Category Archives: Commentary

Hearthstoned

Oh, my. I don’t think anyone saw this coming, but Blizzard is making a(nother?) Collectible Card Game.

Like I imagine many people in the non-apoplexy camp, I spent a large portion of my formative nerd years with Magic: the Gathering. My original shoebox of cards were from Ice Age, gifted from some obscure cousin of a family friend, but the first real entry into M:tG came with Tempest. Which then led into the Urza trilogy, with Urza’s Saga still remaining my favorite expansion of all time.

Not the most OP, but some of my favorite art/effects.

Not the most OP, but some of my favorite art/effects from Urza’s Saga.

My high school friends and I continued playing weekly up through, I believe, Ravnica. At that point, we were all scattered from life and interest waned. I dabbled with Magic: Online, still in the Ravnica era, and I was midway through busting out my credit card for another $17 tournament entry fee when I realized my objection to WoW and other MMOs with subscription fees was somewhat hypocritical.

I have little doubt that Hearthstone will be fun, at least for anyone who enjoys CCGs – it is difficult to screw up the innate simplicity and surprising depth to deck-building games. Any reservations I have is entirely based on the payment scheme.

Can we be frank for a second? Calling a Collectable Card Game “Free-to-Play” is such rank PR bullshit as to make even David Reid nauseous. Of course a CCG is free-to-play. You already bought the cards! Who is selling collectable cards and then charging a subscription for the privileged of keeping them? EA? This sort of nonsense is like calling Chess a F2P game. Maybe we are so mired in novel payment schemes that such a distinction (misleading as it is) is nevertheless necessary as signals to consumers.

And all of this obfuscates the underlying snare of all CCGs, Magic included: they are Pay-To-Win by design. I love M:tG, I really do. There are Pauper leagues (all common cards), Drafts, and some historical decks in which many of the key cards were no more than uncommon. But those things are only noteworthy insofar as they were the exceptions. If you look at standard tournament decks, they will cost between $250 to $650+ (!), stuffed as they are with Rare (or Mythic Rare, these days) cards. I used to read the WotC design articles, and at that time I almost swallowed their premise that these rares were justified in their rarity based on their complexities. “Commons are, well, common. You wouldn’t want the average player to crack open a pack of 12 complicated cards.”

Yeah, you’re right, we wouldn’t want that. It is just a huge coincidence that the more complex cards are the most objectively powerful and the most (artificially) rare, thereby forcing people to buy more booster packs in order to compete. I mean, we couldn’t possibly keep things proportional, like limiting rare cards to 1 specific card per deck instead of 4.

I mention all this because there is one indelible truth to CCGs: someone with more money to burn is going to ruin your day. Over and over and over again, until you can’t whip out your credit card fast enough. If you don’t think this is the first thing that will happen in Hearthstone, I don’t know what to tell you. Cynicism? Bitch, please. I am a Grade A recovering CCG addict and I know what’s coming for you and anyone else with less street-smarts to know that the first hit from the dealer is always free.

SimCity and Meta-Criticism

After a long period of reflection, I had originally decided to not join in on all the schadenfreude surrounding the SimCity debacle beyond my post two weeks ago. Not out of any moral sensibilities – heavens no! – but simply out of a lack of fucks given. That, and I certainly couldn’t keep up with the torrent of other blogger updates on the developing story, when it seemed some new embarrassment was revealed daily. Kotaku even had a SimCity Disaster Watch graphic created to handle all the articles.

At one point though, I was almost tempted to purchase SimCity myself out of a longing for gonzo journalism combined with the thought of a free EA game. Then I simply browsed EA’s catalog, realizing that unless they gave away Dead Space 3 (they did, dammit), I either had all the games or the value’s promotion was $20 max.

