Archive for May, 2010

Sins of the Fathers

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Gamers have long memories. Maybe it comes from having to remember every single last secret in Super Mario Brothers, or the memorization of complex combos in Street Fighter II. Being able to trace one’s gaming roots through memory and present a personal oral history on any forum is also a way for gaming geeks to establish their place in the community. Throw down a challenge about the “best” Final Fantasy game, and you’ll get a litany of esoteric references and character names that haven’t seen the light of day in decades.


But this can also be used as a weapon, especially against game developers themselves. This article was triggered by the first comment over at a recent post by the esteemed gentlepeople of Massively. There, the comments on an article on The Secret World were opened with this gem:

Why do I have the feeling that this game will be another FUNCOM unplayable mess with great potential, that will see excellent launch numbers only to have 80% of the player base leave after the first month, followed by the exit of several key development members?

It’s no secret that FunCom has had a spotty record when it comes to MMOs. Anarchy Online was the poster child for atrocious launches for quite some time (again, an event where many MMOers can tell you exactly where they were at the moment the servers went live thanks to their phenomenal powers of recall), and Age of Conan didn’t initially live up to expectations. Poor past performance, coupled with a “look at how witty and smart I can be” commentators, is a common construct in comments and on forums, but is it fair? Does it add anything to any discussion on the topic at hand?


Mile-in-the-shoes time: If you had taken a job in a field in which you were less then skilled (as we all were/are/will be on our first real job), where you exhibited drive and dedication but still came up short in some way, and from which you were eventually “let go”, would you expect future employers to hold that against you in an interview?

New Boss: “I see you were let go from your previous job…what was the story there?”

You: “Well, I made some mistakes – but I’ve learned from them – and I tried really hard when I was there. I listened to advice, and I really wanted it to work out…”

New Boss: “So basically you’re saying that you’re incompetent?”

You: “What?! No! I’m not…”

New Boss: “So if you fucked up and got called on it, why should I give you a chance? Won’t you just fuck up again?”

You: “No! Give me a shot! I have these great skills and…”

Fact is, people make mistakes, people learn from mistakes, and then new mistakes are made. Project A is never the same as project B, maybe due to the technology changing over time or to the ebb and flow of talent at the studio. The quality of a new, unreleased product should not be compared to the past performance of a studio, especially one like FunCom who have produced great titles like The Longest Journey and Dreamfall, and who had literally turned Anarchy Online around to become one of the first free-to-play MMOs to come out of the West.


Calling out a developer as a whole for the “sins of the fathers” really only showcases a person’s ignorance when it comes to understanding how these things work. I’m sure no one who worked on Anarchy Online or Age of Conan woke up every morning and asked how badly they could mangle the game. I’m sure it was quite the opposite, in fact. Some off-the-cuff comment trolls may suggest that some studios just stop making games based on their past performance, but that’s ignorance, pure and simple. No one would want to have every mistake in their life held against them, ad infinitum, which is why we shouldn’t apply that disservice to the people who provide the entertainment we love.

Will We Ever Catch A Break?

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I’ve been trying to eek out some Red Dead Redemption here and there, but because my wife has a bajillion TV shows on the DVR, and due to the game’s “colorful language” and themes not meshing well with child-rearing, it’s been catch-as-catch-can for playtime. Although I’m not very far into the game, I’m already impressed with the production value that Rockstar has put into this title. I felt the same way about Grand Theft Auto IV.


Even still, I was reading a set of article at Industry Gamers today, both of which discussed different aspects of RDR. The first focused on the character “Irish” whom I have yet to met, but is apparently Irish. From what I gather, he’s a bit too Irish…stereotypically so. The other article focused on a notion that the game was designed to evoke an emotional response which is somewhat of a “Holy Grail” for some games, and one which usually eludes the developer’s grasp.


On one hand, we have Rockstar, who seems to include controversy in every box alongside the game manual. The whole issue of Irish – a cookie-cutter name for the town drunk – isn’t really a new station in entertainment, but because RDR is a new release, is selling big, and is of course from Rockstar, the controversy pretty much writes itself. I haven’t actually lived during the time in which the game is set, nor have I gotten far enough into the game to see all of the NPCs, but so far I’ve counted the stereotypes of the Secretive Loner, the Uneducated Deputy (with a lazy eye, no less), the Borderline Psychotic With A Expectoration Problem Gang Leader, the Gruff And Weary Marshal (who bears more then a striking resemblance to Sam Elliot from Tombstone), and more prostitutes then any game should lawfully have. In essence the whole damn game is a cliché, right down to the dialog. Did any of these people exist, including the drunken Irishman? They must have – stereotypes don’t just materialize out of thin air, but come from over the top exaggerations of human foibles. But when you’re doing a “period piece”, especially a western (a genre never known for it’s political correctness), you have got to roll with the punches and accept the camp, no matter how offensive.


