What did the Next Gen ever do for Us?

The tagline to the above title being when does next gen become this gen? Yes, already there are rumours abound of what the next generation of consoles might bring to the table, even though for many veterans is still feels like the current generation barely got started. For those of you who remember the last brave days of the PS2, Gamecube and Xbox, it was with bated breath that the new generation was unveiled before our own eyes. And what of it? A number of years down the line (and with a few false starts) how has console gaming really changed and what can we anticipate the next generation will bring? Here’s the topic dealt with in the time-honoured list format.

Crates and/or barrels.
It was our personal hope that we would see the last of the crate and of the barrel, which were ubiquitously used to build generic levels, block pathways and for the henchmen to crouch behind (although to be fair this use was only really for the red barrels). →  Read the rest

E3 to the Grave: Forgetting Good Old Games

E3 has started. Some gamers are excited. Some gamers are jaded with it all. Either way, the lifecycle of many games will start this week. Almost. Well most of them were revealed, hinted at or leaked already. So this is games at their birth. First comes hype, then months of reveals, then reviews then bam! Japan gets the game. Then America. Then Australia. Then most of Europe. Then the UK. This is the beginning of a lifecycle for a game. But what happens at the end? When the game has been played by millions? Bizarrely it appears they dissapear from sight, only resurfacing on the second hand market. Don’t believe me? Check the official sites for Nintendo, Capcom, Microsoft games, Sony, Ubisoft. Mostly filler sites at best with the rare piece of news before Kotaku gets it. →  Read the rest

If we all work together, we might just get out of this thing alive

Things have changed. Co-Op is now a big deal in the world of games, and, as ever, there is an exact moment at which a well-informed observer such as myself can point and say “this, this is where the trend started.” Imagine there’s a timeline projected on the wall, and I’m probably wearing a suit, and with a laser pointer I confidently direct your attention to Halo: Combat Evolved, way back in 2001.

That’s right, before Halo there was literally no such thing as Co-Operative campaign mode.

Okay, fine, so that’s not strictly true. Or true in any sense. But Halo arguably marks the start of Co-Op gaming moving into the mainstream so that today, as we stand here in 2009, you literally can’t walk over a pile of games without tripping over one that has a Co-Operative mode. →  Read the rest

Enduring the Grind – Crunching as Company Policy

Mike Capps, president of Epic Games, has come under fire recently for remarks about quality of life issues in the videogame industry made during the “Studio Heads on the Hotseat” panel at the IGDA Leadership Forum ’08 (video here).

The remarks which brought about the controversy were made at about 21 minutes into the panel. Taken in the context of everything he says, his remarks aren’t as inflammatory as they’ve been made out to be, but I still have experiences which would contradict some aspects of what he maintains is a good way to make video games. I’ll get back to him after a little background on crunching to make a video game.

For anyone who hasn’t studied the game development industry, the dreaded “crunch” refers to the period during which game developers work well beyond eight hours a day and sometimes through weekends in order to meet an important deadline, typically the shipping date of the finished game. →  Read the rest

A Return to Rapture – Looking Back at BioShock

Although I voted BioShock the best game of 2007, the more I play it, the more it shows me how far video games haven’t come.

BioShock has one of the most chillingly powerful locales and universes in video game history, but sadly the game can easily be labeled a first-person shooter. It doesn’t really try to redefine what gaming is, or can be. It merely extends it, even though it redefined what a video game universe can be. Rapture is a fully-realized world; to an extent never before seen in video games. Rapture’s existence had purpose. People had lives, dreams, and aspirations. And Irrational should be commended for that. The writing/designing in this game is something most people can only dream about, or simply do not have the balls to even try. →  Read the rest

Now on Virtual Console: My childhood

This Monday the Virtual Console got its first batch of Commodore 64 titles (in the states). Though I haven’t played the released games, it was a momentous occasion for me because the C64 was home to my first gaming experiences. While the other kids were playing their Nintendos, I was learning run “*” ,8,1 (only with the shortcut of “u” plus the shift key that yielded some bizarre symbol I don’t remember).

The majority of American gamers likely haven’t even touched a Commodore so VC sales will probably be pretty slow. Honestly, I’m not sure they deserve to be brisk – most of the titles I remember were fun at the time but seem archaic and shallow now. Still, I feel a responsibility to present a list of favorites just in case the planets align and Nintendo releases good C64 games and you happen to find yourself with five bucks to burn. →  Read the rest

Counting the Game Industry’s Gold

Like most industries, the gaming industry is bound by the conventional economic wisdom that you must spend money to make money. Historically, that’s meant taking a loss on every game system sold (with the notable exception being most Nintendo consoles) in order to tap into selling game after game to console owners. This measure of success is known as the “attachment rate” or “tie ratio.” A somewhat (November 2008) dated Gamasutra chart shows that the Xbox was in the lead, with 6.6 games/system sold, followed by the Wii at 5.5 and the PS3 at 5.3.

