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Virtual Realms: Height of Cynicism
Alright, maybe Virtual Realms were the unannounced feature of 5.4. Or the tutorial zone, aka Proving Grounds. But, no, probably Virtual Realms:
New Feature: Virtual Realms
- Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
- Players belonging to the same Virtual Realm will have a (#) symbol next to their name.
I guess they finally solved that otherwise insurmountable naming problem, amirite?
Anyway, there are two (other) reasons this announcement is the height of cynicism:
1) Server Merges by any other name.
I get it, you get it, we all get it. Actually saying “server merges” is a sign of the apocalypse and bad PR besides. Grouping several low-pop servers together “virtually” is putting lipstick on the pig of 1.3+ million subscriber losses in the last quarter. At some point though, it’s just sad. You aren’t fooling anyone with that ridiculous comb-over. Just shave your head and get it over with.
2) Aren’t you glad you just spent $12.50+ server transferring?
I read the comments on my earlier post, regarding how things “usually go on sale before they are obsoleted.” For as jaded and dour as I can be under normal circumstances, I generally have some minimum level of faith in humanity. Obvious displays of naked greed are actions that can still genuinely surprise me, even if I distrust the “altruism” of corporations as a rule.
But, Jesus Christ, did Blizzard just take a huge shit on their playerbase.
There was a running joke in the PlanetSide 2 community regarding something similar: Item of the Day. Usually, the deals are 50% off the Station Cash (i.e. RMT) price of some garbage item or another, including items that are way cheaper to purchase with Certs. Every now and then though, some recently-released gun or something will pop up, prompting a lot of sales. People always joked that whenever something good snuck its way into the rotation, that meant it was getting nerfed by next week. And the shitty thing? It usually did.
The assumption got so pervasive and accurate that Higby, one of the PlanetSide 2 devs, actually stepped in and rolled back a planned nerf to one of the vehicle weapons that had just went on sale. He assured the community that these sales are planned out 30 days in advance, that the sale/nerf cycle was just coincidence, but who can you really believe when it comes to capitalistic incentives?
That question is not so rhetorical anymore. It was not an accident that Blizzard put server transfers on sale for the first time in their 8+ year history a mere week before announcing (free) server merges. Maybe they see some distinction insofar as players can choose where they go versus leaving it up to random chance. It’s still absolute bullshit though, because how many people would have bought a server transfer if the sale was this week, or next week? QED.
I mean, this is a new low that even EA hasn’t achieved, not for lack of trying.
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.
Review: Syndicate
Game: Syndicate
Recommended price: $5
Metacritic Score: 69
Completion Time: ~6 hours
Buy If You Like: Amoral cyberpunk FPS bastardizations
Syndicate is a FPS reboot of the 90’s series of the same name. As someone who never played the original series, I became interested after watching the trailer and was drawn towards the dystopian cyberpunk setting as a means of getting through my Deus Ex withdraw. Indeed, at first glance Syndicate has a lot in common with Deus Ex on a thematic level, although Syndicate never really goes any farther than reestablishing the rather brilliant lore of prior games. There are no deeper ramifications to your actions, or introspection on the nature of humanity, or much beyond entertaining gunplay, so… not really like Deus Ex at all.
The premise of the game is that you are Kilo, an Agent of a syndicate named Eurocorp, who just developed a highly-advanced neural implant that grants access to various powers. In this future, industrial sabotage takes on an incredibly literal meaning, with Agents of rival syndicates tasked with infiltrating R&D departments and basically killing/stealing ALL the things. During a mission to do exactly that, a conspiracy is uncovered, reinforcements arrive, boom boom, explosions, lens flare, boss fights, the end.
That sounds facetious, but plot is not at all Syndicate’s strong point.
What is particular strong however, is the gunplay. Syndicate does a great job of making you feel like you are running and gunning in a Matrix-esque movie, including having access to overpowered abilities without making you feel immortal. As the plot develops, you eventually gain access to three main “Breaches”: Suicide, Backfire, and Persuade. Suicide makes the targeted enemy shoot themselves in the head or pop a grenade if they are near others. Backfire causes enemies to fall down (possibly out of cover) and take additional damage for X seconds. Persuade makes an enemy fight on your side for X seconds, before shooting themselves at the end of the timer. Each of these abilities recharge only when you kill enemies, ensuring that you don’t just hide in cover until your cooldown comes back up.
