Lumines Live! Creator Defends Content Downloads
Eurogamer reports that Lumines Live! creator Tetsuya Mizuguchi is defending the extra content downloads required to play the entire game on the 360. From the article: "Mizuguchi told IGN that one reason for the download/pricing strategy was technical ('We have to include everything in 50MB') but that the other reason was the desire to let people customise Lumines. 'We want people to look at Lumines and, depending on the artist, or the season, or the music, we want to give them different reasons to consider buying the game,' he explained." Relatedly, the Live service hit 4 Million users, Microsoft has announced. "Microsoft reckons it's on track for six million users by June 2007. 'We openly welcome other console platforms to join us in [the online] space,' [they say], a bit mockingly."
So, I don't mind the add-ons. I think it's totally awesome to be able to expand the game... but Lumines does it in such an underhanded way that I will not pay any more money for that game.
A) First like all other live games, they say many times, "Pay to Unlock the full game!" all over the place.
B) When you do, there is no indication that any of the other modes are optional. You don't actually discover it till after you've played the first level or two and the screen pops up and says, "HAHA, you suck! Give us more money, fool!"
What they should have done is have the options listed as Main Game and Download Content. As you download the content, it adds items to the menu. Perhaps a "Test Downloadable Content" section or something for the try before you buy action. It's not what their doing, it's how sneaky and evil they do it.
The problem is not that the game is downloadable. The problem is not the price -- it is actually fairly reasonable for a puzzle game. No, the problem is the semantics used. The game is listed as "Unlock the Full Game", not "Unlock Mission Mode and a Few Trial Modes". This sets the expectation that the player will have access to ALL of those locked modes that you see in the trial version of the game, not a handful. Furthermore, the developer's assertion that he is allowing the player to "download and customize the game" is pure hogwash. If he is, where is the granualarity? There is, at present, the "Full Game" (really just a "base game"), a future skin pack, and an additional pack of mode unlocks. That's hardly "customization". Since Microsoft pushed the microtransaction model so hard, why isn't this company taking advantage of it and offering individual skin download or genre packs for a small discount? The fact is that this is a simple example of publisher greed and comes very close to a bait-and-switch method of dealing with gamers. Microsoft needs to step into this as a consumer advocate and offer a refund in MS Points (and a corresponding revocation of the ability to play the game) to anyone who feels shorted by this situation.
Part of the problem is that there's not much to the game to begin with. You place blocks down to make squares and try to sneak more in before the line moves across and clears everything. It's similar to Bejeweled or Zuma as far as complexity is concerned, and those games are fully featured and only cost $10 on XBLA, wheras Lumines STARTS at $15, without all the content.
They've got a bit more of an argument with the 50 MB limit, but really, we're seeing some amazing games being made chock full of content that are sneaking in at under that limit (Roboblitz made with the Unreal 3 engine with hi-res textures, the upcoming sprite-animation-heavy Alien Hominid and Castle Crashers)... I doubt that's as big of an issue as they claim it is (although, to be fair, music tends to be the big size hog for casual games, and Lumines is big on the music).
Creator of the popular web game Proximity