In Defense of Used Games

I have talked about used games before. I am going to talk about them again, as a rebuttal against this video from Total Biscuit regarding how he justifies his belief that used games are bad.

Before I start, there is one fundamental truth that needs to be acknowledged: a used game sale is a new game sale at a lower price-point. No one is seeking out used games because they are used, they are sought because they are less expensive. Incidentally, this same principal applies if someone is able to re-sell a game they bought, as the ability to recoup part of the cost means the original purchase becomes less expensive.

Without further ado, let me examine each of TB’s arguments against used games:

1) Used Game Sales support shady/pushy retailers

Or, the GAME (in UK) and GameStop Are Bad argument.

It is absolutely true that retailers who specialize in used game sales push used games sales over new ones; the original sale is a recouping of an investment for the store, whereas each additional resell is nearly pure profit. I am not interested in defending the practices of GameStop (etc) though, primarily because it is irrelevant and red herring besides. No matter how much you swing the “games as licenses” argument, the fact remains that used game sales are legal in the United States and presumably elsewhere – GAME and GameStop would have been sued into the ground otherwise. The shadiness of any organization does not reflect on the product they provide. You can picket Wal-mart for all sorts of legitimate reasons, but that does not make cheap groceries immoral.

I have gone into a GameStop all of twice in my life, whereas I frequented a mom-and-pop used game shop next to the local theater for the better part of a decade. I went there because their used games were cheaper, and you received more store credit (or cash) than GameStop provided, all in a no-pressure sale environment. Ergo, any argument that uses the removal of used games as a vehicle to attack a retailer you don’t like is simply ridiculous. GameStop’s practices have nothing to do with the “question” of used games, as there are alternative stores which do not behave in similar fashion.

2) Used games do not depreciate

This honestly reminds me of the “you wouldn’t download a car” PSA. Even if we take this claim on face value… so what? Is the argument supposed to be that used game sales would have been fine if the AI started glitching out on its own five years from now?

To be charitable, I am going to assume instead that people are referring to how physical depreciation of goods naturally differentiates two otherwise identical products, potentially justifying the premium on the unused version. In which case, I’d argue that something similar already occurs even in purely digital products.

Videogames are not released in a vacuum – they are always a product of their times. While the actual data bits do not decay, the value and meaning of them in the mind of a player certainly can. There are whole classes of videogames that I literally cannot bring myself to play anymore, because the graphics are too primitive, or the resolution too low, and so on. Innovation in mechanics or design can render older titles feeling stilted or slow, even though nothing in the original game itself has changed. Some games hold up better than others, of course, and many older games are arguably better than new titles. But on a certain base level, videogames do depreciate, if not literally then culturally.

If you do not find this counter-argument particularly compelling, that’s fine, but allow me to make two final observations. First, no one expects a game to remain $59.99 two, three, four years after release. If games do not depreciate in value, why do you think we see the companies themselves reduce the price? Second, how much do you think your unopened City of Heroes or Battlefield 2 box will go for these days?

3) Music and Film industries are less harmed by secondary sales

TB’s point here is a roundabout justification for how videogames are a special case when it comes to secondary sales, despite music and movies also being digital goods without depreciation. Buying used movies is less harmful to studios, he argues, because a particular film can make the bulk of its money in the theater, followed by Pay-Per-View, DVD sales, rentals, and finally syndication on TV networks. Similarly, music artists get the bulk of their profits from concert tickets, in addition to (small) payments from streaming services and finally the default CD sales. In other words, music and movies have multiple revenue streams whereas videogames have just the one.

To which I must ask: whose fault is that?

As a consumer, you are not responsible for a company’s business model. It is perfectly fine to want the developers to be paid for their work, or to wish the company continued success. But presuming some sort of moral imperative on the part of the consumer is not only impossible, it’s also intellectually dishonest. You and I have no control over how a game company is run, how much they pay their staff, what business terms they ink, or how they run their company. Nobody asked EA to spend $300+ million on SWTOR. Nobody told Curt Schilling to run 38 Studios into the ground. Literally nobody wanted THQ to make the tablet that bankrupted the studio.

What is worse though is the implicit moral superiority that is derived for buying “legit.” If game companies and their designers deserve to be paid, and we have some moral obligation to do so, doesn’t that mean they deserve ALL the money? I cannot even begin to imagine the mental gymnastics Total Biscuit had to perform when he denigrated used games and celebrated Steam sales in the same breath. When you buy a game for 75% off, that is you robbing the game company of 75% of the money they deserve. Not even deserve, really, considering by many metrics they are entitled to much, much more than the purchase price given the total amount of enjoyment derived.