Speaking of political correctness, the second piece focuses on the overall impact of the game. Rockstar has been consistent in setting it’s games to some of the most politically incorrect tunes this side of a mandatory corporate diversity seminar. That’s part of their charm – and marketing. Because they do bring this kind of material to the table, though, games like GTA and RDR give us something that games like God of War – with overt sex and violence – or lowball favorites like World Of Warcraft do not, and that’s the opportunity to question the choices we make. In the real world, most of us would never carjack a car, or would consider robbing a bank, but thanks to the lack of consequences bolstered by a reward system, doing bad is just the flip side of doing good. And when we “do good” all day in the real world (thanks to the very real consequence of going to jail – or worse), doing a little virtual bad and savoring the resulting thrill of walking on the wild side, we do get an emotional response.  Some people love to feel powerful as they take what they want and don’t let anything stand in their way…others may try to take that path, but may feel guilty afterwards. Both are valid, and are on par with the feelings that the rest of us get in helping out in-game when we know we should.


It seems that RDR encompasses two sides of a coin here: on one, we have controversy and anger over design choices, overt stereotypes, and is generally what critics pan when they dismiss video games as immature. On the other, a potential for emotional opportunity based on moral choices, which is something that critics claim could never happen in a game, but which many games labor to attain. Are games like RDR good or bad for the industry? Do they push gaming towards a more involved state, or are games like RDR just pandering to a mentally juvenile demographic who find stereotypes and hooker-slapping to be the height of entertainment?

When RMT Goes Too Far

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Note: This is a repost from Cedarstreet.net. It has been edited for relevancy, with a postscript added.


Penny Arcade can be a fountain of interesting information when they aren’t featuring anatomical references in either the blog or the comic. Several times, I find that when Tycho links to something, I had damn well better click it, or turn in my official “I am a Gamer” card (not to be confused with GamerCard ™).


I clicked on a link in a recent post over there, and as I read the article at the resulting destination, I realized the sensation that one has when passing a gruesome accident by the side of the road: you know shouldn’t stare, but you can’t look away.


This article — a translation from a Chinese newspaper/magazine/something called Southern Weekly — is about a young woman named Lu Yang who was drawn into a game called ZT Online.

From what I gather, ZT Online, is like other Chinese MMOs. You can spend an hour or a lifetime playing, but you won’t get anywhere unless you pony up real cash for in-game items, a practice called real money transaction here in the West.


Over here, RMT is generally (although not universally) dismissed for two reasons, one of which is presented in the source article. First, Western culture is so drawn to scandal that the idea that a product is specifically designed to suck out as much money as possible from the player would cause the offending company to fold beneath public pressure and/or a public stoning of the board of directors1 (casinos are the odd exception to this rule). For the second point, I’ll turn it over to the direct quote from the article:


“Chinese gamers are an unwelcome species on European and American servers,” said a game manager who once worked on World of Warcraft. Chinese players always have ways of quickly ascending levels that leave European and American gamers in the dust, and on group missions they do not like to respect the tacit rules of profit division. For those “pedantic” European and American gamers, Chinese players are like fearsome pagans. “European and American games do not encourage unlimited superiority of power; they put more of an emphasis on balance and cooperative support.” The former WOW manager said, “Perhaps this is because of the influence of traditional culture and the current environment; truth be told, Chinese gamers are better suited to jungle-style gaming.” Note: Emphasis mine.


I think that this is widely and overtly understood here in the West, and despite the obvious Pro-Chinese fist-pumping by the original author, Western gamers would just shrug in a kind of “yeah, so?” manner if presented with this accusation. Just as the original author seems to think that the play styles accepted (possibly demanded) by Chinese gamers “leave[s] European and American gamers in the dust” and that to the “‘pedantic European and American gamers, Chinese players are like fearsome pagans”, Western gamers look at Chinese operations like ZT Online and scratch their heads. As Lu Yang herself asks as her time in-game wears her down, “Why should a doctor want to kill a teacher? Why does someone who is a cop in real life want to harm others in a game…Why is there such enmity between strangers?”