I do, however, want to commit to internet posterity my intense loathing regarding articles like this one from Time.com. These middle-road Apologist articles and their asinine, straw man arguments infuriate me to heights even EA cannot hope to surmount. Consider the following:

EA was never, ever obliged to make SimCity a single-player game, nor do these accusations (accurate or no) from modders that the existing code is just a few steps away from being a single-player game hold much water when it comes to EA’s obligations. So what if the game could have been a single-player game.

First, who said a single goddamned thing about obligation?

Look, I can follow the twisted derailment of thought that conjures forth the implied “obligation.” Someone stating that SimCity should have had a single-player mode is assuming a sort of game design high ground, harkening towards a moral edifice that does not strictly exist. Because the game should have been a certain way, Maxis/EA has an obligation to Comment out Line #22 in the code design a single-player mode. That’s where the implied obligation comes from, right?

If so, we live in a terribly nonsensical world, one immune to criticism or judgment of any kind. Did McDonald’s give you cold french fries? Too bad, because they aren’t obligated to give you hot ones. No complaining! Did you tell the waiter you wanted a medium-rare steak and they gave you well-done? The chef isn’t obligated to bend to your whims, knave! He or she is an artiste! Movie previews aren’t obligated to represent the actual feature film, and if you don’t like it, go back in time and don’t buy a ticket!

Of course, the author clearly is being pedantic here. The point most people are bringing up is that SimCity, both conceptually and literally, doesn’t need to be always-online. There is no requirement for it to be so, despite the rather flagrant falsehoods claimed by the development team and embarrassingly contradicted by the modding community and a Maxis insider. Maxis/EA has no obligation to accede to reason, of course, but they certainly invite the valid criticism that accompany such quests for profit at consumer expense.

Which segues nicely into this nonsense:

You can ask, you can even petition, but I’d like to think we’re not at the point where we’re now telling painters, musicians, writers and artists of whatever stripe — game designers included — what they have to do.

You can’t have it both ways. You can’t shake your fist indignantly and shout “but games are art!” then hold game designers to a different standard.

This is truly an despicable appeal to diversion. “Stop complaining about game design direction, or else games won’t be art anymore!” First of all, there is nothing sacrosanct about art. Authors have editors. Directors have focus groups. Fundamentally, all art is an exchange, and every artist considers his or her audience when making a piece for presentation (even if they imagine it is an audience of just themselves). And this is besides the fact that these game companies are businesses selling a product for profit. Games can be artistic products, but these companies are selling them to consumers, not putting (selling?) them in museums.

The pernicious worm at the core of this abhorrent article is the same one I have seen in similar, depressingly frequent articles: an implicit admonition of criticism itself. “Stop complaining,” these authors say, “you are lucky the artists deign to create anything for you filthy plebs.” No, I deny your thinly-veiled nihilism. Gamers have a right to reject anti-consumerist design. Gamers have the right to call out poor gameplay. The gamers who made the SimCity franchise successful in the first place have a right to protest design they feel is taking said franchise in the wrong direction. Is EA/Maxis or any game maker obligated to do anything? Of course not. Does that make levied criticism illegitimate? Hell no.

You are always entitled to your own opinion, and people can judge for themselves whether it an opinion worthy of consideration. And it is my opinion that Time’s article of meta-criticism – and all articles in the same vein – are specious nonsense, and nihilistic besides. Nothing is beyond reproach, else it demonstrates a perfection impossible to manifest in a universe of subjective minds.

I can only hope that the next EA CEO coming in can spare the 5 minutes of his or her time to understand why the company continues topping the worst company in the world charts. A quick memo to Maxis authorizing an offline mode would pull the teeth out of this endless negative PR; a gaming policy of not monetizing every single pixel with endless online passes could even get gamers to forgive Origin (or maybe just running some goddamn sales).

Bam, done. You’re welcome, EA.

P.S. While writing this article, a friend of mine pops up on Steam chat saying that the Mass Effect 3 servers were down, meaning he couldn’t play the single-player DLC he legitimately purchased through Origin weeks ago. This is the world we live in, folks.