That sounds absurd, and it is, but that is my point; you cannot make the moral imperative argument and only go halfway. A company either deserves $59.99 or they don’t. Alternatively, you are not responsible for their business models at all, and are fully justified in maximizing your consumer surplus, e.g. by waiting for sales, buying used, etc. It is noble to wish these designers success, at least when such nobility is followed-up with busting out your checkbook. Otherwise, it is so many empty words.

4) Once used games are removed, games will be cheaper

No, seriously, Total Biscuit actually said this, presumably with a straight face.

Why in god’s name would anyone rationally assume that the removal of competition (in the form of secondary sales) would force or even encourage game prices to decrease? Everyone keeps pointing to Steam with its effects on PC gaming, as if Steam weren’t the exception that proved the rule. Everyone acknowledges that used games on the PC haven’t existed for quite some time, but no one seems to follow-up that thought with what should have been an obvious question to ask: were there big discounts on PC games back before Steam?

Good lord, no! You were at the complete mercy of retailers who almost never marked anything down from MSRP. And why would they? You literally could not buy these games anywhere else. If you found a good deal, it was likely because nobody was buying that game and the store wanted to liquidate their stock. Outside of fire sales, there was/is always going to be resistance from retailers over discounting a game’s price because there is a minimum cost involved with pressing a DVD, shipping it across the country, unloading it in the back, and paying people to sort and shelve it.

Incidentally, this is another reason why I don’t think future console games will be cheaper: there will still be hard copies sold. Do you think retailers would let Microsoft sell Halo 6 for $40 online and $59.99 in stores? Of course, there is a pseudo-analog that exists right now between PC vs digital download games, with things wildly alternating for no apparent reason. For example, it’s somehow $20 cheaper Amazon to ship me DVD of Bioshock Infinite than it is to download a copy of it. Or maybe that does make sense, insofar as what I explained earlier about retailers trying to liquidate stock.

If you legitimately believe Xbox One games are going to be cheaper, let me ask you two things. First, what kind of deals have you seen on XBLA titles? Similar in size, scope, and frequency to Steam sales? Microsoft has already dabbled in digital games for which no secondary sales exist, so their pricing behavior now may reflect any potential behavior in the future. Second, what kind of deals have you seen on Origin in the last, I dunno, two years? There have been a few recently, but very rarely more than 50%, and they are not nearly on a scale as Steam. That is a publisher who has as near a 100% profit margin on every digital sale as possible, and even they are not willing to compete on price with retailers who sell game codes on EA’s own platform!

The point here is that Steam is the exception that proves the rule. I bought Tomb Raider on the PC for $20 a mere three months – three months – after its $49.99 release. Granted, it was via Green Man Gaming, but it activated on Steam. Do you honestly believe that the only difference between our present console MSRP reality and a hypothetical all-digital future is the mere possibility of resell? That companies would be fine with a $30 markdown for a limited time a few months after release? Maybe. Maybe we don’t see similar sales because GameStop (etc) would buy a few pallets of discs at $20/each to sell at $40 after the sale is over. Then again, I could have done that exact same thing via GMG and just sold the activation codes. Actually… that’s not a bad idea…

Simply put, this argument requires a striking amount of faith in game publishers to work. Consumers are being asked to cede an enormous amount of implicit value, not just in resell value, but also in control over how they play these games (tied to accounts, phone home every 24 hours, no borrowing, etc). We are asked to cede these values all in the hopes that companies like Microsoft will not simply keep charging $59.99 out of… well, out of the goodness of their hearts. That is not enough for me. There is certainly every economic incentive to keep things running business-as-usual, after all.

5) Used games cost the companies money in terms of support/servers.

It is true that game companies “must” provide support to even non-paying (i.e. used game) customers in a way that movie and music companies do not. However, there are two things wrong with the argument TB is presenting. First, it sort of assumes that the game was not worth playing for very long in the first place. Total Biscuit’s example was how a company would need to provide support to a gamer for two months, and then a new player who bought the copy from the first guy for another two months, and a third person, and so on. The difference between that scenario and one guy who plays continuously for 6+ months is… what?

Total Biscuit’s second point about non-payers in multiplayer (presumably driving up bandwidth costs or whatever) caused me to facepalm IRL. Maybe he has never heard about why the Free-2-Play model works, or more importantly how it works? Someone playing the latest Call of Duty secondhand is providing content to “legitimate” players in a way that a no-longer-playing gamer by definition is not. I mean, that’s the premise of the argument, right? That the first dude sold his game, and is now an empty seat in a lobby somewhere. You do not even need to have the full F2P development plan set up to appreciate the fact that an extra body is making your multiplayer experience that much more worthwhile when it otherwise could/would have been nobody.

