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Why Hasn't Episodic Gaming Taken Off?

Thanks to GameSpot for its 'GameSpotting' editorial discussing the potential lure of the episodic videogame. The writer ruminates: "Imagine your favorite first-person shooter, role-playing game, or action adventure game. Now imagine that game broken up into one- to two-hour sequences. Now imagine that the first part was free and subsequent parts were delivered to you automatically for five bucks a pop, each month. Would you take the bait?" He suggests this approach could work particularly well for "...a lot of people out there who want to be gamers but don't want to make the commitment of living the 'gamer lifestyle' of having their entire existence revolve around their hobby." Could you see yourself buying into episodic gaming?

121 comments

  1. would i? by onya · · Score: 0, Offtopic

    no. thanks for asking though!

  2. i thionk.... by FinestLittleSpace · · Score: 1

    itd work a lot better than most people realise........addiction is a funny thing... although itd have to be EASY to do.. i.e. easy for kids as well as adults

  3. no, I don't. by Tirel · · Score: 1, Insightful

    Sometimes I want to play for like 10 hours, sometimes I don't want to play at all. I like to have the choice to decide what I do and when I do it.

    Also this would just totally make the publishers rip us off by delaying the end until the game got its intended revenue.

    1. Re:no, I don't. by beders · · Score: 2, Insightful

      Feed up with playing it? Don't buy the next episode. Still want to see how it ends? Just buy the last one.

      Seems to be a slightly different slant on the classic (Wolf 3D, Commander Keen, Cosmos Cosmic Adventure) shareware model.

      As Penny Arcade say, The first one is always free...

  4. Shareware by Blaskowicz · · Score: 5, Insightful

    This idea sounds much like Commander Keen or Wolfenstein 3D (which had episode 1 free, and you could buy ep 1-2-3 or 4-5-6, or the full "hexalogy")

    I wish we could see more shareware now, when broadband is becoming ubiquitous

    1. Re:Shareware by vasqzr · · Score: 2, Insightful

      Sadly we'll never see the return of shareware, like we did in the late 80's early 90's

      a 1 or 2 man team can't make games anymore

    2. Re:Shareware by gl4ss · · Score: 1

      or doom.. or quake.. or duke nukems(3d too).

      or the dozens of new games that are coming out with playable demos, which essentially ARE the same thing(though, they might seem a bit short but that's just because the whole game has shortert depth than what the good crop of old shareware had in their shareware ep).

      --
      world was created 5 seconds before this post as it is.
    3. Re:Shareware by Anonymous Coward · · Score: 1, Insightful

      Puzzle Pirates: 2 artists, 4 devs
      A tale in the Desert: 3 devs, intern artists

    4. Re:Shareware by captainktainer · · Score: 1

      http://www.spiderwebsoftware.com

      It's pretty much just Jeff Vogel, with some beta testers and occasionally an artist.

      The games are some of the most entertaining I've ever played.

  5. Really by Konster · · Score: 2, Insightful

    The concept of making an addicting game is easy; it's the execution that kills most devs.

    I want a game with a great storyline and good graphics.

    I don't want to spend $5 a month (on top of the $50 to buy the game) just to get updates on a game that should come with a complete story line right out of the box.

    What's next? When will they start charging us for patches?

    1. Re:Really by Momomoto · · Score: 3, Insightful

      I believe that you're missing the point of the article. The point of episodic gaming is that the game itself would be provided free of charge, with extra content and storyline available at $5 per month.

      --
      "Max, come over here. French-Canadian bean soup. I want to pay. Let them leave me alone." - Dutch Schultz
    2. Re:Really by one4nine4two · · Score: 1
      I don't want to spend $5 a month (on top of the $50 to buy the game)

      You didn't even have to RTFA. It says right in the blurb that the first part of these hypothetical episodic games would be free. You would only be charged for subsequent parts.

    3. Re:Really by Anonymous Coward · · Score: 0

      Why not? Apple users do

    4. Re:Really by Radius9 · · Score: 1

      I wasn't under the impression that it would cost $5 a month, so much as you would just pay something like $5 for each level, with no $50 cost up front. If you want to buy EVERY level for the game, that would cost you something around $50 at $5 a level.

  6. Not the path I want my games to take. by darkmayo · · Score: 3, Insightful

    Now I enjoy a good console/PC rpg but if I wanted to pay a monthly fee to get the next part of a story I would be playing a MMORPG. If Xenosaga and .hack are any indication of episodic gaming then they can keep it.

    --
    "I am a kernel in the linux army"
    1. Re:Not the path I want my games to take. by cei · · Score: 1

      I don't necessarily see it as a monthly fee... I'm a casual gamer... I'll get into a game for a week or two and then often lose interest. I'd feel better about paying for the levels I actually play rather than paying 8 to 12 times as much for a game I'll forget in a month.

      --
      This sig intentionally left justified.
  7. Personaly? by Pamplemousse · · Score: 3, Interesting

    I pefer games because they are long and I dont have to wait for the "next instalment". Now games with sequels are fine, but one to two hour instalments monthly? I would most likley lose interest very rapidly and go back to my 20 to 40 hour games!

    1. Re:Personaly? by Trazk · · Score: 2, Insightful

      What games are you playing?

      20-40 hours? I haven't seen a game that's taken me more than 10 hours to beat in years.

      I've become so upset at the time it takes to finish a game, I've had to switch over to playing the Final Fantasy series. FPS, RTS, and Strategy games are just too quick.

      It's one of the core problems with games right now.. Everyone is taken in by the 'awesome graphics' of the new games coming out when it's really the least vital part to a good game. Give me a good plot line, replay value, and 100 hours of gameplay. Deus Ex 1 came close to offering all I wanted in a computer game. Sadly, DX2 was a dissappointment because they fell in line with the masses and made a short game with fancy hyped up graphics and an silly plot line.

      --
      "In the beginning, there was nothing; Then it blew up."
    2. Re:Personaly? by bugbread · · Score: 1

      I understand what you're saying, but you have to keep in mind that plot-oriented or exploration-oriented games are prone to lack of replay value in and of themselves. Thinking back on it, the games that have provided the most replay value for me are strategy games (Civilization, etc.), because the focus is the gameplay itself, not the things you discover through gameplay.

  8. In the beginning it was good. by Lord+Graga · · Score: 2, Interesting

    Okay, the first question is: How would you target the non-gamers, and telll them about what this really was? I mean, it's simple for peoples that have played Wolfenstein, etc, to know what it means, but imagine that you are a non-gamer! It would create confussion... I haven't got any good examples, but you could imagine it yourself if you have some fantasy...
    Anyways, second, wouldn't this spawn "fulltime" gamers in the end? I see your point, but wouldn't it mean that there were too few non-gamers to keep the business running?

    My post, probably not worth 2 cent :P

    1. Re:In the beginning it was good. by bpm140 · · Score: 1

      Luring and educating the consumers could actually be simple.

      Step 1 -- Place free or extremely low-priced episode one near the register for impulse purchases. Anyone who sees a boxed game near the register for five bucks is going to take a look, including many non-gamers.

      Step 2 -- Include in bold letters on the box "Part 1 of an exciting new series of games. Subsequent installments will be released each month for you're playing enjoyment."

      Very little confusion there.

      Of course, you still have to sell the store on pushing low-margin products, but there are ways to do that.

    2. Re:In the beginning it was good. by geminidomino · · Score: 1

      Isn't someone already doing just that? I don't remember the name but it was a DC-comics created game called "Dark Unicorn" or something like that, going for the standard "cheap-game" price of $19.99 (not $5 yet, but we're on teh way...)

  9. Episodic games? by PainKilleR-CE · · Score: 5, Insightful

    Imagine your favorite first-person shooter, role-playing game, or action adventure game. Now imagine that game broken up into one- to two-hour sequences. Now imagine that the first part was free and subsequent parts were delivered to you automatically for five bucks a pop, each month. Would you take the bait?

    Well, my favorite FPS games are online, so you can break that story up however you want, all I need is the part that puts me into multiplayer. My favorite role playing games would break up into 20-30 parts like this, and they can stick it up their asses if they expect me to pay $100-150 for what currently costs $50. The real problem is the writer's point of view here, as we can see further on in the article.

    People like to complain that both Max Paynes are too short. I suppose they are, but only if you compare them to other games. [...]Meanwhile, I think the main reason Max Payne and its sequel seem so short is that they present captivating storylines and entertaining action, which collectively compel you to play through these games as quickly as you can.

    Only if you compare them to other games? Welcome, Captain Obvious, what should we compare them to? Sit-Coms? They seem so short because they're 8 hours long, even if you have to replay several parts a couple of times. Even someone that can only play an average of 1 hour a day can beat an 8 hour game in slightly over a week.

    I recently played through Metroid: Zero Mission for the Game Boy Advance, casually in an afternoon. It's a cool game, but the depressing thought then occurred to me that it's going to be months or years until the next one is released. The game is quite short and recycles most of the same assets and gameplay as its predecessors--it uses a tried-and-true formula, that is.

    I have two complaints about this comment:
    1) He keeps talking as if he's a casual gamer, but in my area Metroid Zero Mission came out yesterday. Sure, that's within the realm of "recently", but how many casual gamers go down to the game store in the middle of the day on a Tuesday to pick up a new game?
    2) He talks about the length of the game, and it's use of "the same assets and gameplay as its predecessors", using a "tried and true formula". Did he even know what he was buying (this actually makes me wonder, because MAYBE a casual gamer wouldn't know)? Zero Mission is a remake of the original NES Metroid, so of course it's going to be using the same gameplay and a "tried and true formula". It's also supposed to be longer than the original. I'm sure there are plenty of people out there that will be trying to get some sort of speed record on Zero Mission, but for most people the first time through will take about as long as Max Payne, and most of us are probably aware of that. Interestingly, a short Metroid game is more acceptable to me, probably because I know I'll get some replay out of it, unlike Max Payne.

    Gamers are growing older. We don't all have time to spend eight or 10 hours at a time playing Final Fantasy. We also don't all have time to play games every single day. Sometimes we go back to a game we were playing and don't even remember what the heck we were doing.

    You know what, I fall into all of these cases, except that I can occasionally, on a weekend, find 8-10 hours to string together playing a video game, maybe twice a month. I've come back and not been able to figure out what I was doing, the most blatant offender being FFVIII, which I had already spent 25 hours on.

    Sometimes we spend $50 on a game, never get all the way through it, and then wish we hadn't wasted our money. I think there are a lot of people out there who want to be gamers but don't want to make the commitment of living the "gamer lifestyle" of having their entire existence revolve around their hobby.

    These are the parts I don't agree with. If I wish I hadn't wasted my money, it's because I don't like the game, not because I didn't finish it. I never worry about not finishing

    --
    -PainKilleR-[CE]
    1. Re:Episodic games? by aanand · · Score: 4, Interesting

      "I never worry about not finishing a game, because there're always one or two dead periods in which very little is released worth playing, and I can come back to many of my games then, whether I finished them before or not."

      You're the exception, not the rule. 80% of players will not finish a given game. It makes loads of sense, therefore, to break a game up. If the difficulty structure (TM) of a game follows a series of buildups and peaks, it's going to be a hell of a lot more interesting than your standard start-off-easy-end-hard fare. Especially since, if you couldn't finish last month's episode, you can start this month's anyway (after a quick "previously on..." catch-up, if it's narrative led).

      There's more. If you buy the first episode and decide you don't like the game, what have you lost? Ten quid? Rather than, say, fourty?

      Obviously, episodic structure only works for certain game types. Coincidentally, however, these seem to be exactly the games that typically *don't* hold the player's interest up until the end.

    2. Re:Episodic games? by PainKilleR-CE · · Score: 4, Insightful

      You're the exception, not the rule. 80% of players will not finish a given game.

      What makes me the exception, then? I probably haven't finished more than half the games I have.

      It makes loads of sense, therefore, to break a game up. If the difficulty structure (TM) of a game follows a series of buildups and peaks, it's going to be a hell of a lot more interesting than your standard start-off-easy-end-hard fare.

