Slashdot Mirror


Megatrends In Game Development

Gamasutra has a feature discussing some of the extremely common trends in current game design. Many publishers are looking at multi-player content and downloadable additions as necessities, rather than luxuries, for modern titles. Also on the rise is a focus on micro-payments; offering small-scale games, updates, and add-ons for a smaller fee than a full game. Similar to these is the subscription-based model, which Scott Jennings of NCSoft recently called "an arms race that few can even hope to compete in, much less win." From Gamasutra: "Games relying on micropayments are founded on a somewhat different logic. Like fast gaming, these games are conceived to be immediate hands-on experiences, but are also designed to entice the players to deepen their experience of the game by purchasing affordable additional components. This economic model is fast-growing in Asia, and we can expect to witness an important impact on the west — perhaps even a major one. The design for such games will have to be thoroughly adapted, even for established genres such as racing games or shooters."

93 comments

  1. Uh, no. by Jaysyn · · Score: 5, Insightful

    Yeah, not intereseted in micropayment-based games.

    Find another sucker.

    --
    There is a war going on for your mind.
    1. Re:Uh, no. by Anonymous Coward · · Score: 0

      That's fine. You'll still be able to buy the games and all the content, and for much less than everyone else. You'll just have to wait until the next version comes out and they release "Previous Version Gold Edition" with all the bells and whistles for $19.95.

    2. Re:Uh, no. by Jaysyn · · Score: 4, Informative

      I don't think that's exactly what they are talking about. I'm thinking more of games like Hellgate or that asian MMORPG / Shooter GUN, where you have to pay to get better gear than the *normal* players.

      PA says it all.

      http://www.penny-arcade.com/comic/2008/3/26/

      --
      There is a war going on for your mind.
    3. Re:Uh, no. by moderatorrater · · Score: 2, Informative

      I think you misunderstand what micropayments are, at least in the asian sense. If you were to play Maple Story, for instance, there are certain things you can do if you're willing to pay money to do them. There are marginally better weapons (not a lot, but they're slightly better), you can change some color schemes, or you can buy potions which let you level faster (if I remember, something like 2x as fast). These are all for very small charges, they don't alter the balance of the game all that much (if your skills are within 10% of the next person anyway, then you are either awful or playing way too competitively, at which point you'd be paying money anyway). If you don't want to pay any money at all, you don't, and you still get the full experience of the game.

    4. Re:Uh, no. by Chris+Mattern · · Score: 1

      you can buy potions which let you level faster (if I remember, something like 2x as fast). These are all for very small charges, they don't alter the balance of the game all that much

      Levelling twice as fast doesn't alter the balance of the game?

      I don't know what you're smoking, but you need to cut back.

    5. Re:Uh, no. by Anonymous Coward · · Score: 0

      How "balanced" is the game when you only have 10 hours to spend playing each week and the nieghbor kid spends 120 hours playing? This lets you spend money in lieu of time. Seems more balanced to me, not less.

    6. Re:Uh, no. by Happy-R-BOB · · Score: 1, Insightful

      Honestly I would feel cheated if they gave me half a game and said for a small additional fee you can have those bits we left out. Its kinda like buying a hamburger and having them give you a beef patty then after several more transactions you finally have what you thought you where getting when you first got hungry and shelled out.

      --
      The Computer is your Friend. Happiness is mandatory, the Computer says so. Do you not trust the Computer citizen? Not tr
    7. Re:Uh, no. by Happy-R-BOB · · Score: 3, Insightful

      Perhaps you should read what happened to the makers of Hellgate elsewhere in here as they ended up shutting down because they used the business plan. I really don't see this system translating well here in the USA, and especially not for start up and indie game makers who cant afford a single screw up lest they end up like flagship studios.

      --
      The Computer is your Friend. Happiness is mandatory, the Computer says so. Do you not trust the Computer citizen? Not tr
    8. Re:Uh, no. by Das+Modell · · Score: 1

      What's stopping Mr. 120 Hours from using the same potion? Anyway, a game should not even try to take into account how much time some players have to play and how little time others have.

    9. Re:Uh, no. by KDR_11k · · Score: 2, Insightful

      What's stopping Mr. 120 Hours from using the same potion?

