Word on the streets is that PS4-exclusive Horizon: Zero Dawn is coming to PC this year.
Will it release for $9.99 or less, as it was priced this recent holiday season? Probably not. Will it be just a slap-dash port locked at 30 fps or some nonsense? Possibly. But the big deal here is that Sony is taking its first steps towards releasing first-party games on another system. As someone who was prepared to buy a PS4 just to play 3-4 games, this is good news to me.
It does make you think about the future though. Nintendo is pretty much the last reasonable hold-out when it comes to the console wars, always coming up with some proprietary zaniness for their hardware and making everyone pay full MSRP because they can. The Apple of the console world, if you will.
Indeed, everyone originally thought that this console-to-PC shift was a natural result of consoles basically more and more becoming little PCs with custom cases. But in the final analysis, it is probably more due to the mobile market drinking everyone’s milkshake than anything else. Mobile gaming was 45% of the entire gaming market in 2019. While that doesn’t necessarily mean that less money was spent in the console world, it does mean that the opportunity cost for keeping your bestselling titles silo’d away is higher. I mean, it was always there, with the hope being that it pushed some hardware sales along the way.
Honestly though? These days I am thinking mighty long and hard on whether a $300+ console is going to be a better purchase than a $300 phone. The latter is something I use for hours every single day, even when I don’t find the time to boot up the PC, much less a third gaming device.
You know, I used to look down on “mobile gamers.” Or rather, they just never figured into my headcanon for what a real gamer was. Your mom playing Candy Crush is not the same as you playing a MMO for a decade on a $1200 PC. Nevermind how both developers are technically under the same corporate umbrella these days.
This past week, I went three days in a row without playing games.
Some of that was due to literally not having the time. My window these days is precisely between 8:30pm and 10:30pm, which is after the baby goes to sleep the first time, and when he wakes up for another bottle right before I should be going to sleep. Two hours seems like a decent chunk of time, but that is also the time I have to burn to get chores done around the house. By the time my ass hits the computer chair, it’s 9:50pm and… what then? What am I meaningfully playing for 40 minutes?
Of course, I am not counting the time spent playing Clash Royale. Or sometimes Hearthstone (Adventures). Those ~12 minute increments add up throughout the day in ways they could not via any other games. But these are not real, substantial narrative experiences.
After a while though, I have to start asking myself if that is what I even want. Maybe not in 40-minute increments, but surely I could make time elsewhere, if it were that important to me? I certainly seem to default back to Reddit browsing and low-effort time-killing readily enough. Almost as though I’m enjoying myself.
Luckily enough, I got through the ennui by the end of that week. But it did get me to thinking about what kind of gaming experience I was looking for.
There was an interesting, albeit depressing, exchange on Reddit concerning the release of Dr. Mario World, Nintendo’s latest foray into mobile nihilism. Basically, it’s Dr. Mario meets Candy Crush (e.g. stamina meters) with a dash of gacha game lootboxes. Which is a little weird, considering Nintendo seems to make a point about not being too greedy with their monetization strategies. What changed?
Whales vote with their wallets. There is nothing the other 90% of us can do about it. They are an insurmountable minority.
Five years ago, I made the point that “voting with your wallet” was a losing strategy, in comparison to complaining about things and thereby possibly voting with other peoples’ wallets. That sentiment seems almost quaint these days. The current reality we inhabit is one in which the mere existence of people willing to drop $100 (or $1000) in a sitting dictates how mobile games are developed.
I would like to believe there is some kind of silver lining in all this. And maybe there is. If you are just looking for something to do on your phone, there are tens of thousands of options available for free. Not all of them are even horrible. Hell, go play Dr. Mario World if you want!
As someone who loves the purity of elegant game design though… I’m fucked. I could vow to never play these games again, convince thousands more to join the boycott, and it wouldn’t matter. When 90% of the playerbase is already not paying for anything, and the average lifetime value of paying customers is single digits, one $99 purchase justifies a lot of nonsense. Not just in one game, but every game. There will be exceptions, but they exist as deliberate acts, fighting the ocean current.