      A lot of games currently follow a series of peaks in difficulty. Most people (myself included) tend to stop playing a game because one particular peak ramps up too quickly, rather than because the game simply gets progressively harder and they eventually can't get any further. A good example from my personal experience would be Metroid Fusion. One particular part of the game has an encounter with SA-X (an enemy nearly equivalent to the player's character at full power), near the middle of the game, that requires you to run away to a particular area, then wait for the SA-X to leave. I stopped playing the game for 2 months because I was having a hard time with that particular sequence. When I came back to it, it still took roughly 6 times to get past it, but then most of the remainder of the game was closer to the original difficulty curve, with 2 or 3 more encounters that were significantly more difficult.

      Especially since, if you couldn't finish last month's episode, you can start this month's anyway (after a quick "previously on..." catch-up, if it's narrative led).

      That might be a nice way of doing things, but it'd be very hard for developers to handle the difficulty curve if you're assuming that players can skip whole episodes of the game, while still trying to appeal to those that will finish each episode.

      There's more. If you buy the first episode and decide you don't like the game, what have you lost? Ten quid? Rather than, say, fourty?

      We used to have demos for this. Unfortunately, demos have become less relevant as they release early code or portions that aren't relevant to the overall game. There's always the shareware model, as well, which is closer to what the article actually described (as many others have pointed out, Wolfenstein 3D and Doom were released much in this way). Rentals are another consideration for people that aren't sure about a game, and I'd have to say that rentals got me through most of my childhood. If you buy a game and don't like it, take it back, get something else. If it took you 2 months to figure out you don't like it you might end up losing a bit more money on it, but it's not much of a loss if you find out fairly quickly.

      Obviously, episodic structure only works for certain game types. Coincidentally, however, these seem to be exactly the games that typically *don't* hold the player's interest up until the end.

      Yet what no one's explained so far is how breaking a game up into episodes is going to hold someone's interest any better than getting the whole game at the start would have. Beyond that, you have to wonder how many developers are going to finish releasing episodes if a game doesn't do well in the first couple of episodes. With the front-heavy costs of building a game in the first place, the developers will take even fewer risks in that sort of structure and any game that isn't doing well in the first 2 episodes will probably be written off and left incomplete. Just as with sequels, subsequent episodes will draw a smaller audience, which only helps give publishers incentive to cut their losses after the first episode.

      --
      -PainKilleR-[CE]
    3. Re:Episodic games? by aanand · · Score: 3, Interesting

      it'd be very hard for developers to handle the difficulty curve if you're assuming that players can skip whole episodes of the game, while still trying to appeal to those that will finish each episode.

      Why? Even now, some games offer to let you skip a mission if you fail it (e.g.) three times. It means that the primary, driving element behind playing the next episode is not to see how many enemies they're going to throw at you, but what interesting new things they're going to do with the game (not to mention What Happens Next plot-wise). Operation Flashpoint is a great example of something that could work fantastically in episodes - "I heard you get to drive a tank next month!"

      Yet what no one's explained so far is how breaking a game up into episodes is going to hold someone's interest any better than getting the whole game at the start would have.

      I think I've been doing just that, actually.

      Beyond that, you have to wonder how many developers are going to finish releasing episodes if a game doesn't do well in the first couple of episodes.

      It'd force the industry to adopt a more content- than technology-oriented approach to making and selling games, which is the direction it's been moving in anyway. Less focus on coding engines (which would ideally be the job of entirely separate companies, but let's not get into that argument here), more on getting some good design down in zeros and ones. Selling games is about style these days, which is, for example, the entire reason Rockstar exists - to sell "cool" games to "cool" people. If a game was something you picked up for next to nothing at the petrol station, think of the massmarket penetration.

    4. Re:Episodic games? by PainKilleR-CE · · Score: 2, Interesting

      Why? Even now, some games offer to let you skip a mission if you fail it (e.g.) three times. It means that the primary, driving element behind playing the next episode is not to see how many enemies they're going to throw at you, but what interesting new things they're going to do with the game (not to mention What Happens Next plot-wise).

      The games that are doing well currently either already have this element or can be played with absolutely no concern for this element. Breaking it up into episodes doesn't really change this, and if the plot can't already move people forward through a difficult point, then it won't do so in episodes (except that you can skip it, which brings us to...). Furthermore, if the difficulty stays the same throughout the game, many people will simply become bored with the game. Remember that telling the story isn't the only element of a game. Though some games stretch it at times, this isn't a movie or a TV show.

      Operation Flashpoint is a great example of something that could work fantastically in episodes - "I heard you get to drive a tank next month!"

      Operation Flashpoint is a good example of a game I've never purchased nor played, so excuse me if I miss your point on that one. On the other hand, why wait until next month to drive a tank if there are 3 other games on the shelves that let you drive a tank right now? There was about a whole year where everyone wanted to know if FPS X would let you drive vehicles because FPS Y and FPS Z promised they would be able to do this. A lot of people were about to wet themselves to drive a tank in an FPS, and when it finally happened, each implementation was either cool for a little while or sucked from the start. It's hit & miss, and if you're releasing a game as a series of episodes, 1 episode can drive people away from the next.

      I think I've been doing just that [explaining how episodes will keep interest better than a whole game], actually.

      Perhaps some group will be interested in buying the next episode if they couldn't get through the previous episode, but it seems far more likely that they'd simply go play something else. Why not just let people skip portions of existing games (you've already said some games let people do this) and get the plot points if they're having trouble? They continue on, and they don't have to wait for the next episode to do so, they're not stuck with fixed points at which they can rejoin the plot.

      It'd force the industry to adopt a more content- than technology-oriented approach to making and selling games, which is the direction it's been moving in anyway. Less focus on coding engines (which would ideally be the job of entirely separate companies, but let's not get into that argument here), more on getting some good design down in zeros and ones.

      But content takes more time to develop and still costs a lot of money, plus you still have to license the technology. If your content takes longer to develop than your episodes have between releases, then your cost is almost entirely up front, you develop a full game and split it into episodes just because it's the new model people want to try out (same as the old model). This is why there are more artists than coders on most game development teams in the first place. You build an engine and development tools, then bring in an army of artists and work bugs out of the tools and engine as the artists bring together content that you can actually load into the engine to discover bugs. As you said, the industry is already moving towards being more content driven, this is simply a different model of selling the games, and really only effects development in 2 ways:
      1) cost of development is returned over a longer period of time (if at all)
      2) you have more time to refine content for later portions of the game, so you can release an unfinished game and fewer people will notice.

      None of this really addresses, though, the question I asked, which is why would a publisher or develope

      --
      -PainKilleR-[CE]
    5. Re:Episodic games? by Chris_Jefferson · · Score: 1
      Gamers are growing older. We don't all have time to spend eight or 10 hours at a time playing Final Fantasy. We also don't all have time to play games every single day. Sometimes we go back to a game we were playing and don't even remember what the heck we were doing.

      No. YOU are getting older. Sure the average gamer is getting slightly older but it's important to remember that you =\= world. 10 years ago older gamers were complaining about not having time to play games. Things have got MUCH better than they were then (remember all the games that took 5-12 hours to finish and had NO save states or passwords at all).

      --
      Combination - fun iPhone puzzling
    6. Re:Episodic games? by PainKilleR-CE · · Score: 1

      I think your reply got attached to the wrong post there ;)

      --
      -PainKilleR-[CE]
  10. Why don't I have a million dollars? Why? by Anonymous Coward · · Score: 0

    Why hasn't this exciting trend taken off yet? Why don't people want this?? Want kind of sick world do we live in when a perfectly viable gaming option isn't being welcomed with open arms by elite gamers everywhere? WHY?

    If I'm into a game, I'll play through 4 hours a day. Playing for 1-2 hours and then having to wait a month for the continuation? Inconceivable.

  11. Star chamber and Uru, for example by Murphy's+Paradox · · Score: 5, Informative

    The online collectible cardgame + space civilization sim Star Chamber is a good similar idea. Free download, free trial play with sample decks. You pay money for booster packs at a low cost of $20 for 16 (240 cards total, more than enough for a good deck). It plays better and is more fun than games twice as costly. You go into a chatroom and play against other people and trade. There is an entire section of the system that even allows phantom sealed deck tournamnets.

    Episodic gaming is hard to get off the ground, I my opinion, because the first episode has to deliever a lot of promise, and the next part(s) have to maintain that promise without disrupting the cost vs. content and length balance. Myst: Uru will hopefully open the way for more installment type games, with free downloadable extra content.

    --
    Murphy's Paradox... the more you plan for success, the more avenues there are for failure.
    1. Re:Star chamber and Uru, for example by Txiasaeia · · Score: 1
      You forget to mention the fact that Star Chamber is, for all intents and purposes, an MMOG. No single player element and you hafta pay to play (ya ya I know, free to start, but you really *do* if you actually want to win).

      Which pisses me off to no end, because it looks like a fantastic game - if it cost $50, included everything, and had a great SP campaign (hell, even decent bots!) I would have bought it in a second.

      --
      Condemnant quod non intellegunt.
    2. Re:Star chamber and Uru, for example by Emexies · · Score: 1

      Unfortunately, the online, downloadable part of Uru has been cancelled, claiming the reason to be too few subscribers.
      However, the would-be downloadable content will be released in the more traditional form of expansion packs.

    3. Re:Star chamber and Uru, for example by bishiraver · · Score: 1

      Too bad the installment and free downloadable extra content part for Uru was never existant in a free downloadable form (it was a monthly fee), and they scrapped that bit because not enough people signed up for it.

  12. I can by Roger+Wernersson · · Score: 2, Insightful

    I can see myself buying in to this, mainly because most games these days are just too long. I play video games five to ten hours a week. Most games takes 40+ hours to complete. That sucks.

    I don't want to spend eight weeks with a game. I would probably play more different games for a shorter time, while coming back to favourites when new episodes are released.

    --
    temporarily sigless
    1. Re:I can by PainKilleR-CE · · Score: 3, Informative

      I don't want to spend eight weeks with a game. I would probably play more different games for a shorter time, while coming back to favourites when new episodes are released.

      Why do you need games to be episodic to do this? I usually have 3 or 4 games next to each of my systems and cycle through them, putting one back on the shelf every time I get a new game for that system (the new game going next to the system), or get sick of or finish that particular game. If I think I might have a problem coming back to a particular game, I write myself a note. If I have a guide for that particular game, I'll stick the note in the page that's roughly where I'm at in the game. If I don't have a guide, I'll just put the note in the game's case. I have a hand-drawn map of Metroid on my coffee table at the moment because I've been playing through the emulated version of the NES Metroid on my GameCube, and it helps me remember where I've been and where I'm going. What I'm trying to do is something I can usually figure out from there. The first "episode" of .hack has a note sitting in it that probably tells me something like "level up before going to area (whatever the name of it is) to finish this game", because I got sick of spending so much time on the last boss only to die. There's a similar note in my FF Origins case, except that I'm nowhere near the end of FF2 afaik.

      What it comes down to is simple, games need better facilities for tracking your progress so that you can fire a game up after not playing it for a month or so, load your save game, maybe read a little info from the map or an in-game journal (ala Baldur's Gate and derivatives), and you have a pretty good idea of what's going on. The games are getting more complex, your goals get more complex, so the games need to help us handle that complexity. After all, any of us can pick up almost any Super Mario Bros. game today, no matter how long ago we last played it, and have it all figured out in a couple minutes.

      --
      -PainKilleR-[CE]
    2. Re:I can by *weasel · · Score: 2, Insightful

      please. games won't get shorter with episodic content, they'd get longer.

      it would behoove the publisher to milk gamers for as long as possible, to make up for the people who tried a few episodes and left. There'd be next to no finality in such games. Look at popular television series like the X-Files. Clearly that series has been perpetuated past the reasonable point of finality. The movie and final season essentially cleanly wrapped up the story - and yet they forced it. Why? because people were still watching. They'll drive every story into the ground.

      Plus you'd only be able to play a particular game 2 hours a month, max. What happens when you're engrossed in the story, and want to continue because you have a couple extra hours to kill on a rainy afternoon? How much anticipation or tension can you maintain for an entire month?