SimSlum

I have less than zero interest in the latest SimCity.

Granted, I have not played a Sim City since SimCity 2000, or Streets of SimCity if that counts. Indeed, Streets of SimCity was perhaps one of my favorite PC games from the 90s (has it really been two decades?) precisely because you could import your SimCity 2000 save files and then drive around at street-level. One of the augmentations to your vehicle, aside from rocket launchers and machine guns, was a sort of gliding mechanism that allowed you to fly around if you hit a sufficiently high hill. So, of course, I would use the infinite money “cheat” (about as silly as saying Minecraft building-mode is cheating) to construct the largest possible hills and then sail my way across thriving metropolises. SimCopter, I believe, also allowed you to fly around your own cities, but I never had that game.

Regardless, the latest SimCity has a number of fairly baffling changes to the core formula, the foremost of which is a sort of forced multiplayer integration, from which all other terrible design flows. Yes, you can play it single-player… by creating your own private region and not inviting other people in. But the concept of “regions” at all exists because the default is building cities connected to other peoples’ cities. Which, in a vacuum (preferably the vacuum of space), is fine if it were not for the results:

  • No offline mode.
  • No individual Save/Loads. As in, you cannot build your city up, unleash a disaster, then reload once you’ve had your fill.
  • Rollbacks due to server strain/lag/failure means you can lose hours of progress.
  • Individual cities are microscopic compared to the series.
  • No ability to landscape the terrain.

If I have mischaracterized any of the above qualities, please let me know.

Again, this is somewhat moot considering I skipped over SimCity 3 and 4, making it unlikely I was going to purchase SimCity 5 to begin with. But… well, this sort of direction for a venerable franchise makes me less likely to ever buy back in. I never really “got” the people who decried radical franchise reboots like Syndicate until this version of SimCity came out. Interacting with individual Sims is cool and all, but the rest of the social nonsense was never what these games were about, at least to me. And yet, now, to an entirely new generation of gamers, it will be.

Sigh. Get off my lawn.

Resistance is… Probably Not a Good Idea.

My (probably futile) attempts at conquering the Gratuitous Space Battle campaign mode continues. After looking at the available ship options, I decided to change races to the Empire. Some of the different races get access to unique weapons or ship layouts, but for the most part everything is the same. Except maybe not for the Empire. Most of their ships look like space stations, and come with a ridiculous number of standard module slots to match.

That and basically everything else likely means nothing to you, but just roll with it for now.

So my fleet composition looks something like this. First, the I-Point, which is essentially a damage-soaker featuring multiple shield generators and power plants to match. Under most circumstances, a ship will likely have ~200 shield HP, but the I-Point has 800+. It has a few weapons, but it’s orders are simply to close to EMP range and otherwise take the hits. Stuck in rigid formation behind it is at least one I-Help, which is a Frigate whose sole purpose is to use the Empire-specific shield-mending beam on the I-Point and on anyone else  nearby. Tank and heals old-school style.

The big surprise, at least as far as effectiveness goes, came from the I-Battery. This ship design is fairly unique in what I have seen thus far, with it capable of housing 8 weapons in a Frigate hull. As tempted as I was to put missile launchers in every slot, I decided that I would instead go with the almost-as-good ranged Plasma Cannons. Cost-wise, the I-Battery were surprisingly cheap, which gives me leave to build 1-2 of them each turn.

Finally, rather than replace any of my Plasma Cannons with anti-fighter laser weapons, I decided to simply field a bunch of fighters myself, flying Escort mode around my I-Point. They are not as powerful as the fighters of other races, but they are the fastest in the game.

I was undefeated for a while, conquering planets at a pretty good clip under my balanced doctrine… until disaster.

Hey, this looks familiar.

Hey, this looks familiar.