Eastern Versus Western E-Peen


I do not have first hand experience with Eastern MMOs outside of test-driving some of them like, Sword of the New World (as it’s known here in the East), and a little bit of time with Lineage I and II. My primary reasons for staying away from Eastern MMOs can be boiled down to the fact that I am more interested in working solo, or in a group, towards a goal for the purpose of self-satisfaction that I (or we) have accomplished something larger then ourselves.


Both WoW and ZT Online measure success in terms of loot; how much you acquire, and specifically what you acquire. In this regard, there’s little difference between the two. However, when you examine how the players acquire the loot, you get to the major difference between not only the two games, but the mentality behind Eastern and Western gamers.


As the article mentions, Western gamers obtain their loot through the expenditure of time. In WoW, Blizzard changes each and every player the same (roughly) monthly fee and provide the trough from which they can eat as much or as little as they like in a calendar month. The game rewards players for playing more often: you level faster, which means you have access to increasingly higher level areas, and also higher level gear. Casual players can access this with their own monthly fee, but it will simply take much, much longer then it would for someone who plays for longer, more often.


The Chinese flip side, according to the article, is that players in ZT Online can use real money to purchase not only items, but levels for their character. A player who is willing to spend the money can have a super high level avatar with the most elite gear. Theoretically, a player with deep pockets can have a top of the line avatar on his first day, while players who have played for weeks, but haven’t spent a dime, are limited to the starting area, and are basically at the mercy of any and all players who are higher in level. In ZT Online, your expenditure of real money buys you the gear and removes the grind associated with many Western MMOs which has been set up to act as a gate-keeper to higher level content and loot.


Equality for All Versus Equality for Sale


A lot of people claim that people play MMOs strictly for the social aspects, which I have refuted many times. There are other reasons, such as dynamic worlds and updated content. This article shows that in the East, there’s a totally different mind-set which has very little to do with being social.


Western MMOs have really annoyed me in the way that they offer equality for all players. In WoW, every single player has the exact same opportunities as every other player with the same class, race and faction. This means that any quest that can be done by one gnome mage can be done by all gnome mages whether the path was begun on launch day, or on the day that the servers are shut down. The content never changes so that no subset of players has a different experience then any other.


This method does have it’s advantages, however. You can find other players in the same level range who need to complete the same quests, or you can learn from those who have already done the quests. Finding NPCs is easier when others have visited them for the same reasons you need to visit them. The quest goals are always the same, and the expected loot drops are always the same, even if it doesn’t drop all the time.


It has it’s downsides as well. There’s no individuality in WoW. The player who is 5 levels ahead of you is what you’re going to be, and the player 5 levels behind you is what you were. Content spoilers are easily available for those who want to “zerg” through the content to reach the goals, and endless reams of stats leads to “minmaxing”, turning character development into an exercise of one’s Excel prowess.


From what I gather in reading this article, ZT Online‘s goal is the elevation of the player above others. While a lot of Western MMOers enjoy having access to all content based on his or her class/race/faction, many players and pundits wonder why a Western MMO cannot allow players — who are supposed to be taking on the role of the “hero” — to actually be the hero, with all of the fame and accolades the station entails.


This is partly because in the case of ZT Online, players are elevated above others through PvP, which from what I understand is more the more dominant play style in the East, as opposed to PvE, which is more dominant here in the West. The major thread within the article focuses on Lu Yang’s defense of her nation against a stronger, better funded nation when the stronger nation declares war on her kingdom. It even mentions how Lu Yang came to be regarded as the “Queen” of her nation: by dealing the killing blow to a foreign “King” who had wandered into her territory.


Any Westerner who has participated in PvP knows that there are those who an accept their fate graciously, and there are those who’s infantile nature causes them to swear, throw tantrums and verbally attack other players. While this later situation is totally undesirable, the Chinese apparently take a different path, which is known as “Spending to buy your anger”. Because of the RMT nature of ZT Online and other Chinese games like it, a defeat doesn’t necessarily result in a verbal assault. Rather, the defeated player now has more incentive to deliver retribution. In order to exact revenge, however, the defeated player is forced to spend more money to buy more levels and better gear in an attempt to trump the victor the next time they meet.