      The problem with episodic content in general is that no-one actually buys into it. Episodic content was tolerated in its inception, as the only way to make content digestable via a broadcast medium. Broadcast content must be consumed on the broadcasters schedule, and they quickly discovered that people didn't want to earmark 3 hours on a weeknight just to catch a single story.

      So to keep weekday viewers/listeners - they cut it up. But in every other media where people can consume at their own pace: music, literature, gaming - episodic content has been rejected by the consumer.

      I just don't know why people keep trying to force a glorified content distribution hack down everyone's throat.

      --
      // "Can't clowns and pirates just -try- to get along?"
    3. Re:I can by kaisyain · · Score: 1

      Most games takes 40+ hours to complete.

      Sure it depends on the genre but I don't think this is really the case anymore. I don't even think Knights of the Old Republic took me 40 hours to finish (spread out over about 2 months) and that was by far the longest game I've played in the past year or two. Max Payne 2, Panzer Dragoon Orta, Prince of Persia: Sands of Time, Beyond Good and Evil, Freedom Fighters, Call of Duty were all nowhere near 40 hours...most were in the 6-12 hour range.

    4. Re:I can by bishiraver · · Score: 1

      This is an issue with american television and mentality. The Japanese mentality is, "We want to make something that people will like, will buy merchandise from, and won't get tired of." Because of this, a majority of television series (both animated and non) are limited to one to two seasons. Not because they didn't do well (on the contrary, look at Last Exile - easily one of the better series' released in Japan recently), but because the story ended. The story then does not get driven into the ground, and when people look back on it in their memory they say "Hey.. I liked that" - instead of "Hey.. it was good, but they made it suck." It's the traditional greedy suits who don't understand this concept that can ruin a perfectly good television series, and in the long run decrease the value of the franchise. I seriously think the only place episodic content should be absolutely adapted is in the MMPORPG genre. But that's a topic for a different post..

    5. Re:I can by *weasel · · Score: 1

      that's funny. MMORPGs are the only place I think you have no choice but to release content in an episodic nature.

      (to keep the game fresh, to extend the advancement treadmill, etc)

      --
      // "Can't clowns and pirates just -try- to get along?"
    6. Re:I can by bishiraver · · Score: 1

      True, but the episodic content released in most MMPORPG only consists of updating with new areas, new classes or abilities. There is usually not that strong of a plot, with real world changing events (except, i've been told, asheron's call recently).

      A very good article on the gripping way to implement a story in a massively multiplayer game is found over on Gamasutra. Free registration required, but there's a wealth of information there for free.. so if you're interested in game design, it's well worth it.

  13. Right.... by SmallFurryCreature · · Score: 3, Interesting
    Yeah I remember a few games that were supposed to go along these lines. Blair Witch was the only one to even come close and it was really three sequels released really close together.

    So why is it such an amazingly bad idea. Well quit apart from the administrative overhead (10x5 bucks costs more to transact then 1x50 bucks) and the tiny little problem that not everyone has credit cards or fast lines to download new episodes.

    There is the problem that people hate waiting. Is it me or is there more then simply the wish to pirate behind people downloading tv episodes? It is not like you can't catch a repeat. No we want it now and we want it when we want it not when some executive somewhere decides we can have it.

    Playing a game then having to wait god knows how long for the next part would suck. Especially when you got the nagging suspicion that the next episode never comes.

    Also lets face it. Very few games have a really gripping story line. The few that do, RPG's, are best when they are open and this hardly allows you to divide it up in chapters. Adventures would work but they have a hard enough time selling as it is.

    Perhaps sometime in the future. I think the first maybe the MMORPG when they finally get around to add a story that is.

    Nice idea, file it with 3D glasses and interactive movies.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Right.... by Tofino · · Score: 1

      As I stated in a separate reply, Asheron's Call (the original) is going strong, was recently repurchased back from Microsoft (who did a horrible job marketing it and administrating it) is heading for an expansion, and has a monthly-updated storyline and content. In fact, the storyline is often updated more than once a month via player action or admin-run events that progress various plot points.

  14. Here we go by Apreche · · Score: 5, Insightful

    The thing about episodic games is this. It seems like a good idea at first, but it really would be hard to execute. First off a game is about gameplay. It's not a tv show or a movie where plot is the main element. Interactivity is the main element in any video game. By creating more episodes, even if they come with more levels and maps and such, you are mostly just adding more plot elements and making the game longer. The interactivity will remain the same. So over time the number of people who are going to pay for the next episode decreases.

    Secondly the effort required to create a game doesn't decrease when you break the game up into small pieces. Let's say you wanted to make Half-Life 2 episodic. Well all the engine work and such remains just as hard and takes just as long. Also they'll have to spend time making just as many levels and maps. Making the game a serial will just give them a bit more time to do so. The thing is that nobody will pay 50$ for a single episode of a game. Likely each episode will have to be less money. But then you're giving people the whole game for too little and they might not buy future episodes. Well, what if you promise the first 5 episodes for 50$. People might not take because if they pay 50 and only get a part of what they paid for immediately they might not take.

    Episodic video games aren't a very feasible idea. It seems cool in your head, but try to think of a profitable way to do it and you just wont come up with one. Video games are like movies not like tv shows. They have sequels and prequels not episodes. This is mainly due to high production times and costs. The closest you can get to a serial video game is an MMO with a special event based plot. I think the future really is in an MMO game with a persistent world, skill based gameplay, and plot directly affected by players.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Here we go by DarkGreenNight · · Score: 1

      You are right in saying that if you want to make Half-Life 2 episodic perhaps it won't be worthwhile because all the engine work will have to be there for the first episode.

      This should show us that episodic gaming will be based (if it apears) on an already (then) existing engine. In this way first episode can be given for free and the rest for 10 (or 5) a piece.

      Games could be make to mimic those old books like the "Lone Wolf" series and its equivalents. Or they could be make to try to milk a fad, like a Yu-Gi-Oh on which you could play some chapters and affect the storyline.

      I don't believe in the persistent MMO mith, being that I played everquest and quit in the first month. Not everyone wants to play each week. I feel episodic gamic like the Magnamund series will atract other kind of public that would not fall for the MMO.

      But like allways, ideas are easy and thousand a dime, the difficult part is the implementation.

  15. Good on paper, bad in reality by MMaestro · · Score: 4, Insightful
    Simply put, theres too many things that can go wrong. Heres a quick runthrough:

    1. Gameplay gets boring/too dragged out (.hack series notably)
    2. Game would be WAY too short (imagine a game like Max Payne 2 cut up in chapters)
    3. Some gamers don't buy games immediately when they are released and some are nearly impossible to find after a period of time.
    4. Companies would go evil on us, by making insanely long, dragged out, overdone, just milking the series additions to a game *cough*TheSims*cough*.
    5. Its easier to own just one DVD of a whole game than to freak out that you lost part X of Y.

    1. Re:Good on paper, bad in reality by analog_line · · Score: 1

      I heartily disagree with regard to .hack. A very long RPG strung out into four shorter RPGs is exactly what the doctor ordered, at least in my book. For one thing, it makes it a hell of a lot more likely that I'll actually complete the storyline. .hack all told is a, what, 70 hour storyline if you don't rush through it? Maybe I'm just not hardcore enough, but I don't think even back when I had scads of free time lying around that I'd have ever gotten through a 70+ hour storyline. Baldur's Gate 2 lies still unfinished because every time I've picked it up, by the time I get anywhere my Windows partition has gone loopy enough that I have to reformat. .hack lets me get a nice long storyline under my belt in manageable parts. Hell, you can beat each game in a weekend's rental. Try that with just about any other RPG if you plan on getting sleep. Lets you play other games in between without forgetting about the storyline, or which castle of the evil whatever you need to be storming, or who the hell the people in your party are, and what they do.

    2. Re:Good on paper, bad in reality by ShadowDrake · · Score: 1

      A severe problem is that people finish the games in various lengths of time.

      User A may have to wait three months after completing part 1 for part 2 to come out, User B may hit the time right on, and User Z might take so long on part 1 that part 2 is already off the shelves when he's ready to play it.

      --
      It's just like a fascist dictatorship, without the punctual rail service!
  16. Somewhat exists by shoptroll · · Score: 1

    To a degree, isn't that what MMORPGs are, except drawn out to a new episode every few months at a higher subscription cost?

    This is especially true of them when they are first released.

    Also, look at the Sims. About every 6 months they had a new expansion on the market.

    --
    Insert Sig Here
    1. Re:Somewhat exists by bishiraver · · Score: 1

      Except, of course, MMPORPG worlds generally don't change that much (besides new areas every 6-8 months). There are no earth shattering events. There may be a plot, but it does not have a climax or resolution.

      Primarily, of course, because MMPORPG worlds are generally static - not dynamic. Which is a Bad Thing.

  17. You mean like asheron's call? by Rhys · · Score: 1

    It's been monthly episodic for what, 4 years and a bit now? $13 to play (finally up from $10) and that includes monthly updates -- there was one expansion pack that offered a lot of goodies but you didn't /need/ it, and now that it's hard to find in stores is being given away free to all players.

    AC2 has done the same thing, tho a lot less successfully. Too dumbed down.

    --
    Slashdot Patriotism: We Support our Dupes!
  18. Episodic modding by aanand · · Score: 5, Interesting

    Mod developers have been tinkering with episodic gaming for ages now - The Cassandra Project have even released something (worth a look, by the way - not your typical FPRPG fare at all).

    In the context of modding, episodic gaming is a fantastic idea. It prevents modmakers from losing focus halfway through, because they've only got a small amount of stuff to be working on at a time. Additionally, once the base coding is done, there's very little extra technical work to be done per episode, meaning nothing's holding the content team back from work.

  19. I already did! by Divide+By+Zero · · Score: 3, Insightful

    Anybody remember Majestic by EA? Prototypical episodic gaming. The game calls you or sends you an email or some such, you play for an hour or two, or until you figure out the puzzle, you do whatever it is you have to do, and then you wait for the game to contact you again. Repeat 3-5 times per episode, about an episode a month. It came complete with cliffhangers ("Will the Black Helicopters catch Billy as he drives across the desert? Who was the agent talking to during the raid? Answers to these and more next week!") and other trappings of episodic drama.

    Now, I enjoyed it, but apparently not enough other people did, as it is now "Does anybody remember?" instead of "Is anybody playing?". Whether this is due to the viability (or lack thereof) of episodic gaming's economic model or another factor (EA mismanagement, gigantic overhead, poor story, etc etc) is a question best left to history.

    --
    Dare to Hope. Prepare to be Disappointed.
  20. It may eventually work by Mantrid · · Score: 1

    I think there's potential for this model, it is just a matter of timing and a killer app. For timing, well there just have to be enough interested people with broadband access. I think stuff like Windows Update may actually get people used to this model - having their computer go and get stuff for them.

    As for the killer app, well if I knew that I'd have an even faster laptop by now, and a new house and car etc. ;) But it will be something that just clicks with people and really makes them want see what is coming up in the next month. Unfortuneately I suspect that the killer app won't be a hardcore gamer's type of game, it may just end up being something light and fluffy that appeals to the mass market. However that may just open the doorway to niche titles using this model.

    But I think a bunch of companies are going to get hammered trying to force this next big thing on people for the sake of doing it.

  21. Knee Deep in the Dead by dpilot · · Score: 1

    and I bought the other two episodes, too. Unfortunately, I forget their names.

    In retrospect, I preferred the episodic form to the straight-line 32 levels of Doom II. Only problem was that you lost all of you accumulated booty when you started the next episode.

    My favorite game of that era was Hexen, and its hubs were an interesting compromise between episodes and straight-line levels.

    --
    The living have better things to do than to continue hating the dead.
  22. Isn't this demoware? by Mork29 · · Score: 1

    I remember Blake Stone. Great game on my ol' 486. It came out the same time as the original Duke Nukems and such. You got about 10 levels for only $5 or $10. Then they advertised the rest of the 20 levels and new baddies for another $20. Get you hooked, then try and sell you more. That was back in the early 90's now, so this ain't new. My $.02 anyway.

  23. I like it! by Jeffool · · Score: 2, Interesting

    I'd just mentioned something like this a few weeks back on a blog...

    While you're making the first game in the series, you plan ahead. Get good plots stretching over a few games, maybe even running themes and reoccuring secondary characters.