With a full fleet that was poised to take over a few isolated systems, I was instead attacked by a six cruiser complement of one of the DLC race ships. Their loadout? Missiles. ALL the missiles. I took special care in putting at least one Guidance Scrambler on each one of my ships, and their combined effort up to this point was usually enough to clear the sky. Not these missiles though, and not in this volume. I was annihilated by a specialized force – a missile force – and thus came full circle.

I did not give up yet though. Oh, no. I made an I-Screen ship, with Point Defense Mk 2 in every weapon slot to shoot down enemy missiles and nothing else. Remembering my failure with the fighters last time, I nevertheless fielded four squadrons of 16. And this time, I also made special orders for all ships to follow Vulture orders, e.g. always target the most damaged ship in range.

Remember me now?

Remember me now?

The result was almost comical. I don’t know whether it was the Vulture orders or the extra squadron or something else, but my fighters blew two of the ships up and crippled two more before my cruisers even got within range. The I-Screen largely turned out to be useless, as the range of its anti-missile guns was too short to prevent them damaging the shields of the I-Point, and yet it was too fragile to place in front (defeating the purpose of the tank). In any case, the revenge was sweet.

But it would not last.

Misty remains of Judgment.

Misty day, remains of Judgment.

Riding high on my prior victories, I was complacent until a nest of vipers landed in my lap in the form of five Parasite cruisers. It almost didn’t seem fair… for them. I had a slightly bigger fleet than before, after all. As it turns out, the Parasite race has access to an AoE flak cannon that simply shredded my fighters like so much tissue paper. Even with the combined might of my fleet, I was not able to collapse even one shield amongst their ships. Instead of the normal Guidance Scramblers that deflect missiles, they have a version that turns the missile around and causes it to hit you, all with a greater range.

My fleet destroyed once again, I attempted to mount a counter-offensive with a new fleet after 10 turns. The result was even worse than before. Then, they captured my only planet with a shipyard, effectively ending the game.

There is no reloading saved games in GSB. One’s failure is absolute.

_____________________

I should note, in passing, that the most frustrating aspect of GSB campaign mode is also one of its most novel. You see, 100% of those fleet compositions I talked about are player-generated. In the vanilla game, you could submit your own fleet as a sort of “puzzle” (aka Challenges) that other players could battle and then rate. I played a few of these maps, but it all felt a bit pointless after a while, especially when it didn’t reward Honor (the in-game currency for unlocks). Wrapping this all up in a cloak of purpose via campaign mode though, did indeed breathe life into the concept as evidenced by my repeated head-banging.

Of course, this also means campaign mode operates with no rhyme or reason, as you charge headlong into truly random and insipid battles that you cannot hope to prepare against. Specialization beats Generalization every time, but the player is never afforded the luxury of anything else. It reminds me of the great debate of Critical Hits in paper D&D. On the one hand, rolling a 20 and getting double-damage feels awesome. On the other hand, the players will always face hundreds more dice rolls against them than they ever will roll against individual mobs. Ergo, players are more penalized by critical hits than they benefit, increasing the chances of a Total Party Kill… unless the DM fudges the rolls behind the screen.

Questionable Space Battles

Sometimes I find myself inexplicably drawn to building spaceships and watching them explode. With Steam having a 75% sale on the Gratuitous Space Battles DLC this past weekend, it seemed as good a time as any to try and get that fix.

The problem is that I am having a hard time convincing myself that the game isn’t complete bullshit.

You can read my original review here, but suffice it to say, GSB is essentially a game about building spaceships and nothing else. I think one of the DLCs or patches gave you the ability to change orders mid-battle at the cost of high score tracking or whatever, but under normal circumstances you design ships, give general orders, and let’em go. I mentioned in the review that I quickly came across a strategy that essentially wins 100% of the time – basically missile spam with occasional target painter that makes missile 100% accurate – but it seems clear to me now that it has been nerfed to oblivion. Anti-missile tech existed in the vanilla game already, e.g. guidance scramblers and Point Defense batteries, although it seems much, much stronger than it ever was so many months ago.