      Where would a person playing an MMORPG 24/7 get money from? :P

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:Uh, no. by Das+Modell · · Score: 1

      If they have no money they can't play a MMORPG.

    11. Re:Uh, no. by fearadhach · · Score: 1

      The Puzzle Pirates model actually works beautifully. You *CAN* get anything in the game without ever having to pay any real money...if you want to spend that much time in the game. You also *COULD* get anything in the game by just shelling out (a fairly large amount of) real dollars. It is up to you to find a happy medium for yourself.
      Principle is simple: to buy in-game stuff you spend in-game money and real money. Then they have a auction block where players can trade real money for in-game money (important note, you can NOT take real money *out* of the game).
      It actually works really well.

    12. Re:Uh, no. by Anonymous Coward · · Score: 0

      Bought a fucking cheeseburger lately?

      Go to McDonalds. Cheeseburgers are 10 cents more than hamburgers. There's your goddamn micropayemts-are-hamburgers analogy.

  2. Steam as a new game payment platform by Underfoot · · Score: 5, Insightful

    I think Steam / XBOX Live / Wii Ware / etc. have already started this "less than the price of a full game" model with quite a lot of success. I am often willing to pay $5-$10 to try something I am not willing to pay $40-$60 on.

    --
    I mentioned tinker-toys once in a post - now I'm modded down for life.
    1. Re:Steam as a new game payment platform by Anonymous Coward · · Score: 3, Informative

      Micropayments aren't about cheap games or trying something. If you want to try something, demos have been available for free for as long as computer gaming has existed. Cheap games have also been available online for a long time, neither Steam nor any other service is bringing anything new in this respect.

      Micropayments is generally the idea of providing a central game at a regular(ish) price, and then providing each individual add-on separately to be bought at a small price. It can be thought of as a more granular concept than the traditional "20 bucks for 100 new items" extension model.

      There's also the idea of producing episodic games, such as the recent Sam & Max games, although those aren't really micrpayments either in the stricter sense of the term.

    2. Re:Steam as a new game payment platform by VeNoM0619 · · Score: 1

      I tend to see it as "supporting" the game with the "pay per item" type deal.

      Assuming the game is free to play (up until "x") I would be willing to pay for extra x features or "pay per item" on what I think the game is worth. If the game lacks support or frequent updates, I will not be paying, but if it's an indie developer or some kid in his basement, I would be willing to support with buying items I may or may not use. I consider it more of a donation system.

      Whereas if it's a game where you get 2x better because you paid, and you utterly destroy the 99% of people who don't pay, then I won't bother, because it promotes playing to be better than someone. There has to be a balance, maybe 10% better, or something around there, where skill is required even if you do pay.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    3. Re:Steam as a new game payment platform by Moryath · · Score: 1

      Kingdom of Loathing is a lot like this - I've donated to support the game, but I know a lot of people who've not donated anything, and one of the nicer things is that we don't notice a difference in the game experience when I show them what I've got or they show me theirs. I figure my occasional donation is worth enough of the developers' time to keep them around, since I've been playing for a couple years.

      Of course, it helps that it's playable (easily) as a semi-single-player game. I don't bother turning on the MMO/griefing component, because it's just stupid - I'd rather not deal with the dicks and griefers who infest most MMO environments.

      And therein lies the real rub. If a game doesn't have PvP, a certain amount of a "buy X stuff" mechanic can work. If it's an MMO with PvP, "buy X stuff" allows griefers to artificially level and harm anyone they feel like, and that's not cool - eventually it gets to be like Final Fantasy XI or every Turbine game in existence, where there's nothing left but griefers and chinese money farmers because they drove everyone else off.

      As far as Xbox Live is concerned, the one thing I like about it most is that almost every title has a free downloadable demo. If a game doesn't have a demo, I know they don't have enough faith in it that I'll buy it. If it has a demo but I don't like it, I don't buy. I've found enough games worth the $5-10 (and of course the $20 for Rain-Slick Precipice of Darkness) that I can respect the model even if I don't like Micro$oft all that much.

      Now if only I could get a properly sized (read: 500 or so GB) hard drive for the damn thing...