    After the first game, you've got virtually all of the technology needed, save updates and fixes on the 'finished' engine. You've got a small library of content that can be used in the following games if any situation asks for it. This saves money already after the first game. Then, with each subsequent disc, you have a larger library of content to draw from. Assuming your chapters are only 4 hours of gameplay, you should be able to fit some rather nice-looking art on the disc, I'd think.

    I already buy DVDs that have 5 or so hours of entertainment(movie, extras, and commentary) for $20. What's 4 hours of gameplay for $5 or $10?

    Hell. I buy comics for that and get less time out of them. Think of it as a way to make video games like comics, not movies or TV shows. Like any good comic, you should be able to pay a few bucks and jump in at any point and get into it, but having the whole set would probably enrich the story.

    People paid two full prices for GTA3 and Vice City because they were two different games (by content), even if they were nearly the same in gameplay. Good content would make this feasible, I feel.

    Of course this would only work in content driven games.

    1. Re:I like it! by PainKilleR-CE · · Score: 1

      After the first game, you've got virtually all of the technology needed, save updates and fixes on the 'finished' engine. You've got a small library of content that can be used in the following games if any situation asks for it. This saves money already after the first game. Then, with each subsequent disc, you have a larger library of content to draw from. Assuming your chapters are only 4 hours of gameplay, you should be able to fit some rather nice-looking art on the disc, I'd think.

      You've almost touched on the major problem from the production side. The whole thing is very front-heavy. The code has to be good enough to ship and support the episodic nature of the game, and the majority of the story not only has to be written, but fully developed, including all of the art. Artwork is one of the most time-consuming portions of game development, so if you were going to release episodes monthly, you'd have to be 3-6 months ahead of the curve, and even then you'd fall behind within 8-10 months. You can keep things short, 4-6 episodes, but then you have to have almost everything ready before episode 1 ships, with the remaining 4-6 months spent refining the engine, fixing bugs discovered in the early episodes, and polishing the remainder of your episodes.

      With the way all of this is front-loaded, your first episode has to cost more than the rest, because you're not going to have as many people buying the 2nd episode as the 1st, and even fewer people on the 3rd, and so on. It doesn't matter how good your game is, that's the way it goes. The only sequels that do better than the previous ones are those with significant advances and improvements. Episodic games remove almost every chance for improvement in technology, and certainly advancements in gameplay. 6 months down the line your game looks dated, but your new episodes are right next to the games that came out today. The reason shareware was successful with the episodic model was because everyone came into it knowing they weren't going to make money on the first episode, that they'd have to give people a reason to buy the 2nd or 3rd episode without short-changing them on the 1st. Or, it was simply because it was shareware, no one expected to make the kind of money id and 3D Realms made on it.

      I already buy DVDs that have 5 or so hours of entertainment(movie, extras, and commentary) for $20. What's 4 hours of gameplay for $5 or $10?

      I buy DVD movies for $20-25 and am perfectly happy with maybe 2 hours of content (the extras and commentary are nice, but I don't always watch them). When games are $20-25 my expectations are lower as well. The scale isn't linear, though, and when I shell out $50 for a game I expect a lot. At the same time, 4 hours of gameplay for $10 comes out to 20 hours for $50, essentially, depending on the game type, trying to piss on me by giving me less for my money, hoping I don't notice it because it's a slow trickle instead of a full stream. Paying in small portions for small portions of a whole is just a method of disguising the true cost. In most of those cases, I'd wait for the full series to be released and buy it all up front, just like I do with most TV shows any more. I'd rather pay with dollars out of my pocket than by wasting 15-20 minutes of the hour waiting for the show to come back on, and I'd rather choose when to watch and how long I'll watch (have 2 hours to kill, watch 2 or 3 episodes without waiting a week between episodes).

      There's a reason that movies and books rarely do this any more. At the same time, there are 2 recent examples of movies that did do this, yet were not explicitly marketed as such, and those are the Matrix sequels and the Lord of the Rings. The second Star Wars trilogy might also be considered an example of how NOT to make episodic content, because Lucas didn't front-load his content and if any of the movies had actually been good he'd be losing people as time goes on between episodes. Since many people thought the first 2 sucked, he's actually better off tak

      --
      -PainKilleR-[CE]
    2. Re:I like it! by Jeffool · · Score: 1

      You've almost touched on the major problem from the production side. The whole thing is very front-heavy. The code has to be good enough to ship and support the episodic nature of the game, and the majority of the story not only has to be written, but fully developed, including all of the art. Artwork is one of the most time-consuming portions of game development, so if you were going to release episodes monthly, you'd have to be 3-6 months ahead of the curve, and even then you'd fall behind within 8-10 months.

      You're absolutely right here, but in the fantasy world in which this feat is attempted (I know I'm an idealist ;) ) an easy way out is to do seasons. And each season attempt to do a major revamp of the engine so that the problem of looking outdated isn't that bad. Halo is a few years old and doesn't look bad. A game a few months old won't suffer too much. And so far as the object being front heavy, yeah, it is, but that would be part of the benefit I would think. Just as companies license their engines for games that will come out up to a year later, it's possible to still have a comparable product.

      With the way all of this is front-loaded, your first episode has to cost more than the rest, because you're not going to have as many people buying the 2nd episode as the 1st, and even fewer people on the 3rd, and so on. It doesn't matter how good your game is, that's the way it goes. The only sequels that do better than the previous ones are those with significant advances and improvements.

      Yeah, the first would cost significantly more, but the subsequent ones would be cheaper. And I was thinking more for consoles, where there is static technology, but even then you're by far and large right. People, and I'm not badmouthing it, just stating it, love to be wow-ed. Nothing wrong with this at all. While I don't think it would look 'too' outdated, you're still absolutely right. The mystique of not knowing a new game is probably stronger than playing a new chapter of an old game you liked. Even if it was $5-$10.

      When games are $20-25 my expectations are lower as well. The scale isn't linear, though, and when I shell out $50 for a game I expect a lot.

      I actually think this is a problem all around. Granted cheaper prices often do mean cheaper production value, I think it's also a reason why serialized games wouldn't work. People would want to pay lots for a large amount of high quality, moreso than they would want to pay little for small amounts of high quality.

      Paying in small portions for small portions of a whole is just a method of disguising the true cost. In most of those cases, I'd wait for the full series to be released and buy it all up front, just like I do with most TV shows any more. I'd rather pay with dollars out of my pocket than by wasting 15-20 minutes of the hour waiting for the show to come back on, and I'd rather choose when to watch and how long I'll watch (have 2 hours to kill, watch 2 or 3 episodes without waiting a week between episodes).

      Maybe so, but I think you're in the minority. I think most people would rather watch the show at the first available time. Usually when it airs, rather than a year later when it comes out on DVD.

      There's a reason that movies and books rarely do this any more.

      Actually, I think that the following examples, Matrix and LotR, are reasons why movie might be doing this more often soon. (And also don't forget that they cut Kill Bill into two parts after it was finished.) Loading as much production as possible into the front of the projects make them cheaper to produce, as I would think it would do in video games. Especially as you can completely re-use any of the art created in subsequent chapters with little/no modification. With this in mind I think it would be possible to not over-charge the customer (your example of gameplay hours against price).

      have to pretty much be done with the game before you ca

    3. Re:I like it! by PainKilleR-CE · · Score: 1

      And each season attempt to do a major revamp of the engine so that the problem of looking outdated isn't that bad.

      I like that idea, but remember that a revamp still takes significant time and effort, and the increase in visual quality will usually include an increased workload on the artists. I don't think a major revamp is needed for something released either every 6 months or every year, but certainly some work will have to go into it.

      Halo is a few years old and doesn't look bad. A game a few months old won't suffer too much.

      Look at the pictures of Halo 2, though, and you'll see what a combination of more work on the technology and the art side of things can do. Also, look at the backlash on the PC side where games had 2 years to progress before Halo was released on that platform. PC games caught up with Halo while it sat around, and people that didn't play it on the XBox didn't understand the hype that it received (or were just pissed they had to wait 2 years for it).

      And so far as the object being front heavy, yeah, it is, but that would be part of the benefit I would think. Just as companies license their engines for games that will come out up to a year later, it's possible to still have a comparable product.

      It would be a benefit if the game's cost could be loaded up front, too. This is why expansion packs work so well on the PC side, the tech is already there and you can take your time putting together an expansion. Even the best expansions, though, never sell as well as the original game.

      Maybe so, but I think you're in the minority. I think most people would rather watch the show at the first available time. Usually when it airs, rather than a year later when it comes out on DVD.

      I agree, really, but at the same time I'm the kind of person that really has a hard time making the time to watch a show on someone else's (the network's) schedule. I'll be building a computer specifically to make this less of a problem, though (rather than buying a TiVo or whatever off-the-shelf). The success of TiVo and similar products may put me in less of a minority simply because of my reasoning for waiting for the DVD releases, but many people may not be willing to buy the DVD sets (even if they can shell out the money for a TiVo).

      Actually, I think that the following examples, Matrix and LotR, are reasons why movie might be doing this more often soon. (And also don't forget that they cut Kill Bill into two parts after it was finished.) Loading as much production as possible into the front of the projects make them cheaper to produce, as I would think it would do in video games. Especially as you can completely re-use any of the art created in subsequent chapters with little/no modification. With this in mind I think it would be possible to not over-charge the customer (your example of gameplay hours against price).

      I think this really comes down to movie studios (and writers and directors) wanting to tell more complex and longer stories. Movies have been getting longer in the last decade or so, and filming a series all at once helps with continuity and cost. Obviously in the case of the Matrix they simply were afraid that the movie wouldn't do well, so they setup the first movie to stand on it's own and delayed filming of the 2nd and 3rd until the first was successful. In the case of LotR, they took a big risk, especially given that it's not just 3 movies, but 3 VERY LONG movies. In the case of Kill Bill, I'd normally say that Tarantino can do whatever he wants in the industry, but I think it's been a while since he had that much pull. They probably just decided the movie was too long to stand as a single showing, or they're experimenting to see if the model can work. There's nothing like charging twice the price to motivate the MPAA; why release a 3 hour movie when you can release two 90-minute movies?

      Hope I've shed a little light on my insane idea. Not that it matters too much... But hey, it's

      --
      -PainKilleR-[CE]
    4. Re:I like it! by Jeffool · · Score: 1

      Certainly, and I like the idea of "seasons" rather than "episodes", even though in the case of games it's probably not much of a difference.

      Just to make sure I got the point across, I do mean seasons of episodes. Say they do the first six episodes as one plot-line, and then have a second art team work on a 4-episode arc. While theoreticly it could be year-round with four or so teams, I think there's such a thing as overkill. There has to be a point where you have to build a new engine, have a major starting point for those who don't like to join in, etc. And actually, you touched on the reason that I absolutely love this idea...

      I think this really comes down to movie studios (and writers and directors) wanting to tell more complex and longer stories.

      The idea of the 'Epic Video Game' will always be out there, and it was given new hopes of attainability with the worlds GTA3, Morrowind, etc. (Can't wait for Fable.) And while The Epic may very well be a world for the gamer to play around it, I think it's more likely that it's an interactive narrative that the player shapes, like in these games to a slight degree. And I think that serialized games are going to be the most realistic way to do this. You can use a memory card from the console to bring all of your old decisions with you to a new chapter, and even to an entirely new console, as we see with the Playstation/PS2.

      But you do give me an idea, talking about this... Maybe the disc should be all content. And the scripts and voice-work could be all that's added in new chapters... Hmmm.

      The success of TiVo and similar products may put me in less of a minority simply because of my reasoning for waiting for the DVD releases, but many people may not be willing to buy the DVD sets (even if they can shell out the money for a TiVo).

      I didn't think about that, but I definitely see what you mean. This could indeed be a shift, but not necessarily toward DVDs so much as 'when I get ready, after it comes out', which in case we're both pretty much right.

      On the other hand, I tend to get this sneaking feeling that most of the major corporations are trying to find as many ways as possible to make us all pay for things in the smallest possible increments so that we don't really notice the cost until it's too late.