It is fine having counters to things, whatever. When I was looking at alternatives to missile spam though, I kept running into problems with the ship building aspects. As you might imagine in these sort of games, you have to juggle each component’s energy usage, crew requirements, weight, and so on. Except… all roads lead to the same max-level components and heavy mixing of weapons. It feels… banal. If I want an all-beam ship, let me build an all-beam ship without gimping on shields or armor. The weakness of specialization is supposed to be being vulnerable to counters, not it being nigh-impossible to actually specialize.

Or maybe I’m just all sour grapes because this happened:

Was totally wiped out, killing zero enemy ships. They all had ~20% HP or less.

Was totally wiped out, killing zero enemy ships. They all had ~20% HP or less.

I will continue plugging along with Gratuitous Space Battles for a while longer, but in the meantime, if you have any suggestions for spaceship designing/battle games, let me know in the comments below. I was obsessed with an ancient game called Stars! back in the day, and spent 40+ hours most recently on Space, Pirates and Zombies; dunno if FTL really counts, but I spent a lot of time with that one too. It can be a 4-X game, it can be FPS, it can be whatever it is, as long as it has a ship-designing component. And, preferably, no bullshit.

It just can’t be EVE. I have little interest in experimenting resulting in the destruction of weeks of game time.

XCOMed

By the time this gets posted, I will probably be done with my first play-through of XCOM: Enemy Within after ~20 hours.

Taking the advice of many others, I started out with Normal Ironman difficulty which turns the game into a sort of roguelike. While I have lost quite a few agents, the majority of them were rookie redshirts I tasked with carrying around the stun gun to take the aliens alive. A sort of morbid hazing ritual, if you will. An unfortunate few were grizzled veterans who got one-shot by new alien types before I had a chance to realize the danger. Or simply victims of poor planning when the only guy with a Medkit is the one bleeding to death. Too bad all the people standing around him cannot, you know, take the Medkit from his pocket and spray him, but I suppose knowledge of medicinal nanomachine application is only imparted at the character select screen.

I always find it interesting how I start developing relationships with the randomly generated characters though. Name, gender, nickname, nationality, and even class are all randomly determined, but you can customize some of those qualities. One stun gun redshirt managed to beat the odds and survive the bagging of two new alien species… and suddenly I am taking Chloe Dupont the saucy German Assault trooper with me everywhere. Mechanically, Chloe is indistinguishable from any of the other max-level Assault troopers, but I have had more fun ordering her watching her aggressively breach UFOs armed with a shotgun and the same stun gun she has carried since her initiation than any of the others. Just yesterday there was a rather hilarious moment when I put her on Overwatch mode, and during the enemy turn one Muton Elite turned a corner only to get an Alloy shot in the face, while a second Muton triggered her auto-reaction shot when it climbed a ladder I didn’t realize she was standing next to. It was practically a scene out of an action movie.

Other times, I sorta feel bad bringing, say, any new sniper because that entire class is cursed. “Sorry, Yoshio Saito of Japan. You’re probably going to die.” Sure enough, that is the mission when the aliens start using grenades, a redshirt bites the dust, my other redshirt panics and, in defiance of his accuracy rate for the entire goddamn mission up to this point, shoots Saito in the back of the head, killing him instantly.

Anyway, game is pretty fun thus far and the full review will need to wait until A) I finish, and possibly B) I try out Classic Ironman. The only negative I have is the slight impression that the game isn’t really all that deep for a “tactical” game. A lot of times I feel like I’m playing a turn-based Dawn of War 2, or one of those WW2 squad-based cover games. Also, the game is terrible when it comes to indicating at which locations (and elevations!) you can actually see/shoot at the aliens someone else sees before moving there. If you have already committed your game to having grid-based movement, give me grid-based weapon ranges and Line-of-Sight indicators.

