Sam was busy for this recording, so he had to miss out. At the same time, Garrett had some things to do, so he was a little late to the record. This left Chris and I to start the podcast by ourselves. If it sounds a little quieter than usual, that's why.
Also, the reason this podcast is as short as it is is because we were trying to cut out podcast down to a more manageable length. As a result, each of us only had a time limit of roughly 20 minutes for our respective segments. I really like this, as both a participant and viewer (after all, I have to watch the episodes myself to write the annotations), because it forces us to talk about our big topics first, streamlining the whole production. At the same time, there is more than enough room for our usual shenanigans.
0:00:00 Introduction
In which I teach Chris about geography.
0:03:25 I wanted to discuss GamerGate, because I felt like we had to.
Commenting on this story.
Honestly, I haven't much more to add to this whole thing. It's getting extremely ridiculous, and destroying the image the industry has spent years cultivating. I really don't know how it's gained this ability to persist as long as it has. We'll probably all be better off when it's finally over.
That said, I do regret my choice of the words "tag and bag" though. That wasn't the kind of image I meant to convey. I think the jerk deserves to be punished for terrorist threats, but that was an unnecessary hyperbole on my part.
As for discussions regarding ethics and games journalism, it is a very complicated issue. The thing that people do not seem to understand is that when the industry is so small, everyone knows each other. While this does leads credence to some arguments regarding game journalists and insiders getting too buddy-buddy with each other. At the same time, when those relationships go too far, it is extremely obvious. Fluff pieces read like fluff pieces. Anyone with a critical eye can detect them.
0:15:55 Chris has a bone to pick with Ubisoft.
Commenting on this story.
I think the problem with that story isn't that Ubisoft was running Unity at 900p, 30 FPS. The issue was that they used such a bullshit excuse for it. I think Chris would have been much less angry if Ubisoft just said "We can barely pull off 900p at 30 FPS, we can't do 60 FPS". It's not the technicality, it's the blatant disregard for the obvious truth of the matter.
0:21:35 We discuss Civil War in the Marvel Cinematic Universe.
Commenting on this story.
The Civil War will be coming to the Marvel movies. Whether or not you liked that plot line, it is hard to deny that it sold well. I personally loved it (even if I only learned about it via talks with friends and wikis), but Chris did not.
I think that kind of highlights an interesting discussion that could be had about how different types of audiences respond to the same stimuli in different ways. Chris, from what I gather about our conversations regarding Superman and the Marvel Civil War, really enjoys when comics are black and white, with easily distinguishable good and bad guys. I, on the other hand, love moral ambiguity in my fiction. I love scenes that show how somebody might think they are the hero, but fails to realize that the consequences for their actions make them out as villains to others. I love stories where everyone means well, but their actions result in a shitstorm that needs to be dealt with. Those are the kinds of stories and characters I like, because I kind them much more interesting.
We then discuss Marvel vs. DC in terms of movies, which is always a sad discussion to have, because DC sucks with regards to movies.
0:30:45 I have, after what seems like an incredibly long time, FINALLY beat Project X Zone.
An impressions piece on the game will be posted on this blog on Saturday, for those of you who want a more detailed write up on my opinions. Until then, I've think I said all that I wanted to say on that subject for now. Aside, of course, from the fact that I did not like this game at all.
And leave it up to Chris to mention Destiny in this discussion, somehow.
0:42:40 I am playing Shin Megami Tensei: Nocturne.
On some level, I understand where all the talk about Nocturne being difficult stems from. At the same time, I think much of that talk is unwarranted. While it definitely does not hold your hand, the game can be made easy if players are smart about the demons the recruit and fuse to the party.
It's not so much hard as that it gives players a lot of room for customization, and counts on them being smart enough to use that room to make a well-balanced party. Otherwise, the game will punish them for poor decision making. The Press Turn System, which I elaborated on in my Digital Devil Saga pieces.
So far, I've really enjoyed the game so far. Expect an impressions piece when I do eventually finish it.