      You're not the only one worried, trust me. But I do think that this could lead to games being longer(in total), and richer(in content), cheaper for them, and finally the same price, if not cheaper, for us. I'd be happy with that, if games were better.

      so I can see Han shoot first and don't have to watch the crappy CG slug in Episode 4.

      Amen brother. Amen.

    5. Re:I like it! by PainKilleR-CE · · Score: 1

      But I do think that this could lead to games being longer(in total), and richer(in content), cheaper for them, and finally the same price, if not cheaper, for us. I'd be happy with that, if games were better.

      The problem I see here is not that people want longer games, it's that people want games to be shorter, and want the price scaled accordingly. Why have a long game (there are plenty of long games out there, and they're getting better every year) broken down and sold to you in parts when they can sell you the whole thing and you can break it down for yourself? We should be discussing ways to make the experience of playing a long game better for the players that have less time to spend all at once on a game. Breaking it down into smaller parts is one way to do that, but instead of asking the developers and publishers to do it for us, why not discuss ways to make it easier to play the game in small parts?

      What I see is simply a way for people to try more games without paying the full price of each game before they decide to spend a lot of time on it. We already have ways to do this, like rentals, that serve the purpose quite well, and with used games and the ability to purchase games for a lower price after you've rented them (ie from most rental places or services like Gamefly), it's not really as big of a problem. The good ideas from all of this talk of episodic games can really be used to improve all games, without having to break them up and sell them over time. I really think the disadvantages of episodic games would cause publishers and developers to become more conservative about what they publish and would result in the players having fewer choices.

      --
      -PainKilleR-[CE]
    6. Re:I like it! by Jeffool · · Score: 1

      Some people want longer games, and some want shorter. I see serialized games as a way to do that with minimal cost to the user. (I'd assume around the same price per gameplay hours.) For those wanting short games they could drop $30 and get the first twenty hours for twenty, and an additional 10 on a ten-buck disc. If that's all they want, they quit. (I'd personally prefer making each game self-contained in plot the norm.) Those who want more keep buying and playing. I see this as 'a' feasible attempt. Obviously it's not either/or. There's room for all types, I believe. Just like video has shorts, movies, shows, and serialized movies, and music has songs, albums, 'works', etc, I think games can have games, seasons/volumes, continuous (MMO), and who knows what else.

      But so far as having large games that people can play a few hours, I'm all in favor of that as well. Like I said, I like large games personally. Though someone who wants just a smaller game might not want to pay a large price tag on something that they'll only occassionally play, I doubt it's any more of a hassle of someone who wants a large game 'right now' as opposed to continuous pieces.

      And rentals, well, a lot of people in the industry aren't happy with rentals because they feel that they're cutting into developer's profit. Personally, I'm pro-rental. I'm a college student. I'm broke. Sometimes I get a chance to rent games and play rather than buying just one.

    7. Re:I like it! by PainKilleR-CE · · Score: 1

      And rentals, well, a lot of people in the industry aren't happy with rentals because they feel that they're cutting into developer's profit. Personally, I'm pro-rental. I'm a college student. I'm broke. Sometimes I get a chance to rent games and play rather than buying just one.

      Personally, I think the only profits that rentals cut into are those of the developers that make bad games, or games that are so short that everyone that rents them finishes them, and which have so little replay value that those people won't go out and buy the game afterwards.

      That being said, I don't have a membership to any of the rental places, so I just try to be careful about what I buy and sell back what I don't want (which is rare, most of the games I've sold back over the years have been games that were upgraded in some form, like taking back GTA3 and GTAVC to get the XBox versions, or taking back some of my DreamCast games after they were re-released and/or updated for the Cube or XBox). That being said, if I didn't have a fairly good amount of expendable income, I'd be renting far more often. As it is, I simply try to make the games I buy last, even if it means circulating a lot of them in and out of the time I spend playing.

      --
      -PainKilleR-[CE]
  24. the economics aren't there by *weasel · · Score: 4, Insightful

    A company can't afford to do all the upfront coding and tech support for a 'free' first episode, only to risk most of their potential audience drifting away. They can minimize this by licensing a proven engine - but it will never go away entirely. they'll still have to do support, and no-one wants to do that without revenue.

    Second is distribution. what would a 2 hour episode take to download? 50 meg? 100? 200? Sure, for us hardcore gamers none of that seems unreasonable for a good game. Let steam/kpp/bittorrent/etc download that while i watch south park. no problem.

    but what about the majority of game buyers with less-than-broadband? what about the game buyers with no internet access? these people are still out there, and the numbers show that there are many more of them than there are of us.

    Barring digital distribution, one must press discs, package, ship, and stock a box every month to be sold for roughly $5. This just isn't going to happen, as any content not headed for the bargain bin costs at least $5 just to ship, stock, and get shelf-space.

    So to do episodic content, you essentially limit your target market to broadband owners, and you put almost all your cash investment out up-front, with no guarantee or ability to forecast revenue.

    Then there's the content problem. Most casual gamers don't finish most of the games they buy. They buy games based on (comparatively) little research and often find they don't care for a game's style, gameplay, story, etc and simply stop playing. To ask publishers to essentially allow these players to try before they buy, is to guarantee less revenue because most will lose interest and never pay for enough episodes to allow the publisher to cover their costs.

    Let's not forget the lesson of Stephen King's 'Riding the Bullet'. That was top-rate content from one of America's most celebrated and popular authors, with a rabid, built-in fan-base.

    And what happened? He stopped releasing chapters of his novel, because he wasn't getting enough online revenue to make it worth his while. But it wasn't his paythrough rate that was dropping. His downloads themselves dropped after each chapter he released.

    Most people simply drifted off. They decided the story wasn't quite 'for them', or they forgot about it, or who knows what else. They simply stopped showing up.

    So if Stephen King can't manage to make it worth his time to dish out episodic content, what chance does a game publisher have? They won't have his exposure, they won't have his fan base, they won't have his potential market, and they won't get the free publicity he got. His cost was merely time, imagination, and a word processor. Game developers have comparatively massive up-front costs.

    and King failed.

    I personally believe that games, like novels, are media that are desireable to consumers, as they are paced solely by the consumer. You can put it down, pause, pick it back up, or blast through it 6 hours at a time, wholly unlike tv or radio.

    Consumers of book and game expect to be able to continue when they're engaged. They don't want to stop - and forcing them to stop essentially puts their excitement on hold, and may lose it entirely.

    Episodic content has only ever worked in the broadcast media, because with them there was no other way to do it. Broadcast means people have to alter their schedule to consume the content, and most people aren't about to block off 3 hours of one night for a single story. So they cut up a story into several more reasonable parts.

    People put up with 24, 1 hour at a time, not because they want to, but because they have no other choice. If 24 released on DVD at the same time as the first episode was released, what do you think would happen? Most people would buy it, and watch it on their own time, at their own pace.

    So if episodic content was simply a business reality, and never about a desireable presentation of content - why do people keep trying to force it?

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:the economics aren't there by PainKilleR-CE · · Score: 1

      So if Stephen King can't manage to make it worth his time to dish out episodic content, what chance does a game publisher have?

      While for the most part I agree with you, I think King's a bad example. For instance, if you look back a bit further in his work, there was a title called the Green Mile. Not a massively successful book, but it did well, and was originally released in 5 or 6 parts (I have them somewhere, but I didn't buy in until the 3rd or 4th was released, so I didn't have to wait much to finish it). Eventually it was re-released as a full novel and even later they made a very successful movie out of it, but as an experiment in episodic novels it was successful enough. The later experiment you mention proved a problem with online publishing combined with the episodic approach.

      --
      -PainKilleR-[CE]
    2. Re:the economics aren't there by *weasel · · Score: 1

      First, I must correct myself. Riding the Bullet was Stephen King's novella published specifically for ereaders. The Plant was his attempt at per-chapter online release via the Street Performer Protcol, and the one I meant to refer to in my analogy.

      The very fact that he had managed to sell 3 million copies of each $4 installment of The Green Mile seems to suggest that perhaps I was wrong, that the market doesn't mind episodic content if properly encapsulated. If you can put it on store shelves, you can sell a respectable amount.

      Although, opting for online distribution (as any episodic game would likely have to do), even with Stephen King's fanfare, only logged ~200,000 downloads for chapter 1. That's quite a bit of potential market-share lost on distribution concept alone, and his downloads were only on the order of 10s of kilobytes, hardly the massive stuff episodic games would require.

      Interestingly, Stephen King has gone on record as saying that the Green Mile serialization wasn't a success by his standards, and that he wouldn't be doing another serial novel again. It would seem that this reinforces the assertion that traditional reproduction and distribution of episodic content is simply not cost effective.

      Interestingly, the 66 page Riding the Bullet sold 400,000 copies at $2.50 in the first 48 hours ( i can't find total-to-date figures ). This was a full year before The Plant so one would imagine consumer acceptance of e-content would only increase.

      The only objective difference between Riding the Bullet and The Plant is the latter's pay-as-you-go intent. Apparently that alone kept most of King's fans who are willing to pay for an ebook from even downloading the first installment for free.

      It wasn't that The Plant didn't suit the fan's tastes, or that it was potentially more expensive - they simply didn't even try the content out. That's a pretty powerful implication, and it strongly supports my point.

      Still, feel free to ignore my pocket philosophy regarding the way consumers prefer to consume content. I feel the economics (via King's decision against further serial novels online, or off) still support the same end: episodic content is not the way to go when there is an alternative.

      --
      // "Can't clowns and pirates just -try- to get along?"
    3. Re:the economics aren't there by Jeffool · · Score: 2, Interesting

      Heya. I'm from the up-stairs thread on this story arguing PainKilleR. (He's a trouble-maker.) Can I borrow a cup of sugar?

      *ahem* We've mentioned that many people do prefer to wait for collected works (DVDs of TV shows, for example), but many people still can't wait that long. They prefer to see episodes as soon as they're available. I can appriciate your comparison. It's a damned good one. But I think it's a little off.

      His first eBook sold 400,000. I'm not positive, but I'd guess that's rather low for a Stephen King novella, as he sold 3million copies of Green Mile and thought that was abysmal. So by direct comparison, he should avoid electronic means of transport altogether. And following that line of thought, so should games. After all, they DO sell much better in stores. But that's a flawed thinking in my opinion.

      I do think that the writer of the article was wrong to suggest download massive amounts of new content on consoles, as the hard drive would fill up and you'd have to lose the content you paid for. I'd suggest selling the first (full size or near) game at the retailed for an amount proportionate to the content, with new chapters available for $5-$10 dollars at the counter. Cash in on peoples' impulses. Please feel free to join us 'up-stairs' in my thread if you want to go on about this idea any. I just genearlly think that you're wrong to compare books (low-tech) to games (high-tech) in terms of marketing. Games are much closer to video, which is often serielized with success.

    4. Re:the economics aren't there by *weasel · · Score: 1


      Unfortunately I fear I've already spent too much time discussing this. We being mere mortals not in control of development or publishing, it isn't worth spending too much time on.

      Suffice to say that I feel there are all types of content and content consumers. However, it is clear that the market for certain types of content, and types of content distribution that are clearly smaller. Commercial publishers always follow the money, and independent publishers can't get shelf-space in consumer stores.

      At this point the economics don't favor the up-front investment and increased risk of episodic gaming. Online distribution isn't a large enough market yet, and meatspace distribution is too expensive to allow for $5-10 serial installments to be profitable.

      When online distribution takes off, there may be reason to revisit the feasibility of an episodic market. But until then, it's a moot point. A $5-10 product via Meatspace distribution does not get shelf-space or attention. $5-10 titles reside in the value bin and do not sell well enough to justify continued content development.

      There are countless articles online detailing the extremely odd economic realities surrounding video game distribution. The practical roadblocks are staggering.

      It simply obviates the philosophical argument. If we can't feasibly distribute episodic video games, does it really matter whether it'd be successful or not?

      --
      // "Can't clowns and pirates just -try- to get along?"
    5. Re:the economics aren't there by cpt+kangarooski · · Score: 1

      King did not use the Street Performer Protocol.

      If he had, he would have set the overall target price for the entire work, and disclaimed all his rights to it once it had been met.