What does recharge is the sort of bullet-time mode that you can use in a more traditional Max Payne/FEAR sense to dispatch foes. In fact, this bullet-time is incredibly important because you frequently face massive waves of enemies who are more than capable of mowing you down in seconds. As you progress, the enemies get smarter, tougher, and many start becoming immune to your Breaches altogether. Along the way, you will face rival Agents as proper boss fights, including extra-long HP bar and various gimmicks. While such boss fights were really out of place in a game like Deus Ex, for some reason they felt alright in Syndicate.
In any case, if you are like me and care more about whether it’s worth $9.99 or whatever than about how much the reboot ruins the spirit of the original games, I would say it entirely depends on how much enjoy cyberpunk settings. Syndicate looks great, it has a solid five hours of mindless fun, and you can almost pretend that there is an in-depth existential plot you are just Spacebaring through the whole time. Indeed, Syndicate has a lot more in common with Hard Reset than Deus Ex in that regard. Times aren’t what they used to be though, and whereas I would recommend Hard Reset at $10, I have a tough time recommending Syndicate at any anything higher than $5… and even then, only if you really dig cyberpunk games.
Slow News Day
Man. If only there was, like, something interesting going on the world of gaming. You know, some tidbit of under-reported MMO news or some noteworthy announcement that happened in the last 24 hours or so. If it could demonstrate my somewhat embarrassing lack of forecasting abilities, that would be great too.
So, yeah, SWTOR going F2P.
Less than 1 million subs now, but totally “well over” 500k, aka the event horizon of the money hole. There is not much else to say that has not been said in a dozen other blogs in your RSS, although I am inclined to point to Green Armadillo’s analysis over at Player Vs Developer for one-stop shopping; I agree with basically everything the dasypodidae said. Especially the confusion as to how a F2P model is supposed to work when the stuff being pay-gated is probably what the vast majority of players don’t care about, e.g. endgame.
My contribution to the discussion, such as it is, will be the following:
In other news, I finished Dead Island over the weekend, and just completed Orcs Must Die 2 mere hours ago, having played the entire Story-mode in co-op. Official reviews of both and others will be forthcoming. Then again… maybe not. The recent Steam Summer Sale haul included the following:
- Crusader Kings 2
- The Walking Dead
- Prince of Persia Complete Pack
- The Longest Journey + Dreamfall
- Arma 2 (aka DayZ)
- 2K Collection (aka Spec Ops: the Line, Civ5, Darkness 2)
- …and a truly embarrassing amount of indie games
I almost pre-purchased Borderlands 2 since it was $40 via Dealzon, before I realized that I am addicted to the thought of getting deals on videogames more than the actual playing thereof. At least, that is the only possible conclusion looking at my (digital) library. I was feeling kinda bummed out at letting the Borderlands 2 deal slip away though – while it was never supposed to be a sort of Day 1 purchase to me, I was definitely looking forward to it sooner rather than later – until my friend said “Steam Winter Sale.” God dammit.
I am looking forward to hitting up SWTOR once it goes F2P though, assuming GW2 plays out as I expect and I don’t do a full relapse with MoP. Throwing down $15 for the box a week or so from now is not asking much, but like I mentioned earlier, it is all about the dealz. And it is hard to argue with “free several months from now” when there is plenty to do in the midterm.
Kingdoms of Amalur, Used Game Sales
As you may or may not be aware, there was a minor kerfuffle surrounding Kingdoms of Amalur: Reckoning. The gist is that Amalur is an EA-published single-player RPG with an Online Pass that unlocks Day 1 DLC, which is like a triple-word score on the Scrabble board of controversy. The thread on the forums ballooned to 48 pages of indignation, Curt Schilling (CEO and some baseball guy) responded in an eminently reasonable manner, and now the thread is about three times as big.
The irony in all of this is that this particular incident is not that big a deal. However, it touches on so many things that ARE a big deal, that it becomes something that should be a big deal. Specifically, the demonization of used game sales, which has came up before in an unfortunate Penny Arcade post back in August 2010. Later on in the Amalur thread, Curt Schilling laid out the issue:
Herein is the dilema no one wants to talk about right? We CANNOT in ANY WAY cater to people that buy used games exclusively right? We see ZERO revenue. Now as a consumer you may care nothing about that, and that is absolutely your right and we respect that.
However we are a business, we have 400 people, every single one of them is awesome, but I just can’t get them to work for free, so we need to make money to pay them, to make more awesome games.
Now the issue is the straddler, there are people like me, never ever bought a used game in my life, or pirated one, and never will, and people that ONLY buy used because they don’t have the means to buy new or whatever, but they have their reasons, agree with them or not it’s not relevent.