XCOM is no Final Fantasy Tactics, or Tactics Ogre for that matter, but it is pretty good nevertheless.

“Salad Dressing Weekly”

The following excerpt (it’s actually almost the entire article) is from a Wired interview with Ken Levine regarding why Bioshock Infinite has such generic box art:

When I got to sit down with Infinite‘s creative director Ken Levine on Thursday after playing the game and asked for his thoughts, I got an extensive, thoughtful answer that in a perfect world would put an end to all of the bellyaching.

“I understand that some of the fans are disappointed. We expected it. I know that may be hard to hear, but let me explain the thinking.”

“We went and did a tour… around to a bunch of, like, frathouses and places like that. People who were gamers. Not people who read IGN. And [we] said, so, have you guys heard of BioShock? not a single one of them had heard of it.”

“And we live in this very special… you know, BioShock is a reasonably successful franchise, right? Our gaming world, we sometimes forget, is so important to us, but… there are plenty of products that I buy that I don’t spend a lot of time thinking about. My salad dressing. If there’s a new salad dressing coming out, I would have no idea. I use salad dressing; I don’t read Salad Dressing Weekly. I don’t care who makes it, I don’t know any of the personalities in the salad dressing business.”

“For some people, [games are] like salad dressing. Or movies, or TV shows. It was definitely a reality check for us. Games are big, and they’re expensive, I think that’s very clear. And to be successful, and to continue to make these kinds of games which frankly, of the people who make these types of games, there’s not a lot of them, and they haven’t exactly been the most successful with these types of games that have come out in the last few years. I was thrilled because I love them, and I hope that we had some small role in getting those games greenlit… But they have to be financially successful to keep getting made.”

“I looked at the cover art for BioShock 1, which I was heavily involved with and love, I adored. And I tried to step back and say, if I’m just some guy, some frat guy, I love games but don’t pay attention to them… if I saw the cover of that box, what would I think? And I would think, this is a game about a robot and a little girl. That’s what I would think. I was trying to be honest with myself. Trust me, I was heavily involved with the creation of those characters and I love them.”

“Would I buy that game if I had 60 bucks and I bought three games a year… would I even pick up the box? I went back to the box for System Shock 1, which was obviously incredibly imporatnt — that game was incredibly influential on me, System Shock 2 was the first game I ever made. I remember I picked it up… looked at it and I said, I have no idea what this game is. And I didn’t have a lot of money back then. So, back on the shelf. And I was a gamer.”

“I wanted the uninformed, the person who doesn’t read IGN… to pick up the box and say, okay, this looks kind of cool, let me turn it over. Oh, a flying city. Look at this girl, Elizabeth on the back. Look at that creature. And start to read about it, start to think about it.”

“I understand that our fan says, that’s great Ken, what’s in it for me? One, we need to be successful to make these types of games, and I think it’s important, and I think the cover is a small price for the hardcore gamer to pay. I think also when we do something for the hardcore gamer, there’s something we’re talking about and something we’re sure about. The thing we’re sure about is that we’re going to be releasing a whole set of alternate covers that you can download and print. We’re going to be working with the community to see what they’re interested in.”

“We had to make that tradeoff in terms of where we were spending our marketing dollars. By the time you get to the store, or see an ad, the BioShock fan knows about the game. The money we’re spending on PR, the conversations with games journalists — that’s for the fans. For the people who aren’t informed, that’s who the box art is for.”

I like this excerpt for a lot of reasons, but mainly because I think its useful to occasionally be reminded that the majority of the games we like playing couldn’t have been made without a bunch of other people paying for them too; people who “don’t get it,” or otherwise are incapable of appreciating the game for what it is or what it represents. There are some outliers as always, high-profile titles exclusively geared to its niche, and thankfully the positive PR around the indie movement has made it possible to break the AAA budget straightjacket.

But sometimes the “dumbing down” is, in fact, necessary. Or at least useful in ensuring that you see more development from that studio/those designers.