      Instead he wanted $1 from each person, and wouldn't give up anything.

      Perhaps if he had done a better job at this, and actually followed the SPP, it might have worked out better.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    6. Re:the economics aren't there by *weasel · · Score: 1

      He modified it slightly, sure - but the distinction is purely academic.

      The problem with Stephen King using strict SPP is that he has an alternative for the same content. A street-performer, or unknown, has only to ask enough money for it to be worth their time to publish. Stephen King has to make enough money for it to be worth his time not to publish traditionally.

      Supposedly he targetted a 75% paythrough instead of a fixed sum, and gave up because his fourth installment only got 45% paythrough. Yet, I'm guessing it has more to do with the fact that less than 200,000 people even tried chapter 1 of the The Plant, and it dropped to something like 80,000 by the fourth installment. Realistically, not even 100% pay through in that audience for 15 chapters is worth Stephen King publishing The Plant online as opposed to in bookstores.

      Yes, theoretically he should have set a bar for chapter release based on total grosses and not paythrough - but the point is moot. He had nowhere near the audience required to make it preferrable to him to traditional publishing.

      --
      // "Can't clowns and pirates just -try- to get along?"
  25. "Tell Kendra to Get out Now!" by superultra · · Score: 4, Insightful

    I beta-tested Majestic, playing the episodes usually at least a week to a month before they hit the players. As soon as it ended, I had a bad taste in my mouth. I'd keep reading, from time to time, how innovative Majestic was and just laugh.

    But you know, after getting more distance from it, I actually miss it. It really only took a few hours a week, but it became something of a daily habit to get an email or fax or phone call from Majestic. I really do think they were on to something, and I think its failure - and the failure of episodic content in general (remember Wing Commander Prophecy?) is largely due to several factors. Since I didn't pay, I don't specifically remember how much Majestic cost but I want to say that it was $10. I'm not sure it was worth that. $5, maybe, but $10 is outrageous. There's the notion with episodic content that it ought to significantly cheaper than a full game.

    I think the blame is often laid at the consumer's feet. But it's also an issue of pricing with the publisher. I don't think a publisher could justify charging any less than $10 a month. Why? Uf game designers can sell you a $50 game and %25-50 of those buyers will pay $30 for an expansion pack (essentially the next episode), why bother with a monthly subscription rate and risk someone dropping their account in the 8 months it takes to get the same amount of money?

    1. Re:"Tell Kendra to Get out Now!" by Pluvius · · Score: 1

      I beta-tested Majestic, playing the episodes usually at least a week to a month before they hit the players. As soon as it ended, I had a bad taste in my mouth. I'd keep reading, from time to time, how innovative Majestic was and just laugh.

      Majestic was innovative, just poorly executed.

      BTW, why in the hell did you beta testers lie to us normal players about how Episode 2 was "so much better" than Episode 1? Were you in the minority, or was EA putting words in your mouths, or what?

      Rob

    2. Re:"Tell Kendra to Get out Now!" by superultra · · Score: 1

      BTW, why in the hell did you beta testers lie to us normal players about how Episode 2 was "so much better" than Episode 1? Were you in the minority, or was EA putting words in your mouths, or what?

      Chalk it up to groupthink, but we really did think it was better than Ep1. Another factor may have been that the episodes were not as close together for the beta testers as they were for players. I seem to clearly remember the longest gap between episode 1 and 2, almost a month if I recall, while they retooled much of the concept. Maybe we'd forgotten how close the two episodes were?

      They had some pretty neat ideas in store, including live callers and even tangible shipped packages later on, so it's a shame that it never progressed that far. I'm not sure how nameless packages sent through the mail would have worked post 9-11.

  26. Slipped Release Dates by Txiasaeia · · Score: 2, Insightful
    One thing that people haven't mention is the fact that I've yet to see a good game in the last three years that has been 1) released on schedule, and 2) is not buggy. Now, imagine playing an episodic game and finishing the first free portion, only to wait for "only" a month for the next episode. A month turns into two, or three, or however long it takes to complete, by which point everybody is completely pissed off and refuses to pay for any more content.

    At least when I go to pick up a game at EB, the game is finished and in my hands. It might not be a terrific game, but at least I've got it.

    --
    Condemnant quod non intellegunt.
  27. Well duh... by skinfitz · · Score: 1

    "Imagine your favorite first-person shooter, role-playing game, or action adventure game. Now imagine that game broken up into one- to two-hour sequences. Now imagine that the first part was free and subsequent parts were delivered to you automatically for five bucks a pop, each month. Would you take the bait?"

    ...it's called an MMORPG...

  28. Some thoughts by 0x0d0a · · Score: 1

    Some other people seem to have posted similarly to what my first thoughts were -- hasn't this already been done in the form of expansion packs? Most expansion packs are cheaper than the original game and don't involve a lot of code.

    The only difference I can think of is that perhaps the proposed system would be on a subscription system -- but that means that the onus is on players to cancel if they don't like the first. I don't think I'd want to have to do something to avoid buying the second.

    Other problems with episodic stuff -- if a change has to be made that changes the earlier portions of the game due to an issue towards the end of the game, it's not possible to do a fix for the earlier sections of the game. If you find that the vast dogfights planned for the final levels of your World War II game simply kill computers when they use the degree of special effects that you planned and shipped in the less-crowed earlier versions, you're faced with changing how the game works in the last section.

    It places constraints on the structure of the game. Generally, episodic products need to stand alone, to some degree. You can't just sell someone "the next 15 minutes of a movie". There needs to be some degree of resolution to an episode to ensure that the episode is a worthwhile product. This is a constraint that can be rough for a game designer, who now has to make lots of little plots.

    One of the major factors in addictiveness of a game is how easily one gets back in to the game. In Quake, I click a mouse button and I respawn. Quake is quite addictive. In, say, older platform games, if I die, I need to play most of a level over again to get to where I was. This doesn't have the same degree of "just one more life" appeal. The idea is to keep the game player in an interested mood, and not provide breaks where they have to do something significant to continue playing with new material. If I require a player to stop, wait six months, then start playing the next "episode", they have a non-trivial irritation factor, a break out of the game. It's hard to start playing again.

    I postulate that an episode approach may have a tendancy to lead to declining quality. Once you have the first episode out, review writers need to write their reviews. People decide what to buy. After than, there is much less incentive to keep the quality at the same level.

    I suspect that the existence of episodes is somewhat due to the nature of TV. You watch an episode for half an hour when it comes on. Game playing doesn't necessarily stop at particular points. As folks have pointed out, MMOGs let providers provide new content continuously, instead of in "episodes". MMOGs could use an episode-like format if they wanted, but they can also do smaller updates.

  29. dot hack, anyone? by shadowcabbit · · Score: 2, Interesting

    I find it really weird that nobody's mentioned dot hack yet in this thread. It's probably the closest thing in actuality to what the blurb suggests (in true /. fashion, I did not read the article). Part four (the big finale) just came out a week or so ago in the U.S., and the reviews for it were decidedly less enthusiastic than those for the first in the set. Why? Because (and this is just my own speculation here) at $50 a pop, people expected four different, unique games and instead got the same game four times in a row-- with little to none of the fine-tuning that occurs between sequels.

    This is how I would have done it. Release the main game for a console with a HD (at this point XB, but I really hope the HD catches on in the next generation-- it's more useful than console developers currently realize) at the basic price point of $50. Then, release the expansions for $5 online or $15 in the store (if you want to include extra goodies in the package, go for it, but it'll raise the price point). In short, this is exactly what PC developers have done and done successfully for close to twenty years now. The paradigm can and should work on current consoles-- in fact, it does; three words: Final Fantasy XI.

    --
    "Why Subscribe?" Good question...
  30. Alias - The Game by bbuchs · · Score: 1

    About a year or so ago, ABC released a game series called "Alias Underground".

    http://abc.go.com/primetime/alias/underground/

    If I remember, your first download contained the game engine, and the first 2 missions. Subsequent missions were released every other week or so.

    Oh, and it was free (as in...). Of course, during the game, Sydney drives a Ford Focus®, and communicates with Marshall via her Nokia®, cell phone.

    It's pretty much a Tomb Raider knockoff. Fun, nonetheless.

  31. Bioware are trying this by GonzoDave · · Score: 0

    One of the business plans mooted by their live team is for content(eg new monsters, classes, spells, and items) to be freely available to all, all small episodic(but professionally made*) modules using this content to be downloadable for around $5-10 each. It's not really a surprising move, when you consider the idea of episodic content has been integral to P&P RPGs and card games since the 70s. All the computer industry has lacked is a suitable distribution medium, which the internet(and mroe specifically widespread broadband) now provides *Mind you, considering the quality of the average NWN player made content, Daikatana looks like a neglected masterpiece

  32. I'd go for it by Groove+Holmes · · Score: 1

    There have been a lot of good points raised on the practicality of producing such a game successfully, but assuming someone could do it and make money on it I would definitely be interested in a format like this. I've been playing games for a long time and I still think like someone who plays a few hours a day, but in reality I now have a time-consuming job, a wife and 2 kids, and I'm remodeling my house. I'm lucky if I get 2 hours a week to relax. With a lot of games it is too much effort to sit back down after a week away and remember what the hell you were doing. I'll pick up a game like KOTOR or Morrowind when I have some vacation time coming up or if things are going to be slow at work for a few weeks, but it would be cool to have a game that was designed for episodic play. Even if, in the long run, it is more expensive than your typical $50 game. I'd rather pay $75 for a game that I could enjoy and finish over time than blow $50 on a game that I never get through because I can't put in enough hours to stay engaged. And I know that there are a ton of people in the same situation.

    Also, I think that if this was done well it could generate a lot of attention as the game progresses. If there was anticipation and a general "buzz" as each episode was released it could really grow.

  33. I'm a wanna-be gamer by alecf · · Score: 1

    Ok, so I got my playstation2 a few years ago, and I love perusing screenshots of the latest games online, thinking to myself "Wow, if only I had time to immerse myself in THAT!"

    So its really hard for me to justify dropping $50 on a game that I know I'll only get to play for 5-10 hours in a month. And I know that about 50% of the time, I get bored or stuck in a game before finishing it.

    My solution is to put the games in my amazon "save for later" queue and check back periodically as the games get cheaper and cheaper, and become available via the "used" channels. When I can get a game for $20 or less, I buy it. The disadvantage of this is that I usually have to wait a good 4-5 months before games are this cheap, and by then I've seen 5 other games that I'm drooling over at that moment.

    A model like this would help serve my "that looks cool right now!" urge, but I wonder about the monthly-installment type of thing. When I do get bored/stuck, it is after about a month of gameplay. I might be willing to pony up $5 or $10 during that first month to buy the next installment or two early, while the game still has my attention... especially if I started the game for free. My net cost could be lower and I'd probably get the same enjoyment out of it..

  34. So many problems.... by cgenman · · Score: 2, Informative

    There are so many problems with episodic games... Where to begin?

    First of all, there is linearity of design. Generally, your character will acquire experience, gold, weapons, abilities, etc throughout a game. If a person jumps into the fifth month of a game, he will be at a severe disadvantage to continue if it is even possible at all. So in any game that contains character development, like the Metroid series, you will need to keep customers buying the packs in a linear fashion.

    Which brings us to a position where you don't have an episodic presentation at all, you have a pay-as-you-go model combined with a content-in-patches model. People will start 8 months after the game is released and it starts to get some buzz, will play though the first available 9 hours, and will wait every month for the next level. And that, my friends, is a crappy way to experience a game. Even if you can only spare an hour a week, you will be left with nothing to play for 1/5th of the time, and a tight story experience that is spread out over two years. It would be jilted and terrible. Whatever coherent emergent experience the game may be presenting would be lost amidst the sea of time. Could you imagine watching LotR one hour at a time, spread out over 9 months?

    And let's be honest, no monthly episode would ship on time. It should be in QA for the a month before it is ready for prime time. You have to create textures, unique characters, a map, a new musical track, and fresh voice recordings. You have to balance the difficulty, ensure compatibility, and test. You would have to develop the entire game before hand, and simply release it monthly. It would simply be a matter of withholding from your potential audience.