    4. Re:Steam as a new game payment platform by Chris+Mattern · · Score: 1

      eventually it gets to be like Final Fantasy XI or every Turbine game in existence, where there's nothing left but griefers and chinese money farmers because they drove everyone else off.

      ily
      Um, you are very, very mistaken about FFXI. I'm curious, though. How do you figure you have griefers in a game with no PvP whatsoever outside of a heavily controlled (and seldom used) pair of arena-type contests?

    5. Re:Steam as a new game payment platform by Moryath · · Score: 1

      "Griefers" can also do the following things:

      - Deliberately train/lure high-level mobs onto someone
      - "Hypercamp" areas (gold farmer bots/groups usually sit in known spawn spots for days at time, preventing real players from enjoying the area)
      - Message-spam people (either people they think they can get a sale from, or people they are trying to drive out of a region; and before you say "but you have an ignore option", try to /ignore over 500 accounts while still trying to play a game and tell me it doesn't impact your play experience).

      FFXI is plagued with those three to the point of nonplayability, or at least it was before I (and the vast majority of its former player base) got the hell out.

    6. Re:Steam as a new game payment platform by Chris+Mattern · · Score: 1

      "Griefers" can also do the following things:

      - Deliberately train/lure high-level mobs onto someone

      Almost impossible to do since the MPK updates were put in.

      - "Hypercamp" areas (gold farmer bots/groups usually sit in known spawn spots for days at time, preventing real players from enjoying the area)

      Square-Enix has been very aggressively prosecuting gil farming for about the past year. Gilseller camping still exists, but it's way down. They've also put in other methods, like creating "Goblin Bounty Hunters" that patrol many bodies of water to stop fish bots.

      - Message-spam people (either people they think they can get a sale from, or people they are trying to drive out of a region; and before you say "but you have an ignore option", try to /ignore over 500 accounts while still trying to play a game and tell me it doesn't impact your play experience).

      I've played FFXI for over four years and I don't ever recall getting gilseller message spam.

      FFXI is plagued with those three to the point of nonplayability,

      I never had much experience with any of these problems, but on the other hand I will admit that I have levelled slowly and am only now getting to the upper levels of the game. The reports of these problems I've heard from other players has dropped off sharply since SE started large-scale purges of the gilsellers.

      or at least it was before I (and the vast majority of its former player base) got the hell out.

      The "vast majority" of the player base never went anywhere. FFXI has remained more or less steady at 500,000 players for the past few years, only slightly off its peak.

    7. Re:Steam as a new game payment platform by Joker1980 · · Score: 1

      "like creating "Goblin Bounty Hunters"."

      For a Second there i read that as creating gold farmer bounties. Ruthlessly slay all gold farmers you come across and Square-Enix will reward you with loot hehe hell i might have signed up.

      --
      Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
    8. Re:Steam as a new game payment platform by VeNoM0619 · · Score: 1
      But if Square enix would've known you slayed a gold farmer, and knew it was a gold farmer they could've just banned them on the spot. :P

      I have never played FFXI but am interested in how this Goblin Bounty Hunter system works. I have seen plenty of games try this "random event" (Runescape, Silkroad where players summoned fake monsters) but bots always get around it and are able to figure it out.

      FFXI has remained more or less steady at 500,000 players for the past few years, only slightly off its peak.

      Potentially means nothing, 500,000 could mean that 99% of them are just bots now. But since you say the bot community is mostly gone now, I could give you the benefit of the doubt. But... there's games where people actually monitor their characters botting every 10-15 minutes, making it harder to tell nowadays if it really is a bot. I would think a random event system that generated something every 1-3 hours wouldn't be so bad though, as long as it logs which players were killed by it and support followed up on it.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    9. Re:Steam as a new game payment platform by Chris+Mattern · · Score: 1

      I have never played FFXI but am interested in how this Goblin Bounty Hunter system works.

      I think I gave you an over-inflated idea of what they do. There's nothing overly special about them and they don't try to detect bots as such. They're just Goblin mobs put in that patrol the water's edge. Like any other Goblin mob, they aggro; thus they tend to kill low-level unarmed fish bots. They're generally low enough level that they aren't a major problem for exp parties in the area (although they are usually high enough level to aggro said parties). The only unusual feature about them is that they run full speed on patrol instead of the usual leisurely walk.

  3. Megatrends? by Aphoxema · · Score: 3, Insightful

    The only trend I've surely noticed is there's a lot more games coming out that always need more everything and deliver a lot less (unless you go by the face counts and seizure inducing flashes).