Summation

As I pointed out in the beginning, let me point out again: used game sales are new game sales at a lower price point. Nothing is stopping companies from lowering the prices for their games and otherwise being more competitive with used games. You might think that used game prices would simply adjust to compensate, and maybe they would, but that is an argument against selling at anything less than full MSRP, ever. Which is clearly ridiculous.

In any case, time marches on. Even though I see this forceful transition into all-digital games as a net-negative for gamers (and it is), I am obviously not against digital platforms themselves. I am just a bit miffed that the transition is being accelerated by Microsoft (etc) before the question on the transferability of licenses is fully settled, at least in US law. Believe me, the day will come when we shall be able to buy a Steam game (license) and then sell it to someone else after we are done.

At which point I’m sure the suits will pine for the days when it was at least possible for someone to lose their disc.

Edit: Removed incorrect “et tal” usage. Thanks, Tobold.

Darkwood

It is kinda true what they say about donating to Kickstarter and the like: you can’t stop at just one.

I’m stopping at two.

Meet Darkwood, a top-down survival-horror roguelike with crafting elements. It is also open-world and procedurally-generated, but I’m kinda tired of typing out that phrase. Could we maybe come up with an acronym or something? “Pro-gen” or maybe start using Minecraft as an adjective. Anyway, Darkwood is actually over on Indiegogo instead of Kickstarter, and as of two days ago it passed its $40,000 goal, by virtue of my $10 gamble no doubt.

Take a look at the video:

What caught my eye – aside from the fact you never really get a good look at the monster(s) you are fighting, or how you can’t see the light shining behind you – is when the dude laid down a bear trap, put meat on it, soaked it in gasoline, and then set a gas trail on fire to burn the trapped monster. That… is pretty clever. Plus, I’m a big fan of looting. Not the sort of mechanical action of inherent to every game ever, but the whole ransacking of an abandoned house in search of random post-apocalypse survival tools. I always find that sort of thing both compelling and mentally soothing at the same time.

Please announce Fallout 4 at E3. Please announce Fallout 4 at E3. Please announce Fallout 4 at E3.

Anyway, it’s $10 to secure your infinitely reproducible digital copy on Indiegogo. The projected release date is “mid-2014,” which is admittedly a bummer. Even if you’d rather wait for my inevitable review, do go ahead and pop open your Steam client and vote for the game on Green Light. The more of these indie games that get onto Steam, the more likely you can pick them up for 75% off later. Win-win.

Constants and Titanic Variables

In the off-chance you haven’t already read thirteen hundred blogs talking about it, VentureBeat broke the news about Blizzard’s new MMO “Titan” being sent back to the drawing board. Depending on how you slice it, that is between 2-7 years of game development being flushed, with 70 of 100 developers being redistributed to other games while the core 30 presumably get called to the carpet.

First thoughts? Well, maybe now Ghostcrawler will have enough staff on hand so that patches can have both raid and dungeon content instead of these unquestionably artificial “dilemmas.” ¿Por qué no los dos?

The normally sanguine Syp thinks Blizzard should scrap Titan altogether due to the risk:

Blizzard cares deeply about its reputation and position as an industry leader. That’s another obstacle, because any stumble, no matter how small, will be taken and used as a weapon against it by capricious gamers. For example, while Diablo III has sold quite well and boasts a healthy population of players, the error 37 and auction house debacles have damaged the game’s reputation while slapping some egg on the face of the studio. Blizzard has had to learn humility over the past couple of years, and it is odd and unnerving to see this formerly arrogant company stuttering out apologies.

His point about holding Blizzard to higher standards is absolutely true, and the Diablo 3 point is especially apt.

Indeed, I am starting to think this Titan decision makes more sense coming from the other direction. What if it was not so much that Titan’s design was terrible or out-dated (having ostensively been drafted pre-mobile, pre-F2P), but rather it was not good enough to justify the loss of 70 top-quality developers for years?

One of the more frustrating realities of game design from the consumer perspective is that current success pays for future projects instead of being reinvested. While it isn’t that big a deal when it comes to single-player games, it’s huge when it comes to MMOs. Just think about the following:

We first reported on Titan back in 2011. Blizzard chief operating officer Paul Sams told us in an interview that “we have taken some of our most experienced developers and put them on [Titan]. We believe we have a dream team. These are the people who made World of Warcraft a success. We are going to blow people’s minds.” [emphasis added]

They had the very designers that crafted WoW into the 8+ million subscription engine it was back in 2004 tied to an unreleased (and now scrapped) game for the last X years. People joked about Ghostcrawler being a part of the B Team for a long time, of course, although I honestly do not have much against the guy. But regardless of where you fall on the WoW line, really think about that alternate universe where the original team was never split. What kind of game would WoW have been? What could we be playing today? Would it still be shedding over a million subs in a quarter?