    After a year, what then? If it took you two or three years to develop the first game, and you've been futzing about during the intervening year listening to player criticisms, altering gameplay balance, and adding areas, you now will have had maybe a solid 6 months to design and develop the next game. That's really not enough time, even using an existing engine. The reviewer complains that Metroid Zero is too short, and would like to see more content released monthly, but the reviewer doesn't say where this development time would come from. It's nice to say that a game is too short, but Metroid Zero isn't too short because they were waiting for the expansion pack. Game designers not "worrying about having to pad these episodes out"? These episodes would be all padding.

    As for the first hour free... Has Greg Kasavin even tried demos? I know he's the executive editor for GameSpot, so he probably knows to avoid the slimeware that GameSpot's demo area tries to install on your system, but there are other sources. If you want the first hour free, go to a real demo site, like 3DGamers, and enjoy yourself.

    It is true that games need to become shorter, more intense experiences... More Metal Gear Solid than Xenogears. But chopping up an otherwise perfectly fine game and making it monthly is not the answer. It may be a reasonable-sounding solution, which is why it is repeated all too often, but in reality this no-brainer really is a no-brainer.

    1. Re:So many problems.... by Jeffool · · Score: 1

      There are so many problems with episodic games... Where to begin?

      Let's begin at the start. Tell me, what was your childhood like?

      First of all, there is linearity of design.

      Veeeery interesting.... Sorry. Back to our discussion.

      Generally, your character will acquire experience, gold, weapons, abilities, etc throughout a game. If a person jumps into the fifth month of a game, he will be at a severe disadvantage to continue if it is even possible at all. So in any game that contains character development, like the Metroid series, you will need to keep customers buying the packs in a linear fashion.

      Not really. I think that if you start out in Chapter 2, there should some default starting values, or, if you want to load up a save from a finished Chapter 1, you should be able to. So far as the game remebering previous decisions you made? I doubt it would be hard to write in default choices as well that drop obvious context clues to the story to anyone who hasn't played a preceding chapter.

      Which brings us to a position where you don't have an episodic presentation at all, you have a pay-as-you-go model combined with a content-in-patches model. People will start 8 months after the game is released and it starts to get some buzz, will play though the first available 9 hours, and will wait every month for the next level. And that, my friends, is a crappy way to experience a game. Even if you can only spare an hour a week, you will be left with nothing to play for 1/5th of the time, and a tight story experience that is spread out over two years. It would be jilted and terrible. Whatever coherent emergent experience the game may be presenting would be lost amidst the sea of time.

      If you buy a boxed DVD set, you get caught up on all the episodes, and then are on the weekly (or whenever) schedule that everyone else is on. Boohoo. You think it's crappy? Hey, fine. I think the industry can support both models. Just like TV shows do, and just like comics do.

      Could you imagine watching LotR one hour at a time, spread out over 9 months?

      Just as easily as I can imagine watching it three hours at a time spread out over two years.... I'm sorry. You have to admit, you deserved that one. ;)

      And let's be honest, no monthly episode would ship on time. It should be in QA for the a month before it is ready for prime time. You have to create textures, unique characters, a map, a new musical track, and fresh voice recordings. You have to balance the difficulty, ensure compatibility, and test. You would have to develop the entire game before hand, and simply release it monthly. It would simply be a matter of withholding from your potential audience.

      You could start creation of the 1-6 episodes at the same time with with different teams. The sixth being a relative 'end point' to major plotline. And if the first couple look like a hit, then begin work on a second arc.

      After a year, what then? If it took you two or three years to develop the first game, and you've been futzing about during the intervening year listening to player criticisms, altering gameplay balance, and adding areas, you now will have had maybe a solid 6 months to design and develop the next game.

      If the experiment works, after you've had your fun with the first 'volume', think about maybe re-investing in a new engine. Run it in 'seasons' like any TV show. Offer a boxed set for anyone who didn't get it. Maybe with 'bonus material' like DVDs.

      The reviewer complains that Metroid Zero is too short, and would like to see more content released monthly, but the reviewer doesn't say where this development time would come from.

      I'd assume from the art department. If a team can make a 40+ hour game in two years, then why can't they make eight 5-hour chapters in relatively the same time? Maybe even with a smaller art department, as the 'release date' for some of the

  35. Open source games by FuzzyDustBall · · Score: 1

    I had a concept like this to get paid for making open source games. Release the game in episodes 4-6 hours long and have a donation system setup that when the total donation reach a certain level a new episode would be released. Each episode would have to be a complete story but part of an epic overall adventure.

  36. Dark Forces: Jedi Knight by Anonymous+Custard · · Score: 1

    I played the demo level in Dark Forces: Jedi Knight dozens of times, and it made me want the full game (which I asked for and got for xmas one year). If I hadn't played that free, short demo, I wouldn't have wanted the full game.

    All the benchmarks and reviews in the world can't substitute for actually playing a demo of the game.

  37. Not many Games lend themselves to Episodes by Snowmit · · Score: 1

    Ok, so any game like Tetris, Quake III, Unreal Tournament is out of this equation. They don't really have stories so breaking them into parts makes no sense.

    Any game with a multiplayer component is out too - If you release new content, presumably there will be some new models etc. If I don't have those models because I didn't buy Episode 3 or whatever, then the versions of our game will be out of sync and we won't be able to play together. Episodic games fragment the multiplayer community which is the opposite of what you want.

    That leaves us with single-player story-driven games. Again, there are two sides. On the one hand we have games where the plot is open and your choices have real consequences to how the story unfolds (Western style RPGs (Fallout, Neverwinter Night: Shadows of Undrentide, Planescape Torment)). Let's include in this catagory games where the plot will unfold in more or less the same way but you have a lot of freedom as far as how you explore the world (Metroid series, Myst and Uru, Grand Theft Auto). None of these are suited to Episodic gaming because if you limit your content to, say, 5 hours of gameplay per episode then there will be very little that I can explore and unless you are willing to write a series of different episodes for different decisions in previous episodes, my actions won't be able to significantly affect the way your plot unfolds.

    This leaves us with story-driven, single-player, linear, non-exploratory games. They would be very good episodic games. Unfortunately, there aren't very many games like that and most of them are made for consoles (ie, parts of the Final Fantasy series, Viewtiful Joe, Metal Gear series) which generally don't have large Hard Drives to store new episodes on them.

    --
    I have a lot of opinions about Cyborgs and Architects
    1. Re:Not many Games lend themselves to Episodes by Jeffool · · Score: 1

      First, I'd like to point out that I don't particularly like everything that this article's talking about, but I like the general idea. I'm not sure how large the average X-Box download is, but I think it'd be brighter to have later chapters as a disc you can buy for $5 at the store.

      You're absolutely right about most multiplayer games, Western-style RPGs, puzzlers, and 'game' games not being able to really profit from this type of development and release. This is largely for content-driven games. But I don't see why Metroid, Grand Theft Auto, or even True Crime couldn't benefit from this.

      The land could essentially stay the same (or change as the story merits) and just have continuing story in the same locale. Of course if this approach were taken I'd assume to have a lot more than 5 hours per chapter. More like 20+, at least. But I have the feeling that they'd make much of that as just new scripting using all the old models and textures.

      No; I'd like to see 10 or so hours of rather high graphical quality gameplay per chapter on a new disc each month. This way you don't have to download a gig of new content, but can keep all of your story-altering decisions from your last game saved on the memory card.

    2. Re:Not many Games lend themselves to Episodes by Shadwell · · Score: 1

      Why wouldn't this work for Q3 or UT? Give players a basic single player mode with a limited number of maps and the full multiplayer mode. When they play through part of the tournament, ask them to purchase another chunk of it that contains additional maps and bots. Even in the multiplayer arena-style FPSs, a single player mode is still important. It allows players to practice before taking their skills online against others and gives dialup players a chance to experience the game.

      Sell players subscriptions. "Every month, if you want us to, we'll send you new content and ding your credit card."

      And since broadband still isn't ubiquitous, give players the option to have the extra content delivered on CD.

  38. Another consideration by superultra · · Score: 1

    Something else I've thought that may impair a company's willingness to develop episodic content is that it becomes much more of a democratic process than merely releasing a $50. What I mean is that if you're going to develop, say, 10 levels, and you have the choice of selling these at $50 for all 10, or $10 a month for each level, with the entire game each level does not have to be the absolute strongest it can possible be. If you have a subpar level, most players will be forgiving as long as you make it up eventually.

    But with episodic content, that becomes problematic. You make one poor level for one month, and you may very well have lost a substantial amount of subscribers.

  39. see arena.net by Chitlenz · · Score: 2, Informative

    www.arena.net is the site setup for the refugees from blzzard who are working on Guild Wars, which loosly follows this model. It's an Everquest-like mmorpg, but has no monthly fee, and instead relies on repeat expansion buys to pay the bills.

    Sounds like this may get tested this year.

    -chitlenz

    --
    Imagination is the silver lining of Intelligence.
  40. Who needs it? by Anonymous Coward · · Score: 0

    For almost any of the computer games there are free demo-versions, which user can download and play. Than what would be the point of splitting game into short episodes and selling them separately? Nobody sells 1/10 of the book or movie, right?

    From the original article:
    Sometimes we spend $50 on a game, never get all the way through it, and then wish we hadn't wasted our money.
    You should read reviews first... Wait, you are an editor. Then you should find people who write informative reviews, hire them and then read reviews first.

  41. Actually they are called "sequels" by AzraelKans · · Score: 5, Interesting

    Sequels can be made as episodes of a (supposed to be) larger history, sometimes they are actually made considering the history will finish in the sequel, hollywood has implemented this system successfully: star wars, kill bill, the matrix sequels and to some extent lord of the rings. Since american games tend to follow movies Is pretty possible we see a game named "TITLE:volume 1" in the near future.

    Anyway in games this already has been done with some success: legacy of kain per example tells a "history" which can be only fully unraveled by playing all episodes (games), the baldurs gate D&D (supossedly) and of course the ".hack" series do pretty much the same.

    In other case, small (1-2 levels) episode games can only be practical for shareware, demoware or internet based developers who are trying to make downloads easier on users. Other than that a company cant afford to invest in a full game project which will only have an asured sell of only 20% of their content at 30% of its price, I mean, who can asure if users will only get the first 2 episodes and then quit because they found is too dificult or something else new is out by then? is a known fact that only a small percenteage of gamers finish all the games they buy. What about the other epidodes developing packing and *shipping (*if they get shelf space) who is going to pay for that?

    Is not practical for users either, you buy a $20 buck game and play it for 2-4 hours then you have to go and buy the next episode. if you have 5 extra episodes thats 6 visits to the software store. Even a less than brilliant person can realize is easier if you just pick all the episodes in 1 trip (unless you are considering quitting early or not playing all episodes). Besides who is going to buy a 2 hour game when they can get a full game for the same quantity at retail price? is a no brainer.

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    Go ahead MOD my day!
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  42. It would really depend on the pricing..... by GrnArmadillo · · Score: 2, Interesting

    There are very few companies that deliver content worth the cost of an expansion pack as is. (The only one I can think of off-hand has a name that starts with B and means a fierce snowstorm, though there was those few famous free expansions to the original IWD and WC Prophecy (that prompted me to go buy the original games off the bargin bin).) If the prices were low enough, I'd consider it. But most companies I suspect won't be able to or interested in selling their content that cheaply.

    Actually, Baldur's Gate has a reasonable model - a world you can wander aroud in as you like that can paste new additions onto the world map relatively easily. Had Interplay not cannibilized BIS, I'd consider paying 20-30 for an initial package and $5 a month for a new area. No idea if that's as profitable for them as selling the game for full price upfront though - I never made it more than a few chapters into the original BG cause I was really busy at the time, and I'm sure they'd have made less money had I been paying as I go....

  43. Like Xbox Live? by JonoPlop · · Score: 1

    So it's like Xbox Live (which lets you download content), but without 90% of the content of the original game. Or like a standard PC game with extra units, maps, campaigns, etc. downloadable from the 'Net, but now it costs money. Sounds great.

  44. Rushed Games by JonoPlop · · Score: 4, Interesting
    If this did take off, would this leave a lot of retail releases very rough around the edges?