The straddler does both, he buys new and used, he turns in used to buy new, and that new game could be ours right? How do we handle that? How does the industry handle that? Industry? That’s the huge challenge.
I want to talk to the executives out at EA and other game companies for a moment. Are you guys listening? Get ready to write this down:
Fuck you.
A used game sale is a guaranteed new game sale at a lower price point.
Don’t you see? These people are ready and willing to give you money, and YOU ARE NOT LETTING THEM. No one is buying used games because used is better; used games are universally worse, with possibly scratched disks, missing manuals, missing cases, and so on.¹ No one is buying used games to specifically deny money to the developers; otherwise they would simply pirate it. People buy used games because they are otherwise being priced out of the market (which includes people who don’t feel a game is worth full MSRP).
I understand it’s EA or whoever’s right to set their merchandize at whatever price point they like. I have doubts that $59.99 is the precise intersection of Demand and Supply, but whatever. My point here is that used game sales is literal demand that is being filled by other people expressly because you refuse to accept any less than an arbitrary amount. The idea of Online Passes is to get something back from the secondary market, right? Instead of selling $10 Online Passes, how about, I dunno, dropping the price of the game by $10?
Maybe the Online Pass thing makes them more money. If a game is resold ten times, that is potentially $100, right? But if that game was resold for $40 ten times, that means EA could have sold TEN NEW COPIES AT $40. Gamestop could sell used copies at $35, sure, and maybe no game company one wants to get into such a race to the bottom. But at that point, I would hope that EA and friends would get on the right side of incentives instead of the wrong.
Because here’s the thing: this is all about the continual erosion of Consumer Surplus. When you buy a brand new game for $59.99, the ability for you to sell that game to Gamestop for $20 when you are done with it is Consumer Surplus. It is value, whether you explicitly exercise it or not. We can imagine a world where used games somehow don’t exist in any form.² In such a world, you have LOST $20 worth of value and have likely received NOTHING in return – probably LESS than nothing, if the mechanism that prevented used games inconveniences legitimate customers the same way DRM harms actual customers. This is the reason DLC (especially Day 1 DLC) is troubling, the reason Cash Shops are troubling, the reason being forced to go online and register offline, single-player RPGs is troubling: all of these things are signs of Consumer Surplus extraction.
Remember back, say, 20 years ago? When a game company only received greater profit by ensuring they put out quality products? Those days are long gone. It is no longer about generating more sales, but from extracting more dollars from the sales that ARE made. Whoever came up with the phrase “value-added services” is a goddamn Doublespeak genius. Instead of simply getting those extra costume options, we pay for them. Instead of getting free map packs, we pay for them. Instead of being able to earn Sparkleponies and Disco Lions, we pay for them. This incentivizes game designers to have us pay more for less, instead of pay less for more.
The Kingdoms of Amalur controversy is not that big a deal in the scheme of things. Indeed, when you put it in the context of pre-order bonuses and Collector’s Edition items, it’s hard to see 38 Studios “giving away” DLC as particularly nefarious. Lesser evil is still evil though, and I can’t help but wonder whether in a different age those seven quests would have been included in the game, or in a free patch later on. Or as a poster in the Amalur thread said:
Is it just me or does that PR statement just admit that they develope DLC at the same one as the game, or in non moron speak, the game you’re paying 60 bucks for is having parts removed so you could buy then later.
AHow incredibly fucking nice of them to give Us the entire game up front, oh wait, they just admired to holding that back.. What else did they pull out? What other content did they strip from the title to bilk us for later?
Looks like $20-30 GOTY edition it is.why would I pay full price when I can’t trust or believe I’ll actually get the full….Fucking…. Game?
¹ Remember when games came with cloth maps and game posters? I still have the two game posters that came packaged in the FF6 box. Those sure as hell didn’t show up with your used game copy.
² Just look at Steam: no used game sales. Of course, you should also look at Steam because they are on the right side of consumer incentives. In return for DRM and no resale of games, we get hassle-free DRM, truly ludicrous sales (consumer surplus!), automatic game updates, amazingly fast downloads, integrated community, and the ability to manage a library of titles without worrying about CDs or CD keys. Compare that to the typical ham-fisted Ubisoft or EA implementation of DRM.



Xbox One11!one1!
May 23
Posted by Azuriel
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.
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.
Posted in Commentary
2 Comments
Tags: Always Online, Consumer Surplus, EA, Fee, Game License, Online Pass, Used Games, Xbox, Xbox One