So that’s my wild, out-of-my-ass idle speculation of the day: the old version of Titan might have been perfectly serviceable, but not crazy-good enough to justify keeping 70 people tied up when the rest of the boat(s) are taking on water. This is Activision Blizzard, after all, home of the billion dollar franchises. The Blizzard half cannot simply expect investors to be patient with Call of Duty and Skylanders propping up an ailing WoW to buy time for a Titan-ic (har har) gamble.

In spite of its age, WoW could be doing just fine as a money-printing machine. It just needs more and better things. And more agile developers. And server merges. Hopefully this transfusion of developers will be enough juice to keep the engine pumping.

Speaking of TCGs…

…hey, Scrolls is apparently still a thing. You know, the card game from Mojang, aka the company that made Minecraft, that was sued by Bethesda due to “Scrolls” being too close to that part of the name no one uses when talking about Bethesda games. Although I suppose with The Elder Scrolls Online coming out, that could conceivably change.

The open beta for Scrolls starts June 3rd. Poking around on the site reveals that the game proper will cost $20, and while there is a RMT currency (“Shards”), according to Mojang (emphasis added):

Shards are now enabled

  • Shards are completely optional. We’re never going to force you to spend in order to progress
  • Every item can also be bought for in-game Gold
  • A limited selection of items can be purchased using Shards
  • You can now buy Shards – our secondary currency – with real-life cash
  • Shards and Gold only have an in-game value
  • You can’t cash out

In other words, it does not appear as though cash shop currency is required to purchase the equivalent of booster packs. In fact, aside from the cards themselves, I’m starting to wonder how like a TCG this game is even supposed to be. Scrolls isn’t being marketed as a F2P game for starters, so it’s possible that its constructed in a fashion that allows reasonable card progression just from play, e.g. it’s a normal damn game that doesn’t require goddamn graphing calculators to plot entertainment per dollar ratios. We’ll see how that all shakes out.

It is kind of amusing, how often things release is apparently independent cycles. Deep Impact came out just months before Armageddon. Dante’s Peak came out two months before Volcano. And now we have Hex, Scrolls, and Hearthstone all either releasing or hitting Open Beta in 2013. I would count Cardhunter among them, but the stingy bastards have yet to give me a Beta invite.

The nerve.

Keeping An Eye On

I am not usually someone who risks getting my hopes up for games that aren’t even in beta, but I have the occasional moments of weakness. Here are a few of the games I am keeping an eye on:

Sir, You Are Being Hunted.

Basically an indie procedurally-generated, open-world survival game where you are being hunted by British robots. Yes, really. As much as I like the premise though, this is the sort of game that is going to live and die on the player perception of how/if the robots “cheat.” Were you really engaging in risky behavior, or does the AI just sort of auto-spot you within 30 meters? Maybe it is fun either way, who knows. The game is supposedly going to be released in July 2013, aka two months from now, so we’ll see how it shakes out soon enough.

Dying Light

Dying_light

First-person free-running zombie survival game from Techland, aka makers of Dead Island. Whatever your opinion is on zombies it’s wrong, a lot of Mirror’s Edge comparisons are being thrown around, which automatically makes it potentially more awesome. Some of the news sites are looking at this as a potential disaster given that its from the makers of Dead Island, but as you know, I enjoyed the original quite a bit. More of that in more open environments, please.

Incidentally, I have not picked up Dead Island: Riptide yet (with it’s 63 Metacritic score), but supposedly that game was made by a different team than the original. One bitten, twice zombie… or something. In any case, I wasn’t bitten. Dying Light appears to be a “hopeful” 2014 release.

Hex

The last time I talked about Hex, they were fast approaching their $300,000 Kickstarter goal. As of the time of this writing, they are sitting a $1.3 million, or more than 400% funded. The average backer spent just shy of $160. Me? I only paid $85.

Hex_Backer

My concerns about how TCGs naturally (and insidiously) combine both P2W and gamble boxes hasn’t really changed. What has changed is where exactly I place Cryptozoic on my internal Nefarious Scale, which ranges from indie all the way up to EA.

Cryptozoic is here to make money, no doubt, but their communication and outright concessions throughout the 18 Kickstarter updates has been downright refreshing. For example, their $250 Pro Player tier granted 1 free booster draft for life, which sold out in a week or less. Meanwhile, the other $250 tiers had bonuses tied to the PvE portion of the game, which is less of a value even if you planned to only play PvE (you can use PvP cards in PvE but not vice versa).

Solution? Every $250 tier now grants a free booster draft per week for 1 year.