It is only in hindsight that I realize that I took entirely too long to say my points. So by the time I finished, we needed to move on to somebody else.
0:55:45 Garrett does some programming in his game design class.
Again, it's interesting comparing Garrett's classes with my own. He is going for a dedicated game design degree. I, on the other hand, am going for a generalized Bachelor's of Science in Computer Science.
As a result, we learn a lot of same material, but it different ways. I didn't really get into the nitty-gritty of planning out systems and mechanics until later. For me, the coding came first. But for Garrett, the opposite is true. I've not much to say on the matter, but it could be worth further study by academics as to how each style affects the student being taught.
0:57:45 Garrett reveals his inner Japan/Korea-ophile.
In particular, we talk a bit about Gantz. I remember that I had a couple of friends from high school loving that series. I would only learn about it later by browsing TV Tropes. Seems like an interesting series, but like most manga, I do not have the time to decide to catching up.
1:08:30 Chris talks about upgrading his desktop.
The bottom line is that one should not cheap out on PC components. Just go whole hog and get the full upgrade. At that point, it'll save you massive headaches later.
Learn from Chris's mistakes as I intend too when I eventually have to go through this.
1:19:50 Chris talks about his internet troubles.
In which Chris and I pool our shared internet knowledge in what could be called the most informative segment we've ever had on this podcast.
1:25:00 We wrap up.
We'll a strange bunch, for sure.
Showing posts with label internet. Show all posts
Showing posts with label internet. Show all posts
Thursday, October 23, 2014
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, September 26, 2012
#40: Nostalgia and the Perception of the Game Industry
Many
of the people who read the things that I write have been playing
games for a very long time. We have together poured tons of hours
into exploring worlds, meeting people, and doing amazing things
otherwise impossible in our regular lives. When you reflect back upon
the games of previous eras, the odds are in favor of you looking back
fondly, having pleasant memories of your experiences. However, the
opposite is often said of modern gaming. When many of us think of
modern games, we do not think highly of them. What is the reason for
this? Is it because gaming actually has gotten worse over the years,
or is there something else to it?
In
all honesty, I do not believe that it is the former. There have been
vast improvements in the way games play as the years have gone on. I
know this from experience. Recently, I went back to replay a
franchise from the Playstation 2 era, Jak
and Daxter, because it had been re-released in
the form of an HD Collection. When playing through, I realized
something: Older games are much less fun than I remember. While I
still enjoyed the series, I was also amazed at how much I tolerated
when I played those old games as a child. I had forgotten about how
aggravating it was to die at the very final part of a boss fight or a
platforming segment and have to start over from the very beginning
due to a lack of checkpoints. The frustration and tedium that is born
from having to do many pointless, uninteresting, and arbitrary
mini-games and challenges in order to unlock bonus content and extras
seemed almost alien to me. This was the moment, for me personally,
where I realized how far games have grown. Just like how PS2-era
platformers grew out of the lives system of their predecessors
(itself a hold over from the bygone arcade era), modern games in all
genres have streamlined their mechanics and learned how to alleviate
frustrations in order to make the experience more enjoyable. While I
do not think modern games are perfect, I do not necessarily long for
the “good old days” of gaming. So why do we get this feeling that
old games were awesome and new games suck? This week, I will try to
find the answers.
One
of the most obvious reason for the nostalgia we have for previous
generations is a combination of Sturgeon's
Law and human nature. For all of the two of you
who frequent the internet, yet are completely unaware of Sturgeon's
Law, it is a rule discovered by science-fiction writer Theodore
Sturgeon in 1951. When critics of the science-fiction genre said that
the vast majority of its works were of poor quality, Sturgeon made
the realization that, in fact, all genres and all forms of creative
works are composed of mostly inferior, crappy productions with only a
few real gems standing out. This rule has stood the test of time and
has been condensed to “90% of everything is crap!” In that sense,
works from this period in gaming are no different from previous eras.
However, when we look back upon the games of old, we rarely remember
all of the sub-par works. In fact, we mostly focus on the best works
from prior generations simply because they are the ones that became
more popular, widespread, and long lasting. These circumstances
combined conspire to make us feel like we are surrounded by a pile of
crap. While it is true, it is no less true than it was before.