Capitalism in the East


One undercurrent that I took away from this article was that the Chinese MMO scene is the most two-faced, greedy operation the gaming industry has ever had the displeasure of accommodating2.


In China, as in Korea and other Asian countries, a lot of players (if not most), don’t own a computer. Instead, they congregate at Internet cafes where public systems are loaded with the most popular games. Players create their accounts, and can play in any of these cafes. In the article, Lu Yang and her highest ranking officers meet face to face in one such cafe to plan their strategy for the upcoming war.


On two occasions, the article mentions Lu Yang’s run-in with salesmen in these cafes. Apparently, because online gamers have these public places to gather, game operators have the opportunity to send foot soldiers directly into the presence of the player base in an attempt to get the players to switch from playing their current game, to playing their game. It was one of these salesmen who convinced Lu Yang to switch from Legend of Mir to ZT Online by comparing LoM‘s dungeon crawling — which Lu Yang was apparently tired of — to ZTO‘s pay-to-advance model.


Here in the West, gamers are wary and cynical of in-game advertising. Here, no one likes to feel like the target of a marketing push since it makes people feel like nothing more then a commodity that a company is attempting to manipulate. Apparently, this kind of “in your face” sales tactic is de rigueur in Chinese gaming cafes, which leads to a very confusing conundrum.


There’s been much talk about the addictive nature of MMOs, from the original EverCrack to the World of Warcrack. The mainstream media loves to feature the dark underbelly of online gaming with stories about parents who ignore their screaming children for hours, and stories from the news wire about Asian gamers who fall down dead after playing for days without a break, a meal, or a shower. There’s been debate over whether or not the developers are knowingly and purposefully creating these games to maximize addiction. Of course, any developer of any product wants to maximize attach rates and maintain the “stickiness” of their product, but personally, I doubt that there’s a conscious, nefarious component of MMOs.


What we see with ZTO in this article, though, is an interesting dichotomy for a business in the New Chinese Communist State: Ugly Capitalism, cashing in on it’s customer’s need to dominate other members of his and her community.


The article states that “The story is well-suited to Chinese tastes”, which implies that many players are drawn to ZTO because of the trappings of the game: each player is an orphaned member of a royal family who trains for war in an effort to win back his or her kingdom and ascending to the position of King or Queen. The Chinese culture is well imbued with the spirit of imperial monarchy, and so mapping the premise of ZTO to a Western title would be like styling the player as a freedom fighter battling a repressive regime; it’s part of the culture and the fabric of the nation. I can say that at least in the case of Western games, themes like this have sold very well, so if you excuse the extrapolation, I will suggest that the premise of ZTO speaks the heart of many Chinese gamers.


The problem, then, is that while the game is presented as an epic experience in the great Chinese tradition, the game itself is what I’m going to call predatory capitalism.


The creepy salesman notwithstanding, the whole premise of ZTO is fucked up. By the article’s admission, the game demands that you pay real money for your advancement. I suppose that this is not without peer, as Project Entropia has been doing this for years (RMT), Sony has set up it’s own RMT system for EverQuest 2 and the upcoming Free Realms, and even Second Life allows you to purchase in-game money with real money (as will MetaPlace).


However, the article seems to point to the fragile nature of one’s purchases in ZTO. Not only are finished goods available for RMT, but the components used in crafting and upgrading are expected to be acquired through RMT. The article explains examples of players who have spent hundreds if not thousands of their hard earned cash just to buy materials used in the upgrade of their gear because the game continuously destroys their materials through the process of upgrading. This is the same as having your groceries turning to dust in the parking lot, over and over again. Not only is it bad enough that the game forces players to pay for their enjoyment in microtransactions, but it seems that the game is designed to maximize the number of RMTs per player to absurd levels (regardless of culture).


Essentially, the game is designed to simply take advantage of the human propensity for wanting to be better then the rest, and the unbridled rage that is so easily unleashed thanks to the anonymity of the Internet. Rather then offer players a world in which they can relate to one another on any level, the game actually charges the players for the privilege of acting out their aggression. I cannot see how this is anything less then taking advantage of a subset of the population which is known to feel disenfranchised due to unemployment and other factors.


Addendum:


I wanted to repost this today, a day after the EQ2 $25 mount was announced.