Overboard

I am officially back in action, having successfully moved all my shit across town and (more importantly) getting the internet hooked up at the new place. During the transition, I took the opportunity to indulge in my baser whims, and ended up purchasing the Playstation 3, a very decent TV to play it on, and… games. All of the games.

  • Demon Souls
  • Journey Collector’s Edition (Journey, Flower, flOw)
  • Final Fantasy XIII
  • Heavy Rain
  • Catherine
  • Metal Gear Solid 4
  • ICO & Shadow of the Colossus bundle
  • Red Dead Redemption: Game of the Year Edition
  • Valkyria Chronicles
  • Uncharted 1 & 2 (came with PS3)
  • Infamous 1 & 2 (came with PS3)
  • Bayonetta

In fact, I might have gone a bit overboard, even though all of them were less than $20 apiece.

Scratch that, I know I have gone overboard, because this also happened:

Well... I... but... MoP was $20 so I thought... sigh

Well… I… but… MoP was $20 so I thought… sigh

The funny thing is that I have so much choice at the moment, that I have chosen not to play anything just yet. The only game I have booted up in the last 48 hours has been XCOM (it was $28 at GMG over the holiday), and that was just because it was one of the few Steam titles that I could play in Offline Mode. I only played XCOM until the end of the tutorial (difficulty Normal Ironman), but so far it has piqued my interest. Then again, I should also probably get back on the WoW train if for no other reason than to actually use the last few remaining free days. And then there is some PlanetSide 2 things I want to talk about. Nevermind the fact that I should probably finish hooking up my PS3 and pop at least one disc in the tray…

So, yeah. Overboard.

Since I am already in for a penny, might as well get all the pounds: if there is some PS3/console exclusive title that I should be on the lookout for come Xmas sale time, let me know in the comments. For example, I almost overlooked Bayonetta until I saw it on eBay last night.

Interesting Move, CCP

Way back in February, I was quoting Bullshitter in Chief, David Reid, on how Dust 514 could make EVE “the biggest game in the world at the end of 2012.” There are only 33 days left in the year for this to be theoretically possible, but nevermind.

At that time (and still currently), my questions focused on the “what the hell were they thinking with a PS3 exclusive” angle. The related followup question was how CCP planned to muscle into an already crowded FPS marketplace with a completely unknown IP (the FPS portion anyway); free-to-play will only get you so far, if no one knows about you.

Well, with all the game console browsing I have been doing lately, I have a partial answer:

Product Features

Platform: PLAYSTATION 3 | Edition: 250GB Uncharted 3: Game of the Year
  • The new 250GB PlayStation 3 System, with a built in Blu-Ray player, can hold over to 1800 Games, 140 Movies, 99,000 Songs, and 40,000 photos
  • The PlayStation 3 system includes a free PlayStation Network membership for online gaming, streaming movies and music, and access to the PlayStation Store
  • UNCHARTED 3: Drake’s Deception Game of the Year Edition showcases Nathan Drake’s journey through new challenges and includes over $45 of Bonus Content
  • With a 30-day trial of PlayStation Plus, access your instant game collection and download from a free library of hit games. Save over $70 with the PlayStation 3/Uncharted 3 Game of the Year bundle
  • Dust 514, a free to play game available exclusively on the PlayStation Network, thrusts you into the explosive ground conflict of the EVE universe
  • Included with this PlayStation 3 bundle is a promotional code for your personal DUST 514 ordinance pack containing a 7-day active skill booster, a permanent Armored Personnel Carrier, an assortment of digital items, and 2,000 Aurum to spend on in-game gear, weapons and equipment. Over $30 in total value.

That’s right, somehow CCP got Sony to include $30 worth of item shop goods in the, er… PS3 Uncharted 3: Game of the Year bundle. Because nothing says sci-fi F2P FPS like a 3rd-person action game.

