Play as Life

Digital games as a form of play. Play as a part of life.

Will Rockfree become the Club Audition of the US?

Rockfree is like Rock Band online, only you’re using the keys to navigate instead of an actual instrument. While it has potential because it doesn’t have that many competitors, I don’t know if the game will become hugely successful because of two things: the broadband situation in the US and the poor graphics.

A crucial part of the game is to hit the keys in time to the music. But with Internet connection being what it is in the US, you may experience a slight lag, and that can ruin the entire experience. Hopefully, the publisher will be running a lot of servers to alleviate the problem when more users join up. A lot of flash-based games are already using this DDR-type thing with the arrows, but again, network connection has to be extremely good.

The second and MAJOR flaw of the game is that the graphics suck. The avatars are two-dimensional and really ugly. There’s no visual pleasure.

The best thing for the publisher to do is to look at Audition. Although I really hate the avatar designs in Audition (their eyes are huge like Anime characters) Audition has done a really great thing in tying in social networking so that it is “the” social networking site to go to if your a teen or in your early twenties (it was also the best online dating place for young people). You dance together, chat together, etc. It has also done a great job in using microtransactions to pimp up your avatar- because people kids don’t mind spending a dollar or two to make their avatar look cool.

The thing is, without the social networking, a music or dance game that you play with your fingers is just not fun. The reason guitar hero is fun is because you have an actual toy guitar that you can pretend to play. It’s that element that makes the game enticing- because why would the average person be interested in meticulous rhythm? (If you’ve seen people doing karaoke, you’ll know that perfect rhythm is the last thing on people’s minds)

I would be interested to see how virtual worlds aiming for teens such as Habbo integrate this. Until now, social networking in virtual worlds has been two-dimensional (except for sex, but that’s not really a major feature of the teen VWs). Even if you’re playing games, the interface is mainly 2D. But playing games (think of what happens in the real world) should be a 3D experience, where you can see the other people and interact with them as the gaming takes place. Game developers for virtual worlds are really missing that point. If you get a 2D game (say, playing tetris against someone) in a 3D virtual world, what’s the point of going into the virtual world in the first place?

That’s why of all the games I played within Second Life, the ones I liked best were extremely interactive. The funnest ones were a game of paintball, walking through a haunted house with a couple other people, and playing checkers. The cute thing about the checkers game was that someone had actually made a 3D checker board, so there were two people playing the game, and people standing around watching and talking- you know, like real life. That totally beats playing checkers online where you can’t see your opponent or have any interaction with other people other than chat.

Filed under: culture , , , , , ,

Sony Digs Its Own Grave, Then Tries to Fill it in

Last week, MTV Multiplayer had an interesting scoop about how Sony has been charging game publishers for content that users can download. According to this article, Sony started charging publishers a “network bandwidth fee” since Aug. 1 last year– 16 cents per Gigabyte. Because MTV is a publisher, the article did have a whiny tone, but it wasn’t making anything up and definitely put Sony in a tight spot.

Sony’s spokesman responded to the article saying that it still anticipates good content, but people are pointing out that the incentives for game makers to make games for the PS3 has dropped down even more because 1)Ps3 games are more difficult and pricier to make than xbox games and 2)ps3 has less users. Some blogs (Here and here) even suggested that developers avoided releasing PS3 demos because of this fee. Basically, it’s the vicious cycle theory: Xbox doesn’t charge publishers, so publishers will develop more Xbox games =>fewer ps3 games are developed=>people migrate to Xbox.

Interestingly enough, Sony announced today that it is going to make things easier for third-party developers– by lowering the price of development tools and offering technical support. Maybe it was thinking about this all along and the timing was a coincidence, or maybe it took this incident to point out its disadvantage. Who knows?