But
even with that in mind, we have not quite accounted for all of the
nostalgia. No, there have to be other factors at work. I have a
number of theories as to possible factors of this. My first theory is
that the internet has made it much easier for dissenting opinions to
become widespread. Think about it. In the old days, the only way we
would be able to hear other people's opinions of games is through
gaming magazines and friends. Nowadays, we have ready access to the
opinions of millions of people at our fingertips. Notable dissent
like the Retake
Mass Effect movement among other vocal elements
of the gaming community were almost completely unheard of until
recent history. This is a unique era in that respect. The prevalence
of the internet has had an amplifying effect on the spread of
information. Not only do we communicate faster, we form opinions and
do critical thinking/analysis much more rapidly as well. Furthermore,
negative opinions are much more likely to be spread online than
positive ones, which results in an overall warped perception of
gaming culture.
Another
factor working to reinforce our nostalgia for the “good old days”
are the increasingly intrusive business practices of gaming
publishers. In the old days, publishers did not have much choice in
what they did with their games. Since most consoles lacked reliable
internet connections, they had to release the complete final product
on the disk without the capability of altering it in any way. Back
then, for better or worse, the product you bought was generally the
product you got simply due to the technological limitations of the
consoles at the time. This meant that it was necessary to do
extensive bug testing and proofreading. Nowadays all consoles (except
for those of the unfortunate group of people that live in rural
areas) have access to stable internet connections, which means games
can be patched and extended after the fact. Of course, since publicly
owned corporations tend to value profit over all others, it was
natural that they would try to milk these new innovations for all
they were worth with things like On-Disc DLC, Day 1 DLC, cutting
corners only to patch the game later, and DRM schemes. which I have
discussed
in the
past. Make no mistake, this would have happened
earlier if the capability to do so was more widespread in prior
console generations. Nonetheless, this has caused a warped perception
of the games themselves. It is difficult for us to divorce the
qualities of the overall game with the practices of the publishers
who help create it, so it should not come as a surprise that people
have begun to hold this generation in contempt.
My
final theory as to why this nostalgia is so widespread is a very
simple one. Because of the high risk/ high reward nature of the
industry today, such as it is, games have become increasingly
homogenized over time. It takes many more resources and significantly
more time to make a AAA game now than it did in the past, we are all
painfully aware of this fact. This means that where in the past,
publishers could produce several different and diverse projects and
were almost guaranteed to profit off their combined sales (some would
flop, some would so well, yet they would generally balance each other
out), it is a different story altogether for the modern industry.
They have to be more risk-adverse in order to ensure that they
mitigate losses and profit at the end of the day. Unfortunately,
“risk-adversity” tends to lead to publishers wanting to copy the
thing that is most successful, even if they do not fully understand
it. In other words, where we saw diverse games in the past that could
cater to different player tastes and demographics, we now see a
shooter,
another shooter,
a shooter/RPG
hybrid, and still another shooter.
These are not just all shooters, but they are all shooters with the
same “gritty realistic” tone and bland color palette consisting
of fifty shades of gray. There is less balancing these games than
there was in the past. While the indie scene and Kickstarter are
certainly doing their part to mitigate this homogenization, they
simply are not large enough to cause a significant impact. Besides,
most people think about the AAA side of gaming when the gaming
industry comes to mind.
Again,
modern day gaming is by and large much better than gaming of previous
generations. However, there is much that contributes to a perception
of lower-quality than previous generations. Unfortunately, in any
entertainment industry, especially one as expensive, culturally
pervasive, and profitable as the gaming industry, perception is
everything. If people start to think that games are sucking, they
will just go find something else to spend their money on. The
industry is not like food or gas. It is a frivolous expense that can
be easily cut. The AAA industry will need to clean up its image and
stop its unsustainable business practices if they wish to remain in
the top dogs in gaming. It is a sad fact of life, but it is true and
we all know it.
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