When money is speech, the richest speak the loudest.
…er, when did we decide that was a good idea, again?
As I have begun my homebound tour of baby duty, I have a new appreciation for mobile gaming. Because it is the only gaming I can conceivably complete. While there are only three games in particular that I’m playing at the moment, I’m becoming well acquainted with the specific attributes of each one.
How long it takes from the moment you press the icon until you can start making selections. This probably shouldn’t matter as much because if you’re counting seconds you likely weren’t going to be having a lot of fun to begin with. That said, it became important to me once I realized that it takes Hearthstone 38 seconds to boot up.
Thirty. Eight. Seconds.
That’s just to get to the quest screen, by the way, not actually playing. In contrast, Clash Royale takes 17 seconds and Gems of War takes… huh, 32 seconds. For some reason, Hearthstone seemed more egregious.
How the game reacts to being minimized or otherwise losing focus. This attribute is a bit tough to precisely quantify because apparently it matters for how long the interruption lasts. Sometimes you can minimize to shoot off a text and be fine, and other times the app requires you to log back in.
Hearthstone used to be the worst at this, not only requiring a re-login, but also counting a Dungeon Run as a loss if you minimized in the middle of a boss instead of on the reward screen. As of some patch ago, you can safely minimize without losing progress.
Clash Royale is finicky, but even when there’s the equivalent of a re-log, it’s very brief. Things are significantly different if you are in the middle of a battle though. In some cases you can get back in, but you are generally penalized as “leaving the match.”
Gems of War, in my experience, doesn’t care and will be right back up instantly.
Can the game be played with one hand… if you know what I mean. Because you have a baby in the other hand.
Both Hearthstone and Gems of War are perfectly playable with one hand. Both games are basically turn-based, and even if you’re playing a human opponent in Hearthstone, you have a minute and a half to complete your turn.
Clash Royale on the other (one) hand is technically playable, but sometimes entire matches can be decided on pixel-perfect placement of troops at precisely the right moment. So in this respect, I’d say this isn’t a one-handed game.
They all have them.
Overall, I will say that Hearthstone’s Dungeon Run modes have been the MVP for me this far. When I said I had no desire to play Dalaran Heist anymore, that was before I got stuck watching a baby for 12+ hours a day. I’m already halfway through beating Chapter 1 heroic mode with every class, and being grateful I have something to do.
As I am playing a lot of mobile games lately, my nose is being rubbed in perhaps the most annoying design “feature” I have encountered in years: disposable progression.
The game in question is Gems of War, but it’s not specific to this title. Basically, you create a four-member team of monsters and use their abilities to fight your foes. There are hundreds of different monsters available, across a number of rarities, with all sorts of possibly interesting combinations. Each monster can be upgraded with a certain currency, special traits unlocked with a separate currency, and a third currency (extra copies) can upgrade the rarity of the card itself.
The problem is that you aren’t likely to use the first four monsters you pick up. So any currency you use to level them up and otherwise bridge the gap between completing missions and unboxing better monsters is effectively wasted. Maybe it can be considered “the cost of doing business,” but it nevertheless creates perverse incentives when I play. “Do I really need to level this guy up?” The answer is generally no, or at least never feels like a solid yes, so I don’t. And thus not only do I make the game more boring and harder for myself, I also rob myself of whatever pleasure can be derived from improving one’s characters.
I mean, it’s possible things were designed this way with the goal of actually getting players to waste currency in a bid to pad out game time. After all, if you sufficiently hoard currency, it’s technically possible to max out a new monster the minute you unbox it. That is not a particularly good outcome for anyone. And perhaps there isn’t really a way around things anyway – this may be a systemic issue the moment you design a game to have dozens and dozens of party members.
Regardless, it still feels bad. I have used the same monster team for the past two weeks, so I possibly should just bite the bullet and spend all my currency leveling them up. But the moment some cool legendary monster or whatever pops out of a box, I’m going to be quite miffed. And miffed to me is not opening the wallet to spend real currency buying fake currency, but uninstalling the game.
Know what’s downright quaint? This Time-Poor post from back in March.