Now, that could be construed as cynical marketing given that the Pro Player tier was sold out but the other $250 tiers were not – what better way to convince late-comers to boost their pledges than virtually increase the most popular tier? And, of course, it costs nothing to make all manners of promises in a Kickstarter campaign. At this point though, I want to believe. Just look at this:

960K – Keep Defense 
Become the master of your own domain! Every Lord of Entrath must defend their Keep, so we’re turning it into a game. Players will be able to set up a series of decks to defend their Keep, which will be played by our powerful AI (so you don’t need to even be online!). There will be rewards and prizes for those who are victorious in both defense and offense.

“Prizes” probably won’t be booster packs, so I’m not getting my hopes up about that part. But put that aside for a moment: this is asynchronous player-generated content to the max. Can you see it in your mind? Browsing your collection, building decks that you think will be useful in assaulting these keeps. And then turning around and brainstorming decks to stymie and frustrate the worms that dare defy the sanctity of your realm? Shit, I would do this all day long for free! Er… well, I guess I’m quite literally paying Cryptozoic to create content for other people, but that’s okay too.

In any case, this is quite literally the first Kickstarter I have ever pledged towards, and jumping right in at $85 given my mercilessly frugal gaming habits is pretty crazy. Dropping $10 for a beta invite probably should have sufficed. But, well, sometimes you have to put on your Press™ Pants and go full gonzo. At least, that’s what I’m telling myself. The Hex beta starts in September 2013.

Please don’t be bad. Please don’t be bad. Please don’t be bad.

Review: Terraria

Game: Terraria
Recommended price: $10 (full)
Metacritic Score: 83
Completion Time: 50+ hours
Buy If You Like: 2D Minecraft, procedurally-generated Metrovania platformers

WHY IS THIS SO FUN?! *sobs*

WHY IS THIS SO FUN?! *sobs*

Up until I started playing a few weeks ago, the entire mental space Terraria occupied for me can be summed up as “that 2D Minecraft knock-off.” I am not even sure which game came first, and it did not seem to matter: Terraria was just another game about digging for ore and crafting better pickaxes to mine for more ore. In only two dimensions.

After seeing an entire weekend evaporate in a flurry of clicking pixel blocks however, I am here to say that Terraria is not just a 2D Minecraft clone. It is an unholy union between all the addictive parts of Minecraft combined with legitimately entertaining Metrovania gameplay with a liberal dose of SNES graphical/musical nostalgia thrown into the mix.

Terraria starts out innocently enough, with your character equipped with a copper sword, axe, and mining pick. The beginning hours will be spent chopping trees, building your first crafting station, killing some slimes to turn their quivering innards into fuel for your torches, and so on. Much like Minecraft, zombies and other uglies come out at night which drives you to create shelter and then start digging underground for wont of something else to do.

C'mon, this is easily more explainable than the average Minecraft schennanigans.

C’mon, this is easily more explainable than average Minecraft shenanigans.

While it might not initially seem so at first, there is a surprising amount of depth (har har) to Terraria’s gameplay. While you are hunting around for Copper and Iron ore, you will of course encounter enemies in the deep places of the earth. You will also frequently encounter priceless clay pots of a forgotten age which can be broken and looted for coins. You will eventually start coming across chests filled with goodies/equipment, and even crystalline Hearts, which can be broken and then consumed to increase your HP.

As you hit certain milestones, the world around you changes. Once you have accumulated 50 silver pieces, a Merchant will hang around your house, provided you build a room for him to sleep in. Finding and hoarding bombs will cause the Demolitionist to start peddling his explosive warez. And once you surpass 200 HP, there is an increasing chance the Eye of Cthulhu (the first boss) will settle its gaze upon your growing hamlet.

Not only does all this progression feel natural, it is also addicting. Your hunt for better ores to craft better armor and weapons to make your life easier leads to encountering stronger foes and ever more secrets. While crafting is a lot less complex than with Minecraft – you can talk to the Guide to see every craftable item that a given ingredient can produce – it simultaneously feels a bit deeper. Hitting Diamond could be accomplished relatively quickly in Minecraft, at which point you were essentially in the endgame. Contrast that with Terraria, where the natural hardiness of your foes directs your exploration of the whole of the game map before culminating in a Final Boss… whose defeat unlocks the Hardmode version of your world, with new enemies and even harder bosses.

I... I'll see myself out.

I… I’ll see myself out.

Of course, all of this implicit progression leads to a necessarily more finite resolution. While there are quite a few different set pieces to play around with, you are probably not going to spend the same amount of time building castles and mountain fortresses here as you would in Minecraft. That said, my game clock read 53 hours by the time I finished off the last of the Hardmode bosses and crafted the final piece of my ultimate armor. I could farm these bosses a few more times for their exclusive material drops – who wouldn’t want to run around with a flamethrower? – but it almost seems superfluous at this point. What would be next? Would I reroll a new character in a new procedurally-generated world? I could. But I feel I have already mastered these mechanics, and would simply arrive at the same destination a bit faster this time around. Hell, I could even equip my new character with the flamethrower and best pickaxe in the game to further speed along the process. Or I could go play something else.

