Tag Archives | Gaming

Steam Snag: Digital Retailers Boycott Modern Warfare 2

call_of_duty_modern_warfare_2_Just days before Call of Duty: Modern Warfare 2 is released, several digital retailers have decided not to sell the game.

Is it because of that controversial scene where the player acts out a terrorist attack? Nope. It’s because the game’s PC version uses Steamworks, a software platform for multiplayer match creation, downloadable content and anti-piracy measures. Direct2Drive, Impulse and GamersGate say they oppose the forced installation of third-party software on players’ computers (Direct2Drive calls Steamworks “a Trojan Horse”), and so they are sitting out on the biggest computer game of 2009. Bold move.

Of course, that’s only the official story. Steamworks is a part of Steam, Valve’s digital distribution service that happens to compete with the boycotting retailers. As 1UP so eloquently put it, “having to fire up Steam to play the game you bought from Direct2Drive is a lot like having to walk through a McDonald’s every time you want to eat a Whopper,” so you can understand the retailers’ position.

The bigger issue is that Modern Warfare 2 is taking away many of the things PC gamers love about PC gaming. Last month, chaos ensued when developer Infinity Ward said there would be no dedicated servers allowed for multiplayer matches. Instead, everything will be handled though a console-style matchmaking system, and the game won’t support user-created mods either. (Ars Technica has a nice rundown of how messy this situation has become).

The forced implementation of Steamworks ties into those earlier developments as a way of controlling the PC gaming environment, and making it more like the Xbox 360 or Playstation 3. The problem is, that’s not what PC gamers want. Modern Warfare 2 will probably sell well on the PC anyway, but it’ll be a neutered experience, and one that hurts the free spirit of PC gaming as a whole.

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Art, Game or Trojan? Don’t Be the Judge!

loseloseThe folks at Symantec have looked right past the artistic intent behind Lose/Lose, a computer game that deletes your files every time you shoot an alien, because they’ve just classified the game as a Mac Trojan.

Lose/Lose is described by its creator as “a game with real life consequences.” It’s a standard space shooter in the spirit of Galaga, except that each alien is assigned to a file on your hard drive. Blast the alien, and the file is gone forever, for real. Getting hit by an alien crashes the game, never to be played again. Here’s what creator Zach Gage says about the project:

By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions?

When I read about the game on Make a couple months ago, I chuckled at the concept, watched the video and wisely skipped trying the game for myself.

Symantec, on the other hand, dubbed the game a Trojan, gave it a name (“OSX.Loosemaque”) and created a threat assessment. Most amusing is how Symantec employee and blogger Ben Nahorney acknowledges Gage’s intent: “What’s interesting is that the author of this ‘game’ flat-out says what it does on his Web site,” Nahorney writes. “Reading through the author’s description, it seems that he has created this game/threat as some sort of artistic project.”

Still, Nahorney follows with a valid point, that someone with truly bad intentions could modify Lose/Lose’s code and distribute a game that doesn’t pronounce its file-deleting capabilities outright. So next time you download some obscure, simplistic alien-shooting game from the Internet, consider yourself warned.

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Eliminate Pro: Is This the iPhone’s Quintessential Shooter?

eliminateproA new game called Eliminate Pro surfaced in the iPhone’s App Store yesterday, and it finally delivers everything the iPhone’s OS 3.0 update and faster 3GS model were supposed to provide.

Eliminate Pro is a free-to-play first-person shooter. The plot is minimal — you’re a test subject at a weapons development company — and the play is basic, pitting you against a few other players in simple deathmatch arenas. You need at least an iPhone 3G to play, but you get better map rendering on the iPhone 3GS. Graphically speaking, the game has a solid presentation and looks a bit like Quake 2 in terms of detail.

But what’s most interesting about Eliminate Pro is the business model, made possible with OS 3.0. There aren’t any ads, and it never costs you anything to play, but if you want to gain experience points and in-game currency for buying and upgrading gear, you’ll need “energy.” You only get enough energy for roughly a half dozen rounds, after which you’ll either need to buy more with real money or wait for about four real-world hours. A basic unit of energy costs $1 and lasts you for another half dozen rounds or so, though you can buy the stuff in increments of $10 or even $40.

So this is the iPhone’s new free app with in-game purchases model, but does it work? Sort of. I’m happy to keep the game on my iPhone, but I’m not tempted to buy more energy. The cost to keep earning experience and credits is simply too high — games go fast, so you could easily burn through $10 in a day — and there’s no option to pay once for all-you-can-play. The controls also need more customization, as I couldn’t quite get comfortable enough to achieve the lightning-quick response needed to feel like I’m playing a legitimate first-person shooter.

But for now, this is as good as it gets on the iPhone (disregarding Doom Classic and Wolfenstein 3D, which get special classic status). Eliminate Pro uses a business model that’s in line with the iPhone’s dirt-cheap economy, and it’s perfectly serviceable for a few minutes of fun. It may not be a great game, but it’s a good snapshot of where iPhone gaming stands right now.