Two or three weeks sans gaming isn’t too bad in the scheme of things. Or wouldn’t be, if there was some kind of known endpoint. I’m a planner, a schemer, an optimizer. Meanwhile, my baby is an agent of chaos. Sometimes he’ll go three hours between feedings, and other times I’m feeding him every 30 minutes for an hour and a half. And since you can’t really do much else, the TV is on in the background, and when he finally calms down, you might be interested in the rest of the show.
This whole experience thus far has given me some first-person views of the gaming edifice though.
On Sunday, I actually had a solid 1-2 hour chunk of time to do non-baby, non-household chore things at like 11pm. The whole world felt like my oyster! Unfortunately, I hate oysters, and I found myself browsing Reddit – which I do on my phone anyway – and then playing a few games of Slay the Spire. The thought of diving back into Divinity: Original Sin 2 was, well, unthinkable. What would I do? Walk around, get in one combat, then turn the game off?
It got me thinking about uninterrupted time, and how often some games require it. The traditional expectation of it being required is when a game functions on Waypoint Saving. But if you have a narrative experience that you care about at all, then uninterrupted time is required. But even if a game doesn’t have a narrative, you might still need uninterrupted time in order to progress in the “what was I doing?” fashion. Or perhaps even the mundane “what buttons do what again?” sense.
Games with grinding are also right out. It used to be “ain’t nobody got time for that” was because life is full of so many other, better games you could be playing instead. Nowadays, for me, it’s literal.
Having said all that, I find time for mobile games. Clash Royale is still an hourly diversion. I bought You Must Build A Boat and also downloaded Gems of War, both of which can be played in small chunks. I was looking at Terraria, but was scared away by a review stating the last update was in August 2016. Instead, I (re)bought Stardew Valley. While I haven’t tried it out yet, I’m hopeful that it can also scratch the progression itch in a more nutritive way that gacha games cannot.
We’ll see how it goes.
Remember when I said I wouldn’t buy Battlefield 5 because it would consume all my free time but not “accomplish” anything? Well, I did resist the purchase…
…and promptly put like a dozen or so “empty” hours into Slay the Spire instead.
I think my total hours /played in Slay the Spire at this point is north of 50 hours. Those are rookie numbers compared to Zubon at Kill Ten Rats, who probably put more hours into writing Slay the Spire posts last year than I have playing the game. Which it entirely deserves, by the way – it is a thoroughly enjoyable experience. It’s just not a novel experience (to me) anymore, and yet I feel compelled to boot it up any time I spend more than thirty seconds looking at my Steam library.
That’s probably a sign of good game design.
Last year, the devs at MegaCrit tweeted that they were looking at a Switch and mobile version of the game after coming out of Early Access. It’s 2019 and the game is still in Early Access, although there has been a third class added and, more recently, Steam mod support. If and when Slay the Spire ever receives a mobile port, is likely the day that I earn a Corrective Action Report at work.
I can’t wait. Because then I might be able to get home sated, and ready to play something else.
Last week, Keen blogged about a tweet that should be filed under “Things that make you go Hmm… not really”:
In a world of $5 lattes a game with 50 hours of content is worth $1,000. Instead, many won’t touch a game until some stupid Steam Sale. (source)
Wilhelm has already penned an exceptionally good take-down of the latte vs game comparison. What struck a cord in me the most, though, was this follow-up tweet:
The unwillingness to pay what a game is actually worth is why we have on disc DLC, F2P, micros for single player games, season passes, etc. (source)
This, my friends, is the embodiment of everything I warned about six years ago.
We as consumers have been beaten down so often and for so long that the argument almost makes sense. It seems “fair” that someone gets paid a proportional amount for the benefit received. But the funny thing is that reasoning only ever seems to go in one direction. Price exceeds the amount it costs to create? Capitalism, working as intended. Benefit exceeds the price? Suddenly there’s a whole lot of hand-wringing and articles about Millennials killing functionally useless industries.