Overall, the only real regret I have with Terraria was having spent all the time up to this point thinking of it as just a 2D Minecraft. Both games share many similar qualities, but why would another instance of “cause one to lose all track of time” or “become obsessed with mining better ore” be considered a deficiency? Both games are fun, in slightly different ways. Indeed, I am not even sure which one I would recommend first to someone who has played neither. Show Minecraft first, and like me, you might be a tad disappointed in the more limited forms of customization and Terraria not quite comparing to the sheer scale of an infinite 3D world. With Terraria going first though, you run the risk of having the person balk at Minecraft’s lack of direction and flat sense of progression.

Yes, that's a lava moat below a lever-operated trapdoor.

Yes, that’s a lava moat below a lever-operated trapdoor.

In any case, having indie game companies force these tough choices on us when the AAA industry is falling over themselves pumping out derivative, 6-hour long sequels is ultimately a good problem to have.

Xbox One11!one1!

The Xbox One reveal reminded me, forcibly, that Microsoft is the company behind the console. I mean, obviously, right? But between Windows 7 and Bill Gates building better condoms, I temporarily forgot about Games for Windows Live, Windows 8, and all the markedly cynical shit the Redmond company pulls as it endeavors to further erode all consumer surplus and out-EA EA.

Remember the always-online brouhaha? Well, the new Xbox doesn’t require an always-online internet connection. Except when you play a game for the first time. Or if the game company feels like pulling a Maxis and “off-loading computations to the cloud.” And just kidding, your Xbox needs an internet connection to phone home once every 24 hours or it presumably bricks itself until you do.

So how often does it check your connection? “Depends on the experience,” Harrison said.

“For single-player games that don’t require connectivity to Xbox Live, you should be able to play those without interruption should your Internet connection go down. Blu-ray movies and other downloaded entertainment should be accessible when your Internet connection may be interrupted. But the device is fundamentally designed to be expanded and extended by the Internet as many devices are today.”

Oh, how nice of them that your Blu-ray movies “should” be accessible when your internet connection is interrupted.

In return for all of these restrictions, you get to opportunity to… pay full MSRP for all your games! There are no used games for Xbox One, there are simply game disks which will prompt you to pay a “fee” of the full price of the game to play it. Remember when we thought EA eliminating the Online Pass was a gesture of contrition and good will? Surprise! It was cynical bullshit because Microsoft is handling the Online Passes now and adding them to 100% of all future Xbox games.

A lot of the Xbox Apologists have pointed at Steam in making their arguments that things are not so bad. In fact, there is talk that you may be able to sell your used games game licenses to other people on the Xbox Marketplace, in a sort of virtual GameStop setup. Okay… details? If it is true, and assuming you can set your own price, and assuming there isn’t exorbitant fees, then great! We just had to give up renting games, letting your friend borrow your games, and in the case of Steam comparisons, getting 50% discounts on brand new games released just three months ago.

I am not an Xbox customer; I neither bought any of the prior consoles nor plan to purchase this new one. But this sort of shit will affect every one of us. We already see DLC for our PC games delayed because of “Xbox exclusives.” Ports of future Microsoft games could be pulled from Steam just like EA pulled theirs, ostensively so we can have the privilege of paying more money for no conceivable consumer gain. What we see today is what we can expect more of tomorrow – not just from companies like Microsoft, but from everyone who thinks they can get away with it.

And that sucks.

First Impressions: Dust 514

After talking about this F2P title on and off for the most of last year, I decided it was about time to put my conjecture where my mouth is. Err… hands? You know what I mean.

After quite literally dusting off my PlayStation 3, I started the process of downloading the 1.3gb game. To kill some time, I started playing Journey while downloading Dust 514 in the background. I didn’t make it more than five minutes before stopping Journey and doing some research as to how I could take screenshots on the PS3 because damn. An hour later, I stopped looking at $150 video capture cards and finished installing Dust 514. Ten minutes later, I begin updating the game. Forty-five minutes later, Dust 514 finishes downloading and installing a patch larger (!?) than the entire original download.

Now, if it has not already been clear from historical record, let it be noted that I am not much of a console gamer. This was not always the case. In fact, all the way up until the end of the PS2 era, I was a console purist. With the notable exception of Balder’s Gate and the original Deus Ex, I felt like PC RPGs were cheap imitations of the holy JRPG (i.e. Squaresoft), which could do no wrong. In my prior life as a freelance RPG reviewer, I have 60+ “published” RPG reviews attesting to that fact; I even gave Planescape: Torment a below-average score because the combat system was bad.