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Nokia N-Gage Gets the Boot

Nokia logoWhen Nokia failed to generate enough buzz with its gaming phone offerings under the N-Gage name, it switched gears in 2008 to offer the platform instead as a gaming service. It now appears that strategy was a failure as well: N-Gage is set to be phased out in 2010.

Games would be able to be purchased through September of next year. The community site attached to the N-Gage platform would stay online through 2010, Nokia said. A complete exit from gaming is not happening however: the manufacturer said its Ovi service would still offer a selection of games.

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Modern Warfare 2: Player Discretion is Advised

modernwarfare2tThe following story has a spoiler on the upcoming first-person shooter Call of Duty: Modern Warfare 2. It’s also a bit of a rant. But even if you avert your eyes now, the game itself will ruin the surprise for you anyway. I’ll explain:

Yesterday, some footage of Modern Warfare 2’s opening scene leaked onto the Internet. You can watch it at GameDat by clicking the video that says “modern warfare 2 leaked gameplay w/sound,” but I’ll tell you now that it sees the player playing as the enemy, experiencing their evil by gunning down scores of innocent civilians at an airport. The nature of the scene is a conversation for another day, maybe once the game’s out and I’ve had a chance to experience it. Briefly, I’ll say that I enjoy seeing video games push the envelope by making people uncomfortable.

What’s really grinding my gears today is how publisher Activision and developer Infinity Ward will handle this sensitive material in the game. Activision says players will get a warning message before the segments occur, along with the ability to opt out and skip ahead.

Who exactly is Activision trying to shelter here? Kids? If they’re playing the game unsupervised — which they shouldn’t be, per the game’s “Mature” rating — I don’t see why they’d be compelled to skip the scene. Extraordinarily squeamish adults? Oh please.

I’m reminded of the “viewer discretion is advised” messages you get before a TV show with explicit material airs, except those warnings occur at the outset of a show, so people know to change channels or make the kids go upstairs. Activision and Infinity Ward, to my knowledge, aren’t putting a warning on the box (aside from the aforementioned “Mature” rating that would’ve been there anyway). Instead, they’re essentially tapping you on the shoulder as you play and yelling, “Watch out! This scene’s going to stir your emotions!”

If you don’t think that’s silly and self-defeating, ask yourself if you’d want that to happen to you during a movie.

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For Gamers, the Microsoft Store’s a Rip (and a Mend)

Microsoft_Store_LogoThe Microsoft Store stole plenty of ideas from Apple, but you definitely won’t find services for gamers in the Apple Store.

Destructoid’s Conrad Zimmerman was close by for the Microsoft Store’s grand opening yesterday, and he scoped out a few features for Xbox 360 and Games for Windows customers.

The neatest thing he found was on-demand printing of PC games. It works exactly like it sounds: Use a touch screen kiosk to browse Microsoft’s PC software catalog, toss the ones you want into a virtual kart and alert one of the store’s roving, Apple-esque minions. All the printing’s done in the back, and four minutes later, you’ve got a disc and box, complete with labels, cover and instruction manual.

The system allows Microsoft to carry an unlimited stock, and, well, it sounds kind of fun. I wish there was a similar system for Xbox 360 games, but unfortunately the store is sticking with boxes on a shelf for those (though Zimmerman says the selection is healthy).

Another service that should be appreciated, but not loved, is the ability to bring in your Xbox 360 for repairs. If it’s a basic problem, such as a faulty power brick, Microsoft’s service techs will repair it on-site. Otherwise, you’re at least saved the hassle of finding or paying for an appropriate shipping vessel when suffering the Red Ring of Death.

The store also has five demo stations for Xbox 360 games, with their video projected onto the walls. Not revolutionary, but essential. Zimmerman wrote that roughly 15 percent of the store is dedicated to video games. So I guess only 85 percent of the Microsoft Store is an Apple Store clone.

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Lessons From Pay-What-You-Wish Gaming

worldofgooLast week, two-man game studio 2D Boy made like Radiohead and let people set their own price for World of Goo, a game in which you construct gelatinous towers from cute little goo balls. The promotion, which has now been extended until October 25, is in celebration of the game’s first birthday.

2D Boy has now shared the sales figures, the range of prices paid, and the results of a buyer survey. Media buzz and word of mouth gave sales a hearty boost, reaching 57,000 downloads at an average of $2.03 per download, (over $100,000 even after Paypal’s 13 percent cut), but it’s more interesting to see what people said about 2D Boy’s pay-what-you-wish model.

Asked why they chose a particular price, survey respondents mostly said “That’s all I can afford right now” or “I like the pay-what-you-want model and wanted to support it.”

“How much the person feels they can afford seems to play a much larger role in the decision than how much the game is worth,” the developers wrote on their blog. Incidentally, most people said the game should normally cost $10, not the $20 it usually sells for.