This statistic has historically been a powerful metric for measuring market penetration and overall success for a console. After all, what’s the point of selling a console if you can’t sell game after game? But as with many things in today’s integrated media world, the lines have blurred and traditional metrics don’t necessarily tell the whole story. →  Read the rest

2008 in Review Part 4

Games, I have always believed, would benefit from acceptance into mainstream culture: once the stigma that video games entertained only troglodytic nerds disappears, the scope of what games are allowed to be would increase. This has started to happen, as, despite the whining and hand wringing of those who want games to remain in their and only their basements, gaming has expanded over the past several years. Part of this has been in the form of non-gamers picking up controllers, but my bet is that most of it is ex-gamers picking them up again, or twenty-somethings not putting them down as they (we) age.

This expansion has meant that the collective entity known as “gamers” now has much broader tastes: broader in terms of theme and maturity as well as content. →  Read the rest

The next gen consoles then and now – Revisited

I wrote this little ditty sometime last summer, analyzing all three consoles and how they had changed since launch. Since then the market has seen more major shifts, so I want to take yet another look at the Wii, 360 and PS3, and see what we might expect from them in 2009.

Microsoft
Then: I claimed before that Microsoft looked to be getting wishy washy, constantly tweaking the policies and features behind the 360, leaving early adopters in the cold and not focusing on the important issues that need fixing.

Now: Microsoft embarrassed my predictions through and through. The Red Rings of Death have waned, and whether or not it is a good thing, the community has mostly gotten used to dealing with them when they do occasionally pop up, much like we got used to replacing old PS2s. →  Read the rest

Digital Distribution in a Not so Ideal World

I don’t like getting into personal anecdotes, so I’ll make this part quick. I was a strong supporter of digital distribution when it started popping up as a legitimate method of buying games. I was a Steam apologist when it was new and buggy, and I used Sam and Max as staunch proof that episodic content could work.

Digital Distribution has so many strengths that seems hard to argue against it. Quick access to games as soon as you want them, with no trips to the store and less physical hardware to strain. Plus, its digital nature should theoretically reduce prices and put more money into the right pockets. This last part is not happening, as theory is not becoming reality.

As easy as it is to make digital games cheaper, the technology can also be used to nickel and dime us. →  Read the rest

The Ever-Evolving State of Gaming, part 1 of 327

Here it is, December 2008. I am setting here typing this up on a computer I rarely use for anything other than playing music and scouring the internet for unseen porn. If you would have told me ten years ago that Chinese Democracy would actually get released and that I would play console games more often than computer games, I would have laughed at you.

I just glanced over at my shelf and spied my little black DS Lite snuggled into its cute little sock carrying case; who would have thought that a fifth of Japan would come to embrace such a gaming device and that millions of them now occupy the United States as well? The old school Gameboy was popular…for little kids. Now men, women and kids play them. →  Read the rest

Tyson gives thanks… to video games!

When I started writing for videolamer over a year ago, I was a slightly angry, jaded gamer. I was pissed with how the industry was going: the Playstation 3 was way too expensive; the 360 had some good games on it, but let’s all be real honest, most people got the system for Halo or Call of Duty; and the Wii was intriguingly underpowered but still kind of fun.

I felt a lot like Jack Black’s character from High Fidelity. I was a ticked off, elitist snob who firmly believed that the few people who felt like I did about gaming hung around this site and we were the last bastion of sense in a pixilated world gone mad. Today, I am still a cocky bastard to be sure but I am not nearly as angst filled as I was a handful of months ago. →  Read the rest

The Small, White Elephant in the Room

Every month I get game magazines with beautiful characters from HD games splashed across their covers. The latest EGM features the Watchmen, the newest Edge details Little Big Planet and Game Developer dives into downloadable XBLA game The Age of Booty. Roundtable discussions in these magazines with developers and producers invariably focus on HD games and the challenge of creating and bringing them to market.

If you don’t follow the monthly NPD report you probably would have no idea that Nintendo has a significant lead in the American market. While the old guard of gaming press has been slow to downright resistant in accepting the Wii, the blame for the lack of Wii game coverage rests almost entirely on publishers. EGM has a tough time doing a cover story on non-existent games, and, while Babiez Party may be better than Mass Effect, diapers don’t look good on front pages. →  Read the rest

No one who worked with Eidos should ever be taken seriously

In a new Gamasutra editorial, Keith Boesky – “a long-standing game agent and attorney as well as former Eidos president” discusses the problems with game critics. Dismissing him immediately because he was in charge of Eidos would be unfair. I’m kidding, of course. The only reason he can’t be entirely ignored is because Gamasutra publishes his articles.

