Hands on with SiN Episodes
onethumb writes "The video game industry may be on the brink of a sea-change just like music has seen and movies are in the middle of now. Valve began it by selling millions of copies of Half-Life 2 online with Steam, and Ritual's about to really turn up the heat by proving that online episodic game development really works. We'll get better games, more frequently, and with new, innovative gameplay. I spent some quality time with SiN Episodes and it looks like everyone wins - Ritual, Valve, and you." From the article: "Everyone wants episodic games. Developers want it because they get to make better games (by listening to their fans suggestions every 6 months and incorporating it directly into the next chapter) and do it more cheaply (6 months of game development vs years. Do the math). Gamers want it because their favorite games will be more frequent, higher quality, and more innovative since developers can now take some risks with different & new gameplay. But figuring out if it's a money-maker is a big risk. Someone's gotta put their hard-earned dough on the line and try it out."
I think the real question here is how long it takes to play through an episode and if an every-6-months release schedule is going to be responsive enough.
If I can play through an episode in a week and then have to wait 25 weeks for the next episode...
Given, the marketing materials on the site state that the game is very replayable because it doesn't follow a set path, allowing for more variation in replays. But still, how much variation can you get to make the 25 week wait more bearable?
I think this is why MMORPGs do so well, because the constant interaction with other players helps fill in the gaps. If it's mostly interacting with NPCs or head-to-head frag wars, it can get old.
The 1998 version is based on Quake II. IIRC, the Id gaming engines allowed for user-created missions/levels. If this new version of SiN allows for player-created extensions/expansions, that might help bridge the gap between official episode releases. Still, I think that if they're going to sell it on an episodic basis, a quarterly release schedule (at minimum) is needed to keep people hooked.
- Greg
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I mean, aren't they? regular patches, feedback... some more than others, true, but they all add content and features as it goes on...
"Waste not one watt!" - CZ
So every 6 months you get another demo length bit of a game? Spiffy.. and by the time you get to part 4 the games two years out of date and looks vile. People stop buying each episodes, game fails, story ends up as a cliff hanger due to resources drying up.
This has "dumbass" idea written all over it. Take the two years and recent a decent game and I'll buy it, advice my friends to buy it and try and support it as best I can. Make a couple of demos and space them out over a year and I'll have forgotten by the end of episode two because I'll have found something else I wish to play/support.
I like muppets.
"Everyone wants episodic games."
Everyone? I don't think that means what you thinks it means.
I cannot stress enough how much games need to keep gaining in artistic direction and accessibility. The biggest obstacles are new customers who like the game but find the time daunting and learning the control layout to do something as simple as shoot ridiculous (which Nintendo is of course changing), and the lack of originality.
When games can overcome these obstacles, they will do to movies what movies and television did to books and radio.
Ex nihilo nihil fit.
This actualy worries me. If listening to their fans suggestions turns out to be letting the game's forum drive development. It is my opinion that the forum is the single worst thing to happen to the MMO genrea, and I'd rather it not squeeze it's way into more traditional games.
The problem is that most forum-posters are not game designers, they don't really know what makes a game fun to play, they know what makes a game easy. This is why people make and use "trainers" and other cheat programs, even though they will almost certainly and instantly wreak gameplay. They know what they think they want, but they are rarely right, and even when they are, they generaly don't represent the greater community.
My fear is that too much user feedback will lead to stagnation. The people most vocal in feedback channels are generaly concerned with making a game more like their last favorite game. Developers should be concerned with making it more like your next favorite game. It's the difference between looking backward and looking forward.
If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
I don't want to buy every little expansion and turn what SHOULD be a "pay once-play forever" game into a bastardized version of paying a monthly fee.
This is just them trying to get us another step closer to pay-to-play, they're just talking about the initial benefits from it.
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TV (series)is just episodic movies. It is a model that works. Each episode (regardless of time to release) contains more of some things, new other things, plenty of old stuff that works, etc.
Now put this in the context of a game. Sure it is a new model, but the idea is the same. Popularity in some aspects will drive further development of those elements that draw the most people in and keep them coming back. Less popular elements will fall out. You will 'watch' the next episode if you want to or you wont.
But two things stand out in my mind here
Do I smell a 'Sign this web petition to "save SiN episode 5" from being cancelled' in the air in the future?
what exactly does innovate gameplay even mean? When was the last time you played a game that was so new, different, and "innovative" that it really stuck with you. Half-life 2 is fun, no doubt, but I would not describe any part of it (including the gravity gun) as "innovative" Tetris was innovative, SimCity was innovative, Wolfenstein 3D was innovative. Most games released today would be considered evolutionary at best, not innovative. I will play SiN, and I will prolly enjoy it, but 2 months later I probably wont remember it.
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