Fight for your own Consumer Surplus! The difference between how much you paid for something and the amount of enjoyment it provided is yours. That’s your profit, not the game company’s. These corporations will try to erode your consumer surplus with ever more novel monetization schemes, and other people might try to guilt you into “supporting the devs” or admonish your “unwillingness” to throw your hard-earned money in a hole for literally no reason. But the fact remains that it’s the game company‘s responsibility to effectively manage their own resources, to figure out what payment models they should utilize, etc. Not yours. Their business is not your responsibility.
Don’t settle for the precise intersection between Supply and Demand. Don’t let anyone make you feel guilty for getting a deal. If you want to donate extra money to random devs in some idealistic hope they generate future value, go for it. But understand this: the only person looking out for you, is you.
The rise of the mobile gaming over the last couple of years has been covered rather extensively already. And up to this point, I would have argued too extensively. As a phenomenon, it is certainly interesting seeing a market emerge in real-time, but it never really seemed to impact me. The “gamer” population swelled with the ranks of people playing Candy Crush, which had little to do with any core gamers. Maybe a few well-known studios released a mobile app, whatever.
This past weekend ended up being pretty busy, but I still managed to squeeze in around 5-7 hours of gaming. And close to 100% of that time were spent in mobile games on my phone.
Granted, a few of those hours would have been dead time had I not had my phone with me. But close to half of the total was literally me sitting at my computer desk, dicking around with Clash Royale and similar “time wasters.” Part of it was undoubtedly post-game depression stemming from completing Mass Effect: Andromeda. It is always tough for me to mentally transition from 80+ hours of one title into a brand new game that promises similar hours required.
The other part, though? I am wondering whether it is due to my age that I am gravitating towards more instant gratification. Or maybe traditional game designers are getting worse at their jobs?
I spent approximately 20 minutes playing FFXIV over the weekend. I logged in, talked to some NPCs, teleported to some cities, talked some more, then had to take a minute Chocobo ride back to the main base camp to complete the quest. The main story quest, mind you. I had more fun in the 60 seconds of dead time on the Chocobo than I did in the entire 20 minutes playing overall, as I was able to boot up a mobile game, snag some rewards, and restart some locked chest timers.
Now, of course watching chests explode with goodies is a cheap, diversionary tactic at best; it is hardly fair to compare such things to the slow burn of a (supposedly) epic narrative. At the same time, those now-empty chest slots drew my eye to the 2v2 Battle button hovering just above, fat with the promise of compelling and amusing gameplay just a press away. And if I just get 6 more crowns from destroying enemy towers, I can unlock another chest with even more goodies. Hmmmmm.
Needless to say, I logged off FFXIV soon after getting off the Chocobo.
I guess what I’m getting at is the shift towards mobile is a multi-layered “problem.” There is the vapid dopamine rush from getting easy rewards, sure. There is also the front-loaded fun gameplay in quick gaming sessions. Then there is a whole class of game (MMOs) which are utterly reliant on back-loaded… everything. And it is not even that clear that such back-loaded fun is actually required to be back-loaded – that is simply how things have traditionally been done. Why doesn’t Waking Sands in FFXIV have a teleporter when just about every other town does? Is there a legit reason?
I am beginning to question everything. Opening a chest is a vapid reward. Is it more vapid than gaining levels in a traditional MMO? I am playing a Monk in FFXIV, and even after the revamped combat that came with the Stormblood expansion, I’m getting bored to tears with such a limited amount of abilities. I am stuck with limited abilities because the designers don’t want me to get all of them at the beginning because they are afraid I won’t feel rewarded enough in levels 20-60 after having received my full rotation. And they are right to be worried about that – it sounds awful.
Know what else sounds awful? Spending my time playing this game when I can play something else and be having fun right now.
Mobile gaming has not completely consumed my gaming mindspace, as evidenced by the fact that I spent 90 hours in Mass Effect just before this. But I am finding that the proverbial Fun Floor has risen dramatically over the last few months for me, more than it ever has before. Presumably, I am going to remember the twists and turns of FFXIV’s (later) story way beyond Quick Battle #4,872, and thereby justify the time investment.
But sometimes you just want to, you know, have fun when you play videogames. Right now.