I’m bringing this up to illustrate the fact that this entire console generation has left me behind until now. Or, rather, I left it behind. Although I was in college during the Halo heyday and thus have experience playing its first three iterations many times in the fraternity house, I never personally owned an XBox. Ergo, my skill at thumbstick shooters is abysmal. Give me a mouse and keyboard and I will shoot your aim-assisted face off any day. Ask my thumbs to do more than spam the Spacebar though, and I’ll have some rehabilitation issues.

Enough preface, let’s dive in.

First Minutes

God damn this game is ugly. This seriously looks like I’m watching a 480p Youtube video of someone playing Turok: Dinosaur Hunter. Yes, the Nintendo 64 version. Don’t get me wrong, it looks better than Darkfall, but it also looks like it was drawn entirely in watercolors on a soggy canvas. Or I’m looking at it through goggles filled with river water. My first red flag should have been the 1.3gb download, I suppose, although Skyrim was Skyrim with just 5.8gb. Then again, that was on the PC…

I made Azuriel Inanage a Gallente something something race, a decision based entirely on the look of the face mask. In my defense, the entire race decision seemed somewhat pointless considering everyone is in armor all the time, mercenaries can fight for any race, and you can train every race’s gear. I sat through several tutorial screens which showed me around the basic lobby interface, with its amusing “Would you like to learn more?” Starship Trooper prompts. They start out giving you 500,000 Skill Points and 250,000 ISK and then… basically drops you off at the pool.

Now, I still struggle with the judgment as to whether a game developer deserves a pass for this sort of design. Is it the noble “sink or swim” attitude, or is it “crunch time, we’ll fix it in a patch later” lazyness? I’m personally willing to muddle my way through a considerable amount of bullshit in search for that one kernel of fun, but that’s mainly because I’m a masochist at a minimum it becomes easy blog content. And I am not even really saying that Dust 514’s Skill/etc system is hard. It’s just… opaque. 100% function, 0% form.

You basically cannot spend Skill Points until you pay ISK for a Skill book that unlocks that specific Skill. So to start, I needed to purchase Skill X for Y ISK and then spend Z SP to unlock Rank 1. Some of the skills are “empty,” in that their sole function seems to be to sink ISK/SP by forcing you to rank up just for the privilege to access other skills. Others are more functional, like increasing shields by 2% per rank. The system seems to promote unlocking as many Rank 1-2 skills as possible (these ranks only cost 18k-36k SP), but you are gated pretty hard by ISK, at least at first.

So let’s go get some ISK.

It is worth noting, before I get into the outcome of my first few matches, how this game works. You start out with a few different loadouts with basic gear that you can always equip no matter what. Every other thing in the game, from weapons to side-arms to grenades to the very dropsuit you wear is a consumable resource. Meaning, each time you die and respawn, you lose everything you were wearing. Did you just buy some uber-gun but get ambushed at the spawn point? It’s gone now.

I suppose this is designed to evoke a feeling of risk and gravity as a counter-point to the more standard suicidal FPS inclinations. I wouldn’t say that I am completely risk-adverse per se, but I absolutely hate the feeling that I would have been better off not playing at all. Losing WoW Arena games back when hitting 1800 represented a huge leap in combat effectiveness, for example, felt brutal; there was no worse feeling than starting at 1780 Rating and then losing six games in a row. Dust 514 evokes that same feeling, as not only can you lose a bunch of purchased gear right away, but that gear also represents ISK you could have spent buying Skill books instead.

As it turns out though, those ISK concerns may be moot.

My first match was pretty bad, entirely due to my aiming like… well, like I was holding a gun using just my thumbs. It was a “Skirmish” map, which breaks down as a pretty standard cap and control game. At the end of the match, it turns out I received ~150,000 ISK for losing. Based on my experience thus far, the payout seems to be mainly based on time spent; the difference between a win and a loss seems to be around 50k ISK. Also, you can end up receiving “salvage” in the form of guns/equipment. I am still technically in the “battle academy,” aka the kiddie pool, but I would be surprised if you end up earning less out in the game proper.

Given how much ISK you get either way, any consumable equipment concerns are severely diminished. Even a top-tier assault rifle only costs ~11,000 ISK. There was not a full match in which I died more than 8 times, so I would still have turned a profit despite losing all those guns. Plus, presumably a better weapon would mean dying less in the first place. The value of a whole suit loadout is probably more substantial, but quibbling over the 700 ISK mid-tier guns suddenly seems silly. If this is the paradigm though, why bother with all the ISK nonsense to begin with?

Ah, right. Free-to-play.

Instead of purchasing items individually, you can buy blueprints which give you an infinite supply of them. These blueprints, assuming they don’t drop as salvage, can only be bought via Aurum, the RMT currency. Now, Dust 514 is probably cheaper in the scheme of things compared to, I don’t know, Planetside 2. But in this particular case, the game mechanics themselves feel a bit more insidious. Granted, it could just be my bias showing through, especially given how Dust 514 lets you preview the weapons or effectively “buy them” for significantly less than the Planetside 2 equivalent.

