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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."

3 of 36 comments (clear)

  1. Will episodes come quickly enough? by gbulmash · · Score: 4, Insightful
    My comments below should be taken in the context that I have not played either the 1998 original SiN or the upcoming release.

    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

  2. so.. by Turn-X+Alphonse · · Score: 4, Interesting

    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.
  3. Why they REALLY want them by Lord_Dweomer · · Score: 4, Insightful
    The reason they REALLY want episodic games is so they can make more money. EA is starting to do it with its $10 expansions that it will rush to market as soon as they can...everybody is jumping on the bandwagon.

    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.

    --
    Buy Steampunk Clothing Online!