    For example, I can imagine game publishers saying, "OK, now you only need to make 10% of the content by the time the game's released, so instead of getting twelve months, you only need three." Sure, it may be possible to make 10% of the content in 25% of the time, but it is not possible to do 100% of the programming in 25% of the time.

  45. I played Majestic. by Pluvius · · Score: 1

    The problem with Majestic was that it catered to the lowest common denominator. The puzzles were way too easy; most of them didn't even require any thought. I don't think this is a problem with episodic gaming, though, just a problem with EA's implementation of it. After all, the "free" Majestic Revelations episodic side-game was far better than the game I was actually paying for because the puzzles were actually good and required teamwork to solve.

    Rob

  46. Anybody remember Halcyon Sun? by Pluvius · · Score: 1

    It was a (technically) free episodic space sim on freeloader.com that was a lot like Wing Commander Secret Ops. It was about 2/3 of the way or so finished when the creators yanked it and put the game out for retail about a year later. I have a copy of the retail game, but I haven't played it yet. The game seemed too weak for retail, though.

    Rob

  47. The future of the industry? by torinth · · Score: 3, Interesting

    I like the idea a lot. An ambitious company could even try to restructure the game industry to look more like broadcast TV. I mean, once you have good game engines stablized, you can start hiring artists, voice actors and writers to produce regular episodics. These episodics can be occasionally interrupted by advertising and delivered, for free, to the end user.

    Ultimately, this would change the industry to stop focusing on technical advancements (renderers, etc) and focus on gameplay and story enhancements instead. Some of us seem to be waiting for that.

    Of course, you could also shoot for a subscription model instead of ad-support, but most people already pointed out the problem with that: current gamers are reluctant to move to a monthly-fee model when they can already buy 60-gameplay-hour games for $50.

    If anybody's seriously interested in this, and brainstorming some ideas I'd be curious to talk to them.

  48. Potentially a good thing.... by Eluding+Reality · · Score: 2, Interesting

    ..but there is a major element missing in many games that limits the appeal of this - good storylines

    Its the story that keeps you coming back to TV shows or book series or movie series and the same should be true for episodic gaming. Whether it would actually succeed is a whole different issue, but the chances are quite slim. The time required to produce each episode will be too long, sure once the core engine is written it will speed up as developers learn the system, but it will still be no small task to produce each episode. Maybe one day it will be a possibility but I don't think yet

  49. Many cell phone games... by BW_Nuprin · · Score: 1
    ...are episodic. Its a matter of necessity - a celly can't hold much data, so we include only one or two graphics tilesets per episode. The result is the first episode is the stone world, the second is the ice world, etc, etc. So not only do I have to work less, but I get paid for two games :P

    I am a lazy american game programmer! I have become my own worst enemy!

    (Not really)

  50. Re: Engine license doesn't help by Anonymous Coward · · Score: 0

    You're partly right in terms of licensing an existing engine... except that a good engine costs upwards of a million bucks. So right there, the publisher has the challenge of getting their investment back with the first episode. How can they do that if the game is sold for less than the average full-length title?

    Then by licensing a _cheap_ existing engine, the product's quality suffers. Right there, that's shooting yourself in the foot again, because people are less likely to buy subsequent episodes if the main episode's quality isn't quite up to snuff.

    There's no easy way around it. Imagine the Lord of the Rings movie split up into 9 episodes, 1 hour long each. Would you have gone to see each and every episode? Even if your movie ticket was half price?

    The idea just doesn't work.....

  51. Apogee Model by Anonymous Coward · · Score: 2, Interesting

    Reading the post, it reminds me of the Apogee Model from way back.

    I would be interested in episodic gaming - I never get immersed in gaming and something that can be down in a night is personally better for me.

    Besides, wasn't it tried before back in 1998 (the name elludes me, but it was a shoot 'em up)?

  52. .hack was mentioned in earlier posts. -nt by Anonymous Coward · · Score: 0

    -nt

  53. there have been some for ps2 also by cyrax777 · · Score: 1

    the .hack series was released as 4 seperate games that continue the story right from were the last one left off. And Xenosaga is soppused to be episodic hence the name Xenosaga episode 1.

  54. Another detail about this. by AzraelKans · · Score: 3, Insightful

    If games were episodic and for any reason the company left the series out, you wouldnt have the complete history of the game ever!

    I hate to bring it up because they are great games, but the shenmue games are supossed to be episodes 1,2 of 13, so the history is not complete at all, and theres no signs of shenmue 3 (or its other 11 parts) ever going to be released.

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  55. hmmm by frink_exp · · Score: 2, Insightful

    I'm not too sure how popular this would be. It reminds me of the now defunct divx format. When people pay for software, they want the whole thing, not just a part of it. They don't want to pay for it over and over again. Admittedly, there is a slight difference. In the episodic games, you're paying for new content with each installment. In the case of divx, you were paying to view something you already had seen.

    --
    'Q' is for Dr. Tran
  56. FPSs Episodes by dbm1175 · · Score: 1

    A buddy of mine owns and X-box... We are getting together with others to play multi-player all the time, but it's starting to get old... But imagine a game like Halo merged with the BioWare model. You buy "Halo X" for half of the cost of a regular new X-Box game... But all you have is the single player game and one multi-player map. Now when you log on to play online, you can either only join games with that one free map, or you can connect to MS and for the low-low price of $? you can download the "New, Improved Fantastic Multi-Player Map Y"... Each month, MS releases a new map... The game keeps changing, old players continue to be challenged, new players can come into a new map on (somewhat) equal footing... I'd pay a couple of bucks for a new map. Maybe in LAN games, only one person would need to have the map, that way you could 'preview it' in a LAN game and decide if you wanted to purchase it...

  57. Asheron's Call already does this. by Tofino · · Score: 2, Interesting
    Asheron's Call is a $12.95 download that comes with a free month of play. For that $12.95 you get 4 years full of episodic content in an MMORPG. Then, you get a new episode every month, featuring new content, monsters, and storyline.

    This content is significant: three towns have been destroyed over the course of the 4 year storyline -- Arwic, which was the TRADING HUB of the game at the time, and has since been rebuilt in impressive fashion (over the course of 3 episodes about a year back); Tufa, which has been sorta-rebuilt on the edges of the water-filled crater; and Yanshi, the residents of which now live in a nearby tent city.

    Epic storylines culminate in huge battles which are of course for the Fate Of Dereth (tm). Political intrigue abounds. That, and it's a fun game, too, with killing aplenty!

    The developer, Turbine, has recently purchased the rights for the game back from Microsoft, and are going to release an expansion pack soon. The game is not currently available for download (MS had dropped it when AC2, a bad game :), tanked) but it will be in the next couple of weeks. Highly recommended.

  58. .Hack//Sales_Pitch by Pizzop · · Score: 0

    .hack already does this, little more exspensive than 5 bucks a pop, but it's probably the best option so far.

    1. Re:.Hack//Sales_Pitch by Duty · · Score: 1

      It's 5 bucks a pop if you rent. :)

  59. What I would hate about it... by Anonymous Coward · · Score: 1, Interesting

    I have a few games that have ended with a "to be continued" type endings. The problem with this is that these games did not get any sequals, which makes it annoying to play through the darn thing only to be left with a short and cheap ending. Would you pay $10+ to go to a movie that lasts for 10-15 minutes and ends with "maybe to be continued next month?"

    One example of such a game is Shenmue. It hasn't got to its end yet, and from the looks of things it might not even get to finish. It also dosn't help them if they keep changing systems each time. If they do release Shenmue III, they better include the first and second one because I really doubt that many have played the first two. Also I doubt that many will want to buy it if the game is at the end of its story. It is kind of like buying a novel, and just reading the last few chapters.

    Plus that way you can actully experience some of the things didn't carry over to the Xbox; i.e. the collecting, fighting moves, money, arcade games, etc.

  60. Metroid Fusion SA-X segment difficulty by Webapprentice · · Score: 1

    To clarify just how difficult a particular segment is relative to the rest of the game.

    At the point in the game where this happens, you can, at best, survive 3 or 4 beam shots from the SA-X. Not bad you say? Here is the difficulty.

    When you meet up with the SA-X at this point, it is walking back and forth in the room. You are hanging off a ledge on the right side of the room (so sneaking past the SA-X is impossible). You have to drop down to the floor, use a diffusion missile (which flies slightly slower than your beam weapon) to freeze the SA-X for a paltry 3 seconds. Run to the room to the left.

    This room is one large corridor with a series of gates. On the ceiling of the gates, thre are red sensor you must shoot at with your beam weapon to open the gate. At this point you are running away from the SA-X, so you must run and shoot diagonally (the game allows you to do diagonal shot easily fortunately) at the sensors to open the gates. All the while the SA-X is chasing you. You can stop to fire a diffusion missile at the SA-X, but it's going to open fire at you, so you have to be quick. So, you're running like crazy opening each gate until you reach a wall. The wall can only be dstroyed with a Power Bomb. The Power Bomb takes 5 seconds to detonate. So, you have to plant the bomb, and freeze the SA-X while you wait for the bomb to explode then run again to the next room where there is a large wall you can jump over and hide.

    After this segment, future SA-X battles were not nearly as difficult. The whole game has spikes of difficulty which really make the game balance feel off.

  61. Pay per play model....no thanks. by Lord_Dweomer · · Score: 2, Interesting
    Is it just me, or is this game companies looking to try to move us to the pay per play model? I mean....I think the only thing this can lead to is them making a series ridiculously long just to milk it. I guess this could work with something thats EXTREMELY story driven. But i'll be damned if I'm going to cough up money for the next episode of a game which is merely hack n slash.

    --
    Buy Steampunk Clothing Online!
  62. Serious Sam? by TedBot · · Score: 1

    In a way isn't this what "Serious Sam" is all about?

  63. Short Stories? by Anonymous Coward · · Score: 0

    I'm suprized that everyone here assumes that the storyline must be continuous for every episode. Take for example, Shelock Holmes. The short stories aren't enough to make a full game (usually), while quite possible for much shorter ones.

    This would also be far preferable for independant game makers, who can't afford to spend years to build a game. 1 month isn't overly long to make a short game though. The game itself thus has to depend on content rather than fancy graphics only possible by a longdevelopment time, but then, indy developers usually have to depend on that anyway.

    -
    This post is hereby placed in public domain.

  64. Already been done by spyrochaete · · Score: 1

    I've played a few games similar to this concept.

    My favourite was You Don't Know Jack Netshow from the now-defunct bezerk.com. Ordinary YDKJ fare, but free and updated with new questions weekly. In lieu of subscription, the user was forced to watch a few short TV-style flash commercials between each of the 3 rounds. The commercials were very tolerable considering the quality of the game, but I guess they didn't pay the bills.

    Another fine, free, episodic game is (was) Wing Commander Prophecy. I believe this game, the same in gameplay to other WC titles, was intended to be a commercial product but, like Wolfenstein: Enemy Territory, development could not conform to schedule and\or budget and was released to the public pro bono. Episodes were released incrementally (I forget the span as I didn't try it until all 6 episodes were available) and professionally written story text and fanfiction could be downloaded to whet one's appetite between releases. The game can be downloaded but the game originally required registration and the website is now gone so I can't promise it will work for you (plus it's a Win98 game - Direct3D).

  65. Depends ... by robnauta · · Score: 1

    Depends what you call parts and what you call expansions.
    Does a part have to end in a cliffhanger, not be complete on its own ?
    Else, many games are doing this already. I don't mean the old Apogee/ID software technique of making part 1 free and 2 and 3 commercial.

    A lot of work is done on the engine/game, but content also takes a lot of time. If you just release when you have enough but keep on making new content with the same engine, you can sell it again.

    Half-Life, then Opposing force, then Blue shift. Medal of Honor, a year later Spearhead and now Breakthrough. The Dungeon Siege expansion. The expansions/new stories for Morrowind and Neverwinter Nights. Road to Rome for Battlefield 1942 (not much of a story but still something new). Almost every game seems to get an expansion/new release a year later with additional content.
    It looks like this business model is already being used a lot.

  66. Have you not played Warcraft 3... by Jonathan+Platt · · Score: 1

    See title...

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