    I don't know, I'm really just starting to lose interest in games in general, it's hard to find good stories in games compared to how damn many are coming out now.

    --
    "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    1. Re:Megatrends? by Blakey+Rat · · Score: 3, Insightful

      Welcome to the phenomenon we like to call "nostalgia."

      I can guarantee that games today have a hell of a lot fewer seizure-inducing flashes than the games on my Commodore 64, for example. Or virtually anything in the top-down shooter genre that used to populate arcades.

      Or maybe it's not nostalgia, and you're just really, really bad at picking out games. But either way, I don't think the industry is to blame.

    2. Re:Megatrends? by Anonymous Coward · · Score: 0

      Yea, I'm sure he's imagining games that last for 5-8 hours and are AAA titles.

      Either that or they have "sidequests" which are basically:

      1. Go to a place that looks like all others you've visited
      2. Kill everything
      3. Kill MEGASUPABOSS that gets taken down in 2 shots, otherwise it'd be too hard or loot item X from a chest nearby.
      4. You now get a popup stating that you have completed the quest! Hurrah!

      Seriously, when a game lasts for just that time and has elements that are very very weak and it's an AAA title that half the XBox world praises as if it were the second coming of Je... I mean Master Chief, you have to wonder if we feel ripped off due to nostalgia.

      If nostalgia is "remembering the kind of good crap we had back when graphics weren't everything and every game didn't have to appease to a legion of players that all they can do is SMASH BUTTON X FOR WINS", then yea, I'd wager a lot of people are nostalgic.

    3. Re:Megatrends? by VeNoM0619 · · Score: 2, Insightful

      it's hard to find good stories in games compared to how damn many are coming out now.

      Watch the first five minutes, and that sums up the quality of games and the quality of critics on games, and how I feel - I agree with this about 99%. When people keep crying about how there's no stories, I've been using this to make my counter example.

      Quick summary: if you want a story, go read a book or a watch a movie, but a game is meant to be played. You didn't need a story line to go defeat Bowser in Mario. You didn't need to know the Princess' life story when rescuing her from Donkey Kong, you simply jumped over the barrels because it was FUN.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    4. Re:Megatrends? by grumbel · · Score: 1

      A top-down shooter requires good reflexes, but it has nowhere near as many seizure-inducing flashing going on as todays FPS games. There simply is a big difference between a 32x32 sprite going 'bum' and your whole screen going all blurry and shacky because a grenade exploded near by, not even counting the dozen of particle effect right near by.

      Or maybe it's not nostalgia, and you're just really, really bad at picking out games.

      Or maybe the games he liked are simply no longer being made. There are certainly a lot of genre and game concept that I haven't seen being used in a long long while. While other genres that I have goten already tired of long ago get new releases every month (FPS, ...).

      Is that nostalgia, maybe a little, but that still wouldn't explain why I even enjoy old games that I never had contact with back in the day.

    5. Re:Megatrends? by BenoitRen · · Score: 1

      God forbid video games try to be more than just plain games.

    6. Re:Megatrends? by Blakey+Rat · · Score: 1

      A top-down shooter requires good reflexes, but it has nowhere near as many seizure-inducing flashing going on as todays FPS games.

      Which ones have you played? Given, 1942 is pretty tame, but it's also running on the wimpiest hardware. Most games of that genre have hundreds of projectiles on screen at once, frequent full-screen flashes, all kinds of craziness. In comparison, FPS games generally only have full-screen effects when you're injured in some way.

      Or maybe the games he liked are simply no longer being made. There are certainly a lot of genre and game concept that I haven't seen being used in a long long while. While other genres that I have goten already tired of long ago get new releases every month (FPS, ...).

      Are you sure? Usually I find people complaining about the lack of Adventure games while ignoring the dozens of Adventure games that come out every single year: http://www.gamespot.com/reviews.html?platform=5&category=Adventure+Games&type=reviews&mode=top&sort=post_date&sortdir=asc#

      Triple-check that your favorite genre of game isn't being made anymore, because I'd wager you're wrong on that count.

      Is that nostalgia, maybe a little, but that still wouldn't explain why I even enjoy old games that I never had contact with back in the day.