Boesky actually opens up with some insightful points. Contrasting the game industry’s critics to others, he observes that ours are nearly alone in frothing over huge budget, AAA material. We do not wait for art house games with bated breath, nor condemn anything that cost over 50 million dollars to make and is 90% spectacle.

His next idea is that people of my generation and older tend to mentally separate their passive and active media. →  Read the rest

Fighting off the pirates – DRM points to deeper problems

With Spore’s flagrant copy protection causing a stir, DRM is once again the hot item of debate in the gaming world. I welcome any rigorous discussion of the topic, because while most of us will agree that DRM should not be used, it most certainly will be. The more we discuss it, the louder we sound to publishers, and the better the chances that we create fair solutions.

Yet rigorous discussion is something we still seem to be waiting for. Some of the best “independent” voices in the press see fit to bring up the same pedestrian talking points that we have heard constantly, while others that try to play devil’s advocate will be scorned by gamers. I think we need to look at the issues of DRM and piracy from the proper angles, which in turn will help us determine what can and cannot be changed. →  Read the rest

Thoughts on filler

While playing Professor Layton last Spring, I remember Jay asking me (before he had purchased the game himself) if it were true that the game was bad because 80% of the puzzles were simple, the kind of thing that you could solve in 30 seconds and with little thought. The answer was a yes and a no. Yes, a large percentage of the puzzles were essentially filler puzzles put in to extend the length of the game. No, I didn’t think this made it a bad game.

This lead me to think about the nature of filler in games and how we approach and accept it in different genres. For some reason, the idea of filler puzzles seemed to bother a lot of people in the online community. In some ways, I can understand this. →  Read the rest

Gaming Community Rant

My last few weeks of gaming have been dominated by two downloadable games, Braid and Bionic Commando. While both playing each game and reading the discussions surrounding them, I came to a great personal revelation. Whenever I get into a state of severe crankiness, it isn’t because of the games I am playing. In fact, I like playing them quite a lot. My bouts of frustration and anger stem almost entirely from the gaming community.

Folks, games really are still good, even if there is a lot of crap to tread through. But the “industry” as a whole, from the companies to the press to the fans, is in a miserable state. Here are a few observations as to why this may be the case.

For one, we can argue all we want about whether games are art, or whether they are the pinnacle of entertainment. →  Read the rest

RPGs are bad “games”

The JRPG genre is filled to the brim with games that are so ridiculously easy they are bad “games” – in the sense that a game is something you should have to play optimally to achieve success. The Suikoden series, my favorite of the past two generations, has gone from being “somewhat tricky in one or two battles” to “a breeze at its hardest, with pretty much no thought involved.”

Part of this is a plague of the genre – the phenomenon of grinding. For those who don’t want to think about what they’re doing, grinding is an easy way out. There’s no need to play perfectly when you can spend a few hours killing baddies and come back able to beat the tar out of the bigger baddies. It takes time, but then JRPGs are filled with fluff already (mostly grinding, actually), so spending a bit of time leveling up doesn’t sound too bad. →  Read the rest

Dual Shocked

Way back when the Playstation was Sony’s way of saying “fuck you” to Nintendo, there was the original Playstation controller. The method behind it was simple; take what Nintendo made and make it bigger. The controller had the same layout as a Super Nintendo pad, with some added handles and two extra shoulder buttons. Not at all original, but entirely functional, Sony would begin a trend of copying and improving that they follow to this day.

Nintendo of course wouldn’t be beaten, and with the N64 they added not only an analog joystick, but the option for force feedback. Sony replied just as they did before; their new controller would have two sticks and two rumble motors, without the need for batteries. Thus the Dual Shock was born.

Thanks to its popularity and the ubiquity of the Playstation, the Dual Shock became the closest thing to a controller standard the industry has ever seen. →  Read the rest

E3 08 – Sony Press Conference impressions

The major E3 press conferences played out the way I expected, except for Sony’s. Nintendo didn’t have much, and they didn’t really need much. Microsoft needed a fresh coat of paint and wanted a broader audience for the 360, and revealed attempts to accomplish these goals. Sony needed some big fucking guns, especially after the FF13 announcement. Instead, they gave us most of the same, and the few pleasant surprises simply weren’t enough in today’s gaming climate.

Killzone 2? Knew about it. Resistance 2? Looks great, but we knew about it. Resistance PSP and God of War 3? New, but not exactly shockers. Neither is a new Ratchet and Clank, even if it is a downloadable. Sony’s wares are all last year’s models, and apparently that will not fly. I think it is clear that as companies host their own mini events throughout the year, E3 is becoming less and less important for announcing ground-breaking news. →  Read the rest