 October 2012, an interview with industry veteran Geoff Keighly, executive producer of Game Trailers TV and the Spike TV Video Game Awards, was published on the YouTube channel “Shifted2u.” For the duration of the interview, Mr. Keighly was shown sitting with a bag of Doritos and several 2-liter bottles of Mountain Dew to his left, and a display stand of Master Chief, promoting Halo 4 and sponsored by Doritos and Mountain Dew, to his right. A particular image from this interview, one the pictured Keighley in a particularly lifeless state, spread rapidly on the internet.

Later that month, on 24 October 2012, writer Robert Florence published an article (Note: This is a reprinting of the original article, not the copy on Eurogamer's site for reasons that will be detailed shortly.) on eurogamer.net, posting the image along with a scathing critique of game reviewers and their relationship with the PR representatives of many large game publishers. In this article, he mentioned that during the Game Media Awards, many notable game journalists were seen taking part in a publicity stunt in which a certain publisher was giving away six Playstation 3 consoles to six lucky game journalists out of all of the ones who tweeted their excitement for their upcoming game, using a particular hash tag. (To avoid giving that particular company further publicity for this stunt, I have elected to avoid mentioning their name directly. If you are curious, you may wish to look this incident up for yourself.) In this write-up, he quoted the twitter responses that some journalists made regarding the backlash they received from these tweets. One quote, from game journalist Lauren Wainwright, in particular reads: “Urm… [redacted] were giving away PS3s to journalists at the GMAs. Not sure why that's a bad thing?” Because of the use of said statements in the article, Intent Media, a firm that Ms. Wainwright works for, allegedly threatened to file a lawsuit against Eurogamer claiming libelous use of her words. Due to the resulting pressure, Eurogamer had no choice but to release Mr. Florence from his employment with the company. Furthermore, they had to edit the article, removing the quotes used. The revised version remains on Eurogamer's site for all to see.

The combined weight of these incidents has rekindled charges that the gaming press is corrupt and “bought” by the major publishers of the industry. After looking at all that has happened recently, I can understand why people would say that. It is even easier to see how something like this might happen. Game journalists and PR representatives both have a passion for the games on display and love to talk about games. Furthermore, PR representatives need to find a way to release the information they want to be released to the audience for their products and game journalists want information to release to their audience, which is, of course, the exact same audience publishers wish to give information to. Since these two sides have similar goals, interests, and audiences, it is no surprise that there is something of a symbiosis between them. They rely on each other in order to be successful at their jobs. This, unfortunately, makes it easy to lose sight of one's responsibilities. When game journalists start to think of the people they get press releases and information from as friends, things start to go awry. This can easily cloud their judgment when writing reviews and previews, discussing the games in their queue, and even when contests and special events are run. I do not mean to imply that these relationships between PR and journalists are necessarily bad things. However, they must be kept in check by both parties, else people may (as has already been demonstrated) begin to question the validity of the whole process. Both sides of the relationship need to be vigilant that friendship does not cross into professional responsibilities. Most likely easier said than done, but it is necessary if journalists want to maintain their legitimacy.

Another factor in contributing to this air of corruption is the fact that game journalists are essentially just fans of the games. Again, this is not necessarily a bad thing, but it does help contribute to all of this nonsense that we are seeing. Very few personalities in gaming journalism actually have training and/or education in Communications or Journalism. Most are just people who began to write about video games, either on small start up sites or just for fun in their spare time, and rose to their positions through meeting people, generating a solid fanbase, and/or sheer tenacity. The one thing they all have in common is a passion and fandom for video games and the medium as a whole. Just as with their relationship with PR, this can cloud their judgment when not kept in check. With the advent of blogging and other means of releasing opinions for the world to see, it is even more important to do so. If people find that a reviewer's fandom is clouding their better judgment and leaving them susceptible to corruption, then their audience can easily move to one of the thousands of other competing outlets and ignore them entirely.

I am not a gaming journalist: All I am is a lowly blogger, in a sea of lowly bloggers, with a passion for the industry. I will not make the claim that the gaming press as a whole is corrupt. I follow many of them on Twitter and have even had very interesting conversations with a few of them. However, what we have all seen in recent times is indicative of a problem. There are indeed some people in the gaming press that do not understand the need to stay on the high and narrow and not fall victim to many of the tactics that PR use to spread information. Clearly, some do not realize how much value can be lost to unprofessional conduct and behavior. Regardless of whether or not there is actual corruption in the gaming press (and, let us be honest, there definitely are very sketchy, at best, news outlets in the industry), there is, at the very least an appearance of corruption, which is a very big issue in and of itself. If even a select few make the press look disingenuous and corrupt, then that has severe negative repercussions on the whole industry and how people think of it. It is vital that the press clean up their act and begin to look more like professional journalists. This does not mean that they need to stop being silly, making jokes, or enjoying their jobs, but it does mean that they need to maintain a level of transparency with their readers/viewers. As one Escapist Magazine News Team Staff Member, Jonathan Grey Carter, said, “Taking your job seriously does not equal taking yourself seriously.” With regards to gaming journalists themselves, he added that “You are not an important person, you write about toys for a living. Perspective always helps.” While I like to think of games as slightly higher on the totem pole than “toys,” the point is still valid. Journalists can maintain transparency and a sense of integrity while still being passionate gamers that care for the industry. All it takes is a little bit of thinking before taking part in certain contests or giveaways and an acknowledgment of mistakes when they happen. This is not a call to get rid of the advertising money that major publishers spend on the gaming press. Let us be honest, the press is a business and the money needs to come from somewhere. It is simply a word of caution. To the gaming press, please be a little more careful and understand that when we raise issues with things you do, it is because we want you to do better and we believe that you can. Like many of you do to the games themselves, we criticize because we care.