A lot of people – myself included – have gone on the warpath over these absurd prices for virtual items. $25 is one half the price of the original box. For $25 you get a vanity item, while for $50 you originally got an entire world; the ponies are practically vanity items (although with some non-competitive features), while the retail box is, well, the whole game itself.


But the more I thought about it, especially when compared to ZTO, offering vanity items isn’t inherently evil the way things are trending here in the West. I still absolutely think that the prices for the WoW and EQ2 ponies are batshit insane, but they don’t unbalance the game. No one is spending their way to the level cap by buying these things, and although I strongly believe that by virtue of the volume apparently being sold, we’re only on the tip of overpriced virtual items here in the West.

It remains to be seen if these items will continue to be cosmetic vanity goods, or if Western MMOs decide to step up to the ZTO model, but the doors have been opened to potentially slip in that direction.


1: It’s fairly obvious that no revolt has occurred here in the West in response to WoW’s original overpriced virtual items. In fact, the opposite has occurred: they’ve been welcomed by enough players to warrant the competition to do the same thing.


2: Unfortunately, while I still consider the business model behind ZTO to take greed to insane new levels, I cannot imagine that Activision-Blizzard – a company which basically prints it’s own money – priced their pony at $25 because they were hard up for cash.

EQ2 Saddles Up With It’s Own $25 Pony

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Filed under: We Saw This Coming.


Introducing the Etheral, Sinister, and Ulteran Prowlers!


Each mount comes in your choice of one of the following versions: Fierce and Arcane. The Fierce version increases Slashing, Aggression, Ranged, Piercing and Crushing of caster by 5, while the Arcane version increases Focus, Ordination, Disruption, Subjugation and Ministration of caster by 5. Both versions of the mount reduce the maximum falling speed of your character and have a 65% run speed.


The Prowlers are guaranteed to be available for at least one month and adventurers can now purchase these new mounts for 2500SC from the Marketplace.  These are the first Station Cash items of their kind and are immediately available in-game, upon purchase.


Like Microsoft and Nintendo, Station Cash is an analogue for real money, represented as a point value, “SC”. Unlike Xbox Points, however, SC is pretty much a 1:1 transmutation. That means that each of these mounts retails for $25.


It was easy for me to blast World of Warcraft for their overt cash-grab because I’m not a fan of WoW or Activision-Blizzard. I am, however, a fan of EverQuest II, which means that this news makes me sad, not excited. The Internet was rife with dire warnings that WoW’s  Sparkle Pony was setting in motion a particularly expensive machine that would ultimately whirl out of control. It looks like the next cog in that machine resides squarely in the realm of Norath.


If anything, I’m heartened by SOE’s “up-front-ness” that these are only available for a limited time. I’m also happy to see that these are stand-alone products that not only give you a speed boost, but also help you in combat (now we know why SOE quickly back-peddled on the idea of removing mounted combat).


There’s really no point in complaining about this now. The barn door was opened; we shouldn’t start yelling when the horse gets out. Saying “vote with your wallets” is as hollow a sentiment now as it ever was, because for every person who takes an Internet Stand ™, there’ll be 10 people who are logging in right now to buy.

Bad To The Bone

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Twitter is a never-ending source of interesting article starters, and this morning, a brief, two Tweet exchange between @copperbird and @tipadaknife struck a particularly clear tone that made me stop what I was doing and think about it: Do open world (sandbox) games glorify criminal behavior?


The whole point of a “sandbox” setting is to allow players to roam without pressure. More often then not, there’s an overarching goal that follows a narrative, but sandbox titles are usually designed so that you can explore the landscape or take on side quests without interrupting the main thread of the story. Part of this “go anywhere, do anything” design means that players can choose not only to follow the story or not, but usually also whether to wreak havoc or not.


Grand Theft Auto is the poster child for anti-social behavior in sandbox worlds. In fact, it’s technically the point of the game, and you’re rewarded for engaging in criminal behaviors. Rockstar’s latest sandbox title Red Dead Redemption, follows along somewhat of the same theme by casting you in the role of John Marston, dispossessed gang member, but makes the redemption part an actual option: you can either go straight, or continue along the path of an outlaw.


For as long as we can remember, games have always given us the reins of the hero. Sometimes they’re flawed heroes, and sometimes they’re borderline psychopaths (shout out to Kratos!), but there’s always been a sense that all of the indiscriminant killing is for the greater good, or at least a more noble purpose then pure selfish gain. Sandbox titles, however, often remove that nudge by  including a “crime DOES pay” system that rewards players for anti-social and criminal acts like carjacking, dealing in drugs, or attacking civilians.