      Nostalgia doesn't need to be exact. Maybe you haven't played that "exact" 1993 game before, but you've played enough VGA 256 DOS-based games with Soundblaster16 sound and MIDI music that you still have the same familiar reaction.

      I think if you get past the nostalgia, you'll realize that the video games industry is healthier now than ever before, with a wider range of great products than ever before.

    7. Re:Megatrends? by grumbel · · Score: 2, Insightful

      You didn't need a story line to go defeat Bowser in Mario.

      Well, yeah, different games have different requirements. I certainly enjoyed the stories in Monkey Island, The Dig, The Longest Journey and a dozen of other games.

      if you want a story, go read a book or a watch a movie, but a game is meant to be played.

      Todays movies are really no better then todays games and even if their are, they still have the problem of just having 120minutes to get it done while games can have 20 hours, books simply lack the graphics and sound aspect, which I kind of like.

    8. Re:Megatrends? by VeNoM0619 · · Score: 1

      I certainly enjoyed the stories in Monkey Island, The Dig, The Longest Journey and a dozen of other games.

      All games I vaguely heard of and never played.

      Todays movies are really no better then todays games and even if their are, they still have the problem of just having 120minutes to get it done while games can have 20 hours, books simply lack the graphics and sound aspect, which I kind of like.

      Sounds more like a problem with the movie industry than games. Unless you are requesting a 20 hour movie, in which case - find a trilogy or tv show series. Either way, a game is meant to be played, most games with stories nowadays are boring because they decide to force you to watch cinematics, and if you don't watch them, then you won't know your objectives and what you should do next.

      Games should primarily be played, and a story should be an added benefit (seriously, the storyline was in the manual, where it should be). Don't expect every game to have what few games that you liked way back when to have.

      I'm sure you and everyone else enjoyed games like; pong, asteroids, pac-man. How big of a storyline was there in those, and how much of it do you actually remember seeing how you didn't care to read the manual for the story?

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    9. Re:Megatrends? by grumbel · · Score: 1

      Which ones have you played?

      Plenty, and I couldn't name one that has the unpredictable flashiness of a Call of Duty 4. Even a bullet hell shooter is pretty damn in that aspect, you have plenty of objects for sure, but they are moving in nice smooth patters. The only games that come close to the flashiness of a CoD4 are the new 2D shooter on XboxLive or PSN, which overdo it with particle effects a lot, kind of in the same way a CoD4 does. A lot of the problem is of course the camera too, in a top-down shooter its moving at constant speed in a single direction, in a FPS its bumping around rotating and all that stuff, motion sickness ensured.

      Usually I find people complaining about the lack of Adventure games while ignoring the dozens of Adventure games that come out every single year

      And how many of those games are actually good? Not much. How many of those go to LucasArts quality? None. The small adventure market is certainly still there, but in large parts it seems to be driven by adventure game players that buy that stuff because they simply don't have much choice, not because the stuff is especially good.

      I think if you get past the nostalgia, you'll realize that the video games industry is healthier now than ever before, with a wider range of great products than ever before.

      It might be "healthier" in that it sells more, but it also turned into an industry where the important part is that things sell, not that they are good or creative. When I play through a Uncharted, GTAIV or Gears of War and the shooting mechanics feel so much alike that I have a hard time to tell them apart I simply lose interest, since the stories are not really much good to begin with. I have a very hard time to actually find games that I care about these days, since most stuff simply is a forgettable time waster.

      Todays games have certainly improved in some aspects a lot, the user interfaces for example are much more streamlined then back then. Playing a Dune2 certainly doesn't feel today, but games have lost a lot of the edginess that made them interesting. Today games just try a little to hard to appeal to the mass market, that might help their sales, but interesting games aren't created by market research.

    10. Re:Megatrends? by grumbel · · Score: 2, Insightful

      All games I vaguely heard of and never played.

      Ignorance isn't an especially good argument.

      Games should primarily be played, and a story should be an added benefit

      Story should be an integral part of gameplay, if you go the "added benefit" route you end up with games that have cutscenes on one side and gameplay on the other, which feels incredible disconnected and unsatisfying.

      Either way, a game is meant to be played,

      Sure, but that doesn't mean that they shouldn't have a story that gives your character motivation and a background.