Honestly, I just don’t like consumable anything, even if I have more than I would ever need. I’m the guy still hesitating to use the stockpile of Elixirs while fighting the final boss. It makes no rational sense, but there it is. Ergo, I’m leery of CCP having my number, so to speak, when it comes to these blueprints. I’m not actually going to buy any, but I will feel bad all the same.

Anyway, those are my Day 1 impressions of Dust 514. Like always, I will stick with the game for a bit longer just to ensure that I give it as fair a time as is possible under the circumstances.

Metapost

About a week ago, the default font for this blog’s WordPress theme inexplicably changed. You may or may not have noticed, but I certainly did. And it’s driving me crazy.

In any case, I just sprung for the $30/year “Custom CSS” which allows me to, among other things, screw around with theme options and potentially code the website from scratch if I wanted. I’m not going to do that, but I will be attempting to figure out what I can do to make the site more easily readable… by some trial and a lot of error. If you have suggestions on how best to ease the transition of my words into your head, feel free to leave them below. Otherwise, buckle up.

Because words.

PlanetSide 2 – Six Months Later

So, it has been almost 6 months since I started playing PlanetSide 2. Am I still having fun?

Short answer: Yes.

Long answer: …yes.

Everything a sniper likes to see.

Everything a sniper likes to see.

Aside from a brief 1-2 week experiment with Outfits (aka guilds), I continue to have fun despite playing solo. While many of the problems I outlined in my prior article are true regarding organized PvP, they are perhaps a tiny bit less true now. Anti-Aircraft units have not been nerfed, but I am a bit more cognizant of of where they might be and thus avoid them. Or perhaps, given the server mergers, there may simply less people playing.

The biggest “problem” I consistently have with PlanetSide 2 are its break points.

Have you ever sat down at an MMO (or any game) and find yourself easily able to play for 2, 3, 4 hours at a time? That sort of thing doesn’t happen by accident; it’s part of a game’s intentional design. In PlanetSide, I occasionally sit down prepared for a long night of gaming… and then log off after 30 minutes. Finding a compelling fight isn’t necessarily the problem: the problem is finding the next one.

Momentum can stall. Spawning at a Sunderer and throwing yourself into the meat-grinder attack of a base feels awesome. And then you win. Err… what now? Sometimes the attacking force splits up. Sometimes you stay together as a cohesive unit, only to find that the next base you find is empty. It can take 8+ minutes to cap even an empty base. That is eight literal you-only-have-41 million minutes of your life, staring at the wall.

Thankfully, this shit should be changing soon.

Thankfully, this shit should be changing soon.

Part of why I stick with this game though is because of how much communication and iteration there is between the devs and the community. There are major game updates roughly every two weeks. The community asked for test servers so broken mechanics and (new) bugs stop appearing, and now we have a Public Test Server. The devs are pretty active on the Reddit forums, soliciting suggestions and advice.

I don’t think the designers have all the right answers – the devs clearly have some issues coming up with interesting Vanu mechanics, not unlike the issues Blizzard has with the paladin kit – but they are visibly trying. I am excited in particular regarding the upcoming lattice system. Assuming everything works, this could go a long way in fixing the problems with the gaps in engagement I experience after capping a base. And changes to the capping of a base – where destroying the Spawn Control Unit allows an attacking team to actually move on – will lessen the dead time after overwhelming a position.

So… good news all around.

Still such a thrill rushing an enemy base as a spontaneous group.

Still such a thrill rushing an enemy base as a spontaneous group.

If you are curious about the personal effects of Cert-Gate a month later, let me assure you that I don’t feel like it has changed all that much about the way I play. Yes, I have most every upgrade. Yes, I care a bit less about capping empty bases, given that I don’t feel like the 2-5 bonus Certs are worth 2-5 minutes of my time. On the other hand, I naturally have a hard time committing all of some limited resource to something. For example, I have ~2800 Certs left out of my stockpile. There are two guns I could buy with those Certs… but I won’t. Because I know that there will be new shiny things coming out in a few weeks, and I like the option to purchase those instead. But I might not buy those, and instead hold out for the new gun releases after the next batch. And so it is almost as if my 2800 Certs don’t even exist. It’s a bit irrational, but that’s how I roll.

So, yeah, I’m still having fun. PlanetSide 2 isn’t my main game (largely because it can’t be, given the breaks), but it is still a game I constantly think about and can’t wait to play for a bit when I get home. And the best thing? I don’t have to make apologies to anyone for those days when I just don’t log in.

Who is enjoying the MMO single life? This guy.