Psychologists and concerned parents everywhere will rush their children to safety in the face of these titles, but it very well could be a chicken-or-the-egg scenario. When the gloves are off and players are able to act out criminal scenarios, are they comfortable exhibiting latent anti-social tendencies because the act is taking place in a relatively safe environment with no real world consequences, or is the game promoting the criminal life-style through glorification and reward?


It’s my opinion that people who revel in doing bad things for the sake of doing bad things are probably a step away from doing bad things anyway, and that it’s better that they do them to a virtual NPC then a real-life NPC, the same way many people with anger-management issues might take up boxing as a means to channel their emotions. To say that a game which offers the ability to mow down pedestrians with a car or horse is driving people to commit such acts in real life through positive reinforcement is, in my mind, a cop out. If these people really wanted to do these things, there are millions of cars in the real world. Why choose a virtual setting over a real setting? My best guess is because they know full well that in the real world, there are real world consequences, and that no one can just reload from a previous save to make the right choice once the wrong choice has been made.


As a parent, however, I wouldn’t even think of allowing my child to watch or play one of these games at this point in her life. She’s still learning the ways of the world, and for young people, media is a teaching tool. If parents are seen to enjoy beating in the head of a hooker in a video game, then why shouldn’t the child associate enjoyment with the act they’re witnessing? Can they understand that the enjoyment is from the act of playing the game – played by someone who does understand that it’s not real and can enjoy it on a fantasy level? That’s a question I’d not be interested in putting to a test, personally. It’s better to err on the side of caution, as any parent will tell you.


Real life is full of choices, many of which aren’t technically choices at all. Since most people are lawful citizens (I hope), then mugging pedestrians and stealing drugs from cartel kingpins is as unthinkable a scenario as being able to flap one’s arms and flying to the moon. Sandbox games that offer a path less traveled and far less lawful are novelties. They’re a glimpse into a forbidden and unthinkable world that we would never dare enter in our normal daily lives of cubicle world and soccer games. Taking the darker path is a small act of rebellion that we can step away from when we’ve had enough, or more importantly, can show us just how important and difficult it is to do the right thing when we could be taking the potentially more lucrative – but more dangerous – path of least resistance.

World of Warcraft: Mobile Auction House Manager

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[Update: According to WoW.com, the iDevice app has not been released, but is now in beta. It's also not a distinct app; it's part of the already existing Mobile Armory app.]


Here’s one that came out of left field: Blizzard has released an auction house manager application for the iDevice, and also a web-based utility with the same functionality. The good news: they’re free!


But being that this is ActiBlizzard, that “free” part is…well…actually less then free. In fact, this app boldly goes where few iDevice apps have gone before.


Once out of beta, this app will cost you $2.99…per month. As far as I know, this will make this app one of only a handful that charge a recurring fee for use on the iDevice. In begrudging defense, it looks like you’ll be able to access both the web and mobile versions for this monthly fee, although for your existing monthly fee, you would just…you know…log into the game. Also, unlike the $25 Sparkle Pony, this app is at least useful for the hardcore AH players.


I can’t help but feel that AB is feeling out what their community is willing to pay for. We know that legions of WoW player will shell out big bucks for virtual in-game items, so AB will most certainly create more for the future. If enough people pony up (pun intended) for this monthly fee mobile/web app on top of their monthly fee, then we can be fairly sure to see more AB utilities in the same vein.

Use Of The Term ‘Suck’

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Note: This is a repost of an article from Cedarstreet.net


Gamers are a funny lot. Many of the more vocal among us probably haven’t ever developed anything more complex then a rash, yet they seem to be able to pinpoint why a game “sucks”.


When it comes to gaming, the concept of “suction” is as vague as the true and universally accepted definition of “hardcore”. Gamers will tell other gamers that “they suck”, which could be because the “sucker” beat the snot out of the “suckee”, and feelings are hurt. More often, however, gamers will pronounce with an air of definitive universality that a particular game “sucks”.


Here’s a bit of trivia: no game sucks. It’s just you.