      I'm sure you and everyone else enjoyed games like; pong, asteroids, pac-man

      I actually never enjoyed them, since they where just to simplistic. A SuperMarioBros might not have an interesting story, but it still has interesting environments to explore, Pong, Astroids and PacMan lacked that, since its always the same thing in an ever repeating loop.

    11. Re:Megatrends? by Blakey+Rat · · Score: 1

      And how many of those games are actually good? Not much. How many of those go to LucasArts quality? None.

      How many have you played?

      Do you genuinely know that none of them are "LucasArts quality"? Or are you just putting LucasArts on a pedestal due to your nostalgia? (Back to the theme here.)

      Honestly, though, I can't speak for the quality of those games. The last adventure I played was Syberia, which was excellent. Before that, I played The Longest Journey, which was also excellent. I would personally say both of those games were better than "LucasArts quality."

      Plus, LucasArts made Full Throttle, and that game sucked.

      The small adventure market is certainly still there, but in large parts it seems to be driven by adventure game players that buy that stuff because they simply don't have much choice, not because the stuff is especially good.

      The Longest Journey is possibly the best adventure game ever made, and I highly doubt it ever cracked the top 10 on any sales lists. Most gamers have never heard of it. "Good" has nothing to do with "popularity," and I'd think any Slashdotter would immediately understand that.

      It might be "healthier" in that it sells more, but it also turned into an industry where the important part is that things sell, not that they are good or creative.

      That's called "growing up." The same thing happened to the movie industry, the recorded music industry, etc. But the great thing is that there's always independents around to keep the balance interesting.

      Anyway, it's not like the industry was ever about anything different. Do you think Nintendo released Super Mario Bros because they wanted to make an artistic statement, or because they wanted to sell a shitload of consoles?

      I simply lose interest, since the stories are not really much good to begin with.

      At least it's a given that virtually every game released now has a story. Even ten years ago, many if not most games had no story whatsoever... or a story expressible in a single sentence. (Starsiege: Tribes, for example, one of the best multiplayer games ever made has no story.) I don't know about you, but I call that improvement.

      I really can't think of a lot of older games, other than Adventures or RPGs (text or graphical) that had stories at all. With few exceptions (Marathon's terminals), "stories" didn't become required in FPS games until Half-Life and System Shock 2 blew everybody away.

      I have a very hard time to actually find games that I care about these days, since most stuff simply is a forgettable time waster.

      Most stuff before was. Remember, 90% of everything is crap. The reason nostalgia is so dangerous is that you only remember the exceptions to the rules, then you delude yourself into thinking the exceptions are all there was.

      but games have lost a lot of the edginess that made them interesting.

      Do you have a specific example?

      Today games just try a little to hard to appeal to the mass market, that might help their sales, but interesting games aren't created by market research.

      Wait, weren't you arguing a few paragraphs ago that the current crop of Adventure titles can't be all that good because they're not popular? Seems like a 180 degree turn here... or maybe I misunderstand.

    12. Re:Megatrends? by Aphoxema · · Score: 1

      Sounds more like a problem with the movie industry than games. Unless you are requesting a 20 hour movie, in which case - find a trilogy or tv show series. Either way, a game is meant to be played, most games with stories nowadays are boring because they decide to force you to watch cinematics, and if you don't watch them, then you won't know your objectives and what you should do next.

      That's the expectation that's really messing things up. Half Life 2 wasn't really story immerse, but the way it told the story it did was remarkable, you didn't really get forced to sit back and watch the cinematic, you got swept up into it. That's the kind of story interaction I'd like to see more of.

      It's cut scenes and narrations that just don't belong that drives me crazy, it's like you could have made the game any which way and bullshit some story alongside it.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    13. Re:Megatrends? by grumbel · · Score: 1

      How many have you played? Do you genuinely know that none of them are "LucasArts quality"?

      Quite a few. When it comes to "LucasArts quality" it not just the quality of the game itself, but also the humor, most adventure games these days are rather serious, which by itself is not an issue, since there is nothing wrong with serious games, but it shows a lack in variety.

      The last adventure I played was Syberia, which was excellent.