But I think this addresses a really important issue about content distribution- now that everything is digital, it’s very easy to distribute content. But there’s no such thing as a free lunch. Even if the distributor is willing to make the product free for marketing purposes, someone has to bear the cost of transmitting those bits. It’s interesting to see that in the game community, the end users are willing to pay, while in the news community, users are not. Is it because users wanting high-quality games have to receive them through an architecture that does not allow more flexibility? How come there isn’t a huge trend of migration from console to PC?

Filed under: industry , , ,

What the heck was that!?!?

I was walking down a dark corridor. Lights where flickering, noises were in the background. There was distant shuffling, the sounds of metal objects beging disturbed and crashing to the floor. I held my weapon close to me, there wasn’t a lot of ammo and if I was swarmed I would be in serious trouble. My hands were sweating and my knuckles were sore from gripping the stock so tightly. I heard a slight scratching behind me. I turned around and a mass of flesh that was once human rose up to eye level and without warning bit deeply into my shoulder. Someone screamed.

My wife apologized for her outburst. “sorry, sorry” she said. I told her it was ok, mainly because I get immense pleasure form watching people actually being effected by video games. I could hear my eldest son getting out of bed so I paused the game and obscured the view. He came out and asked us to be quieter.

The experience above was all from playing ‘Dead Space’ which has been an immense amount of fun. My spouse gets a little irritated when I keep mentioning to people that she screamed but I think it is an excellent illustration of how well video games are conveying genuine experiences of horror.

I am a horror nut. Experts tell me it is because I crave adranaline and the relief that comes from sucessfully averting life threatening situations. I am allergic to sky diving, mountain climbing or otherwise putting myself in the way of real physical harm. Media that can recreate dangerous experiences are pretty much my drug of choice.

For the past few years I have had a difficult time feeding that need for good horror. There was this period in the seventies where there was a decent amount of horror themed TV shows and movies about. Some were good, some were great, but most are yawners that have zombies with foam superglued to their faces. We seem to be repeating this trend with big-budget horror directed towards the below twenty set. Surgically enhanced twenty-somethings and a geek, madman/virus/monster on the loose, “twist” ending, comic relief and fake scares. Predictable boring dreck.

Dead Space on the other hand in the first five minutes puts you in an impossible situation with low ammo and health and forces you to look around every corner and keeps your muscles tense until you can hit the next save point. After getting through a particularly difficult situation I find myself wanting to find someone and say “we made it” and hug the nearest human being. Being able to keep up this slow burn tension throughout the game is an achievement that I have only experienced in a few movies. Films like Alien (of which Dead Space is highly derivitive or a tribute of) and the original Texas Chainsaw Massacre come to mind. The difference here is that for an average gamer the experience lasts for twenty hours or so instead of ninety minutes. Well worth the purchase price if you are thinking about how much it costs per hour.

I am not ready to hand the scepter of horror mastery to video games quite yet, but I expect to sometime in the next few years. Video games have a lot to master in terms of storytelling and the ability to suspend disbelief. The quality of the stories and the mythology of these games gets better every year. Just the fact that the game is better than most of the movie experiences I have had lately should be enough for filmmakers to take note.

Filed under: culture , , , , ,

Twitter Musings

  • Dear Metroid Other M, why can I not play you in 1080p on the console? I think Japan hates me. 1 week ago
  • Am I the only human on the planet who played and finished the Atari 2600 version of Megaforce (yes, a movie tie-in) when it was out? 2 weeks ago
  • DC Universe trailer is completely underwhelming. 3 weeks ago
  • 8 Year old impressions of Adventure for the 2600. http://bit.ly/bg6XgZ 3 weeks ago
  • Played around with League of Legends a bit last night. Pretty solid. DotA for the RTS Win. 3 weeks ago
  • Guild Wars 2 has some steampunky elements so maybe that will satisfy me. 3 weeks ago
  • Anyone have any feelings on the Bioshock Infinite CG trailer from yesterday? Made me feel like we need a steampunk MMO pretty badly. 3 weeks ago

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