The data is enlightening enough on its own, but there’s one point I want to bring up: Shortly after World of Goo was released last year, 2D Boy estimated that piracy rates were roughly 90 percent. Given the survey responses from the sale, I’ve got to think there’s a correlation between piracy and the feeling that a game’s price isn’t justified.

2D Boy doesn’t draw any conclusions, saying that other developers would have to try the idea under different circumstances to get a better picture of what’s happening. They’re right, because World of Goo is an exceptional game and a critical darling. But other developers should take this model for a spin to see if its legs are sturdier than goo.

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The Games Industry’s Redeemer: Halo

ODST-frontVideo games sales bounced back modestly last month, snapping a six-month streak of declines from 2008, according to the NPD Group’s monthly sales figures.

Overall, North American game sales were one percent stronger last month than they were in September 2008. But software revenues were stronger than hardware, climbing 5 percent compared to the same month last year.

The reason, of course, is Halo 3: ODST, proving that Microsoft’s cash cow hasn’t dried up. ODST sold 1.52 million units last month, making it far and away the leader in software sales. Wii Sports Resort, a sequel to the pack-in classic Wii Sports that includes an accuracy-boosting MotionPlus peripheral, trailed in second with a mere 442,900 sales.

What’s interesting is that, despite past months of doom and gloom for the industry, gaming had its second-strongest September on record. The only September to top it was in 2007, led by — you guessed it — Halo 3. That month, the franchise’s Xbox 360 debut sold 3 million copies, while the next best-selling game, Wii Play, sold just 282,200 copies. To put it another way, the Master Chief basically carried the games industry on his back, and did so again last month without even starring in ODST.

It’s safe to say that the Halo craze is nowhere near over. ODST, which was originally conceived as an expansion pack, was criticized for being short and showing the series’ age, but it still received favorable reviews and sold phenomenally well. When the next full game, Halo: Reach, arrives next year, I’m guessing that even the people who avoided ODST (myself included) will want to take a look. Clearing the 1.5 million mark should be a breeze, and the games industry will look mighty once again.

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How Much Should iPhone Microtransactions Cost? (Answer: A Little)

Falling iPhoneGood news for game developers and people who hate “Lite” iPhone apps: Apple is now allowing purchases directly from within free apps. This feature was previously allowed only for paid apps.

Certainly the decision will affect anyone who develops a “Lite” app that has less features than the paid version, as it’ll let them combine both into a single download. But my mind jumps straight to gaming, which could see a rush of apps with paid microtransactions to unlock extra content or features.

Consider, for example, an MMORPG. Apple’s decision will allow developers to adopt a free-to-play model, charging players for extra items or abilities. Some games, such as Mafia Wars, were already doing this by having players purchase entirely new app for their upgrades, with their stats preserved. But the new solution is much more elegant, as it allows people to keep playing with minimal interruption, and without scrapping the app they already have.

That makes me wonder, what will the economy of iPhone microtransactions look like? If buying small bits of content is going to be a lot easier, I’d expect there to be a lot more of it, except for one snag: The iPhone economy is already dirt-cheap. The majority of iPhone apps are free, and the average price of a paid game, according to a recent study, is $2.50. People aren’t exactly throwing around fistfulls of money on the App Store, so even a handful of $1 microtransactions in a single game could be a tough sell.

I doubt that transactions for less than $1 would be allowed, but I think the cleverest free-to-play game developers will find a way to break it down. Perhaps they could sell credits, $1 at a time, that let you download a handful of in-game items. However they work it out, microtransactions will have to get extremely micro to thrive in the App Store.

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Nvidia Tegra in Next Nintendo DS? So?

nvidia-tegra-2As with any hot gaming rumor, I’m compelled to write about the reports of an Nvidia Tegra chip in Nintendo’s next DS handheld. But deep down inside, I don’t really care.

Unless Nintendo is changing the way it approaches gaming consoles, the underlying technology doesn’t matter as much as the big picture. The Wii staked its reputation on motion controls, not current-generation graphics or processing power. Same goes for the Nintendo DS, which is all about combining a touch screen and traditional button-based gaming on a handheld device.

Besides, the current-generation DS already packs in respectable graphics, and some of the console’s greatest games wouldn’t have benefited from a boost. For instance, the Phoenix Wright series uses 2D animation, never getting in the way of your touch-based sleuthing. New Super Mario Bros. has 3D flourishes, but what really draws people in is the game’s old-school roots. And then there’s Brain Age, which is so simple that I fail to see how a beefer processor and better graphics would improve the experience.

My point is that it’s about the games, not the hardware, and from my experience the Nintendo DS hasn’t suffered from technological constraints.

In any case, I don’t expect Nintendo to move on from its current-generation DS and DSi anytime soon. They continue to sell phenomenally well, with 552,900 units moved in North America alone in August. That’s actually a 6 percent increase from same the period in 2008, and four times more sales than Sony’s PSP.

Continued sales mean that people are going to stay interested in the current-generation Nintendo DS, and all the games it supports, for years to come. If Nintendo does upgrade the DS to a better chip, I won’t be the only one who could care less.

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