      I considered Syberia incredible boring, never finished it, the story simply never really clicked for me. Now TLJ, thats different, I consider that to be one of the finest pieces of gaming every created, but that game is nearing its tenth(!) anniversary, so its not exactly a good representative for gaming today, in fact its quite the opposite, since I consider it to be released close to the end of when gaming was good. I actually liked Full Throttle, the action sequences where crappy and the game was rather short, but characters and story were great. Its pretty much exactly that quirkiness that I miss today.

      Even ten years ago, many if not most games had no story whatsoever... or a story expressible in a single sentence.

      A story expressed in a single sentence can still get your imagination running and the result of that might end up being quite a bit more interesting then the garbage some of todays game feature. Also if a game doesn't has a story to tell, it should simply stop trying, I certainly didn't complain about lack of story in SuperMarioBros, I liked the game the way it was and a story certainly couldn't have made the game better.

      Remember, 90% of everything is crap.

      Yep, but when I consider those titles that get rated more then 90% on metacritic crap (i.e. the 10% that shouldn't be crap), then I can only conclude that may gaming taste is really way out of alignment with what the mass considers a good game.

    14. Re:Megatrends? by joystickgenie · · Score: 2, Interesting

      Allow me to reply with a quote from Ernest Adams "The Designer's Notebook: Where's Our Merchant Ivory?" while talking about serious games and censorship of games

      "Now I know from long experience that a certain percentage of you are making derisive snorts of contempt because you personally care nothing for high culture and see no reason why anyone else would either. But even if you don't like it, you still need it. And before yet another idiot pipes up with Standard Asinine Comment #1 ("but FUN is the only thing that matters!"), let me just say: No, it's not. Shut up and grow up. Our overemphasis on fun--kiddie-style, wheeee-type fun--is part of the reason we're in this mess in the first place. To merely be fun is to be unimportant, irrelevant, and therefore vulnerable."

    15. Re:Megatrends? by Das+Modell · · Score: 1

      Are you sure? Usually I find people complaining about the lack of Adventure games while ignoring the dozens of Adventure games that come out every single year: http://www.gamespot.com/reviews.html?platform=5&category=Adventure+Games&type=reviews&mode=top&sort=post_date&sortdir=asc#

      Adventure gaming has become a small niche market of mostly low or average quality releases. Not exactly like it was back in the days of Sierra, Lucasarts and Infocom.

      I think if you get past the nostalgia, you'll realize that the video games industry is healthier now than ever before, with a wider range of great products than ever before.

      Considering that several genres have pretty much died out, I'm not sure that's the case. Casual gamers have also become much too prominent, and have dumbed down games and gaming culture.

    16. Re:Megatrends? by Das+Modell · · Score: 1

      Do you genuinely know that none of them are "LucasArts quality"? Or are you just putting LucasArts on a pedestal due to your nostalgia? (Back to the theme here.)

      So in reality all their games sucked ass but people just remember differently because of nostalgia? Uh, I don't think so.

      Honestly, though, I can't speak for the quality of those games. The last adventure I played was Syberia, which was excellent. Before that, I played The Longest Journey, which was also excellent. I would personally say both of those games were better than "LucasArts quality."

      Syberia: 2002. Longest Journey: 1999.

      That's called "growing up." The same thing happened to the movie industry, the recorded music industry, etc. But the great thing is that there's always independents around to keep the balance interesting.

      Independent games can rarely compete with mainstream releases because the developers just don't have the necessary budget to do so. With films and music it's a completely different situation.

    17. Re:Megatrends? by Das+Modell · · Score: 1

      Well actually HL2 forces you to watch cutscenes too, and you certainly can't skip them. When people are talking you have to stand there and listen. HL2's method of storytelling doesn't work in most cases because it's very limited and difficult to do.

    18. Re:Megatrends? by KDR_11k · · Score: 1

      5-8 hours may be long or short depending on the kind of game, I'd certainly not want to play an arcade game for 8 hours straight. Of course it works better when the game is actually difficult and to progress you must improve yourself, not just your character. Then the length becomes almost unimportant as the time you need to finish the game depends on your growth speed, not the actual length of the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:Megatrends? by VeNoM0619 · · Score: 1
      Quoting a guy who works on games like Madden, football games and figure skating games isn't the wisest choice.

      Am I the only one who read that and didn't even see a counter debate? It sounded like he was saying:

      "FUN"? Shutup! Fun isn't important!