Many times, gamers who claim that a game sucks fail to qualify their pronouncement as “opinion” (that salient point is usually understood the moment a dissenting voice flames in response). Often times these gamers truly believe that their statements are the Internet equivalent of a lightning bolt from Zeus, or the impact of Thor’s hammer. In their own minds, they are the Moses who has the unenviable burden of dealing with the Game That Sucks, and is tasked with enlightening the pagan masses by slamming them over the head with stone tablets of their own design emblazoned upon which is the phrase “This game sucks, and here’s why…”. There’s always an unsolicited why inscribed on those tablets.


The problem isn’t with the game, but, naturally, the gamer. No one can be faulted for enjoying a particular subject, be it World of Warcraft, Age of Conan or EVE Online, yet these Masters of The Opinion of Suck tend to build up a case against rival subjects by nitpicking on everything from the fonts used to the mechanics of the rule set to the graphics, and almost everything in between. Certainly, in some cases where the production values are simply lacking, one could make an easy case for simply turning away in silent shame, but for titles like Lord of the Rings Online or EverQuest II – which have millions of dollars of production value and were composed by extremely talented and driven human beings – proclaiming with finality that “they suck” is nothing short of self-important hubris.


There is a remedy, for those who are willing to seek one (and I suspect that those numbers are fewer then the number who should, which is a shame), and it is this: enjoy whatever game you try. Enjoy it on it’s own terms, for what it has to offer, not for how it stacks up to [Insert Name of Favored Game Here]. Don’t worry about how the game presents it’s quests, or how many times you have to kill wolves (we’re not getting away from that mechanic any time soon, it seems). No two or three games are alike, despite what self-promoters on partisan forums will tell you. Worlds and lore, mechanics and flow, community and quests, they all vary from game to game and they all have their own merits in each presentation. By denigrating another product as “suckish” you’re walling yourself off from an experience, narrowing your vision, and illuminating yourself as a 100% certified douche-nozzle. There’s enough narrow vision in politics and religion for humanity to gorge itself upon from now until the sun burns out. Do we really think we’re furthering our interests by badmouthing these games?


This isn’t to say that every person will or should like everything about any game out there, or that there aren’t aspects in every game that don’t work or that are unpalatable to an individual gamer, but consider this request to allow any game you cast your eyes upon to be judged on what it offers, and not by your own expectations or experience with past games.

Welcome to the Haven

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Living as an expatriate in Japan, I often think of the things from my home country that I can’t get here. Usually it’s the little things I miss,  like Reese’s Peanut Butter Cups or cold cuts from the grocery store. But every time I go back to visit the States, I get the feeling that so many things have disappeared. They’re never things I can put a finger on, just small fragments whose absence speaks of some kind of subtle change. They create a kind of vacuum in my memory, but I can never seem to remember the shape that is supposed to fill them. It’s easy to notice the new things, like the chain store you’ve never seen, or a new kind of cereal you’ve never eaten before. Things that have just gone missing are harder.


One missing thing I do remember are the arcades of my youth. I realize that these probably disappeared before I left for Japan, but the reverse culture shock when coming home made their absence all the more stark in contrast. The arcades of my teen years were gone, replaced by huge, brightly lit rooms full of people who happened by after shopping. The new arcades seemed to be strategically placed in the mall, near a food court, or even as an extension of a CD/DVD/video game store, decorated in bright primary colors. The people walking through didn’t seem like the type who went there specifically to play video games. While I have no problem with gaming spreading to every corner of the globe and every type of person, this was different. The arcades I remember were dark, sometimes smoky, and didn’t share an entrance to the mall. It was almost as if the mall at large wanted to disavow any kind of relationship with the arcade. Those bygone dens were places of ill repute (according to my parents) grimy, and full of kids who propped their skateboards up against the game cabinets. We went there solely to play games like Rolling Thunder, Aliens, and Beast Busters. There was even an etiquette that existed. You had your jean pockets full of quarters, and always placed one on the screen if you wanted to go next. I have no idea how we all knew to do that, but we did. And they were gone.


Coming back to Japan after every trip to the States made me recognize the contrasts, and to my great surprise I found out that those arcades still existed. Sure, they’re different, but they are still the spiritual cousins of the lost arcades of my youth. They were so ubiquitous I almost didn’t notice. There are places that are small and smoky, that only carry the sit-down Street Fighter, or Gundam type game, and others that were gargantuan structures that could have housed a couple of airplanes,  staying open 24 hours a day. They sell the same crappy arcade food that I remember as a kid (albeit you can get grilled octopus nuggets and udon noodles in addition to hot dogs and pizza at the ones here), and attract the same shady and normal characters. Despite the huge advances in portable and home gaming technology, these places still thrive. I even see people come to the arcades just to play their DS or PSP. Sure there are the mall arcades filled with parents and kids, but the real arcades still exist.