It is an interesting move, and certainly one that will garner some extra attention from whomever takes advantage of that bundle. I can’t help but get confused though, when it appears that the Dust 514 mention is missing from the other bundles like the 500gb Assassin’s Creed 3 and even the 320gb Uncharted 3 bundle. Did CCP only pay enough to get on the 250gb bundle instead of the 320gb? Surely there is no hardware difference, so did they just change their minds? Did Netflix out-bid them?

Regardless, I find myself even more intrigued by this unfolding drama than I was before. And, hey, now that I own a PS3 myself, I might actually go full gonzo and try it at some point.

This Is Why We Can’t Have Good Things

A few hours after Saturday’s post, I decided: “Yep, that PS3 bundle is the way to go.” Part of the ordering process is choosing the bonus game, which I did. “Part of this bundle is out of stock.” Alright, maybe everyone is picking LittleBigPlanet 2? I tried another game, and got the same error. Finally, I refreshed the page and saw this:

God… dammit.

Given the fact that I would have been getting five games, all of which I had a passing interest in, along with the 250gb console itself for $219, I started kicking myself for not jumping all over this thing. Why didn’t I order as soon as I saw it on Friday?

Bah. Let me check some other places to see if they offer similar price ranges…

raaaaaaaagggggggeeeee

You goddamn sons of bitches.

In the heat of my rage, I did end up laughing a bit over the fact that I was partly mad that I hadn’t thought to do this exact thing myself. These assholes aren’t even including the bonus game, which means they basically got paid $65 to take a free videogame.

But, seriously, this sort of shit is why we cannot have good things. Capitalism and free markets working as intended, sure, whatever. But can you sit there and tell me that this sort of arbitrage is anything more than nihilistic? There is zero difference in “markets” between Walmart.com and eBay, especially when the latter is being sold by a small-time retailer. I am fine with arbitrage conceptually because while the profit is essentially risk-free, it can be argued that value is actually being generated by the arbitrageurs by virtue of them moving product between markets. For example, I am fine with some local store basically buying shit online and selling it in their store at a markup, because hey, maybe I don’t want to wait for it to get mailed. Or maybe I’m not internet savvy. And so on¹.

These guys though? Fuck those guys. Stores are posting deals to encourage more shoppers to show up, and what they get instead are opportunistic leeches extracting other peoples’ consumer surplus while adding nothing. These are concert ticket scalpers buying thousands of tickets, artificially creating the scarcity they prey upon to the detriment of all parties.

And what really sucks for me personally? I am not going to be able to look at any sort of lesser PS3 deal without a jaundiced eye. Future deals will be contrasted with a $219 possibility and likely be found wanting. Just like with the Steam Autumn Sale going on right now, if I somehow miss a 75% deal during its window, I am not ever buying that game until it is back on a similar discount. It may not be entirely logical, but it is the way things work for me.

Moral of the story: Jump on these sort of deals immediately. Worst case scenario: eBay.

[Fake Edit] As I pulled into the Best Buy parking lot on Sunday to pick up my $180 32″ TV and $20 MoP expansion (uh oh), I noticed there was a Walmart right next door. Went in to get some groceries, walked out with the $199 (!) aforementioned Infamous/Uncharted PS3 bundle (cheaper because no bonus game). My “normal” Walmart didn’t have any, but this one had at least four. I was sorely tempted to go “I’ll take all of them,” but internet bravado rarely transfers into real life. Plus, I was already feeling worried I was going to get ‘jacked on my way to the car by carrying around a 32″ TV and PS3, let alone several.

¹ It did occur to me that I did a lot of this sort of thing in MMO AHs, i.e. “flipping.” However, I would argue that I was still providing a service insofar that the original seller was desiring a quick liquidation and nothing else. Or maybe it is the same thing in the abstract. Then again, the person who ends up buying my flipped good never knows how much I bought it for, which is the source of a lot of my ire right now.