Finding these long lost places in Tokyo opened my eyes again, and made me notice for the second time how many forms of gaming exist here. It’s a haven for the vanished game culture of my youth. Not only in the form of arcade games, but all video games. From the old school, to the cutting edge, to the black market. A real haven for the data that matters most to us. I want to share this haven with all of you. I hope you enjoy it.

Ryzom: The Game You’ve Never Played, Now Open Source

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This is a “stop the presses” moment, folks.


The MMO world has been seeing some serious shakeups recently. First there was news that Everquest II was offering a 3 day pass for $5. Then came word of the special pricing model for All Points Bulletin. Now comes the most random – and welcome – bit of news of all.


Ryzom, the quirky, plant-themed MMO that has been an underground favorite despite the game’s often uncertain future, received what could be a real shot in the arm this morning when it was announced that the game’s source code would be released under the Creative Common Attribution-Share Alike license.


According to the announcement in the forums by Ryzom Liason Yumeroh:

For you as a Ryzom player, nothing changes. The game continues to be pay-to-play to help pay for the cost of development and running of Ryzom. Your financial support is essential for us and it’s only thanks to you that Ryzom is still alive today. The game will continue to be developed by the same team as today.

If you are a developer, you can now take the source code and/or the art assets of Ryzom to make your own MMORPG or any other project.

If you’ve had your ear to the ground, you’ll no doubt be aware that many – if not all – popular MMOs such as UO, SWG and WoW all have community developed servers for running private (read: unsanctioned) shards, but unless I’m wrong (which may be the case) this is the first time a commercial MMO has released it’s source code to the community and basically told them to “go nuts”.


This is an amazing development for any team looking to develop their own MMO, or for Ryzom die-hards who want to get their hands deeper into the game then the current Ryzom Ring system allows. While some may question the Ryzom team’s motives or the driving reasons behind this kind of behavior, they’ve really just secured the longevity of the title, and have helped many more smaller developers get a leg up on the traditional MMO marketplace.

Vive la Resistance! Adobe Enlists DOJ Against Apple

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It looks like Adobe’s earlier capitulation in the battle to get Flash on Apple’s iDevices may be have been merely a circling of the wagons and not a laying down of arms as people may have thought.


Boston.com today reports that the DOJ and FTC are considering casting the Eye of Sauron at Apple for potential antitrust activities regarding their policy of excluding third party development tools from being used to develop for the iPad, iPhone and iPod Touch.


At this point, I don’t think anyone really expects this to break down any walls to allow Flash onto the iPad. Apple has an uncanny ability to avoid business-altering legal situations. However, it’s difficult to deny that if this were Microsoft instead of Apple, they’d have already been in court, left court, and out paying restitution.


Just between you and me, it’s fairly obvious that Apple is getting away with, well, murder. Murder of choice being the most obvious:

[L]ast week, [Adobe] said Apple’s “attempt to position this solely as a technology issue is a smoke screen.’’ Instead, Adobe said, Apple was trying to protect a business model that locks developers and consumers into its tools and services.

For anyone who has followed this saga from a developers point of view, you also know that Apple’s policy of “their tools only” has cast a wide net that could block other development tools such as Unity 3D from authoring games and apps for the iDevices. Unity has already provided several excellent games for the mobile platforms, including Ravensword, an Elder Scrolls: Oblivion-style RPG that has given me hours of enjoyment – and has earned Apple a little bit of my money.


Considering Job’s comments on the subject of Flash on the iPad – which have been nothing short of confrontational, almost comically defensive in that nervous laughter kind of way – getting Flash on the iPad is nothing more then a business decision and not a technological one. If Google can get Flash working on it’s Android tablet prototypes, and Apple can’t…does that mean that Apple’s engineers are inferior to those at Google? Does Jobs badmouth his own people by saying that Flash can’t run on the iPad?


Regardless, as much as Flash can be irritating, a win by Adobe in this situation could open the way for other methods of app delivery on the iDevice lineup. I’m looking at you, Gaikai.

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