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    20. Re:Megatrends? by Blakey+Rat · · Score: 1

      I considered Syberia incredible boring, never finished it, the story simply never really clicked for me. Now TLJ, thats different, I consider that to be one of the finest pieces of gaming every created, but that game is nearing its tenth(!) anniversary, so its not exactly a good representative for gaming today, in fact its quite the opposite, since I consider it to be released close to the end of when gaming was good.

      Yes, well, I never claimed that *I* particularly like adventure games. I'm just annoyed at people who constantly cry out that they don't exist anymore, when they clearly do. The fact that Syberia is the newest one I've played doesn't say anything at all except that: 1) I'm not a fan of that genre at all, and 2) It was available on Xbox at a time when I didn't own a gaming PC.

      I shouldn't have even typed it.

    21. Re:Megatrends? by Blakey+Rat · · Score: 1

      Adventure gaming has become a small niche market of mostly low or average quality releases. Not exactly like it was back in the days of Sierra, Lucasarts and Infocom.

      That's fine, if you say that. My annoyance is with people who literally say that the adventure genre "no longer exist", which bothers me because it makes it obvious they're not even bothering to look for adventure games. You see "adventure games no longer exist" all the time on this board.

      Considering that several genres have pretty much died out, I'm not sure that's the case.

      Like what? What genres have died out? (Or are you using the "pretty much" weasel-words to indicate that NO genres have, in fact, died out?)

      Casual gamers have also become much too prominent, and have dumbed down games and gaming culture.

      Oh yeah. God damn that general public! Gaming should be reserved for elitist assholes!

    22. Re:Megatrends? by Das+Modell · · Score: 1

      That's fine, if you say that. My annoyance is with people who literally say that the adventure genre "no longer exist", which bothers me because it makes it obvious they're not even bothering to look for adventure games. You see "adventure games no longer exist" all the time on this board.

      For all intents and purposes it does not exist.

      Like what? What genres have died out? (Or are you using the "pretty much" weasel-words to indicate that NO genres have, in fact, died out?)

      They're not weasel words. What are you talking about?

      Oh yeah. God damn that general public! Gaming should be reserved for elitist assholes!

      What an astounding leap of logic. Because I don't want gaming to be dumbed down and turned into casual entertainment, I'm an elitist asshole? Wow.

    23. Re:Megatrends? by Blakey+Rat · · Score: 1

      For all intents and purposes it does not exist.

      Ok, so if I log on to Steam, and I purchase and download "Sam and Max" which is a recently-released adventure game done *exactly in LucasArts style* (and as a sequel to a LucasArts adventure game), you're saying that it doesn't exist?

      They're not weasel words. What are you talking about?

      You said genres have died out. Name one.

      Saying something like "genres have died out" is the equivalent to a geezer saying, "all kids do today is steal and swear!" It's just a nostalgia-induced generalization that, frankly, is complete and utter bullshit.

      If genres have actually died out, you'd be able to name one. So name one.

      What an astounding leap of logic. Because I don't want gaming to be dumbed down and turned into casual entertainment, I'm an elitist asshole? Wow.

      Yes, pretty much.

      If you want games to be difficult, turn up the difficulty slider.

      Saying that the average person should be deprived of the games they enjoy so that only people like you can enjoy games, that's being an elitist asshole.

      Here's a news flash: you don't represent many people. Microsoft sold over 8 million copies of Halo 2 and (this being Slashdot) I can pretty much guarantee you hate that game. I'm sorry that you, and people like you, don't generate as many sales as people who liked Halo 2... you'll just have to cope with that reality.

      But to say Halo 2 shouldn't exist because it's "dumbed down?" You couldn't be more wrong.

    24. Re:Megatrends? by Das+Modell · · Score: 1

      Ok, so if I log on to Steam, and I purchase and download "Sam and Max" which is a recently-released adventure game done *exactly in LucasArts style* (and as a sequel to a LucasArts adventure game), you're saying that it doesn't exist?

      You are apparently incapable of perceiving anything in shades of grey.

      You said genres have died out. Name one.

      Saying something like "genres have died out" is the equivalent to a geezer saying, "all kids do today is steal and swear!" It's just a nostalgia-induced generalization that, frankly, is complete and utter bullshit.

      If genres have actually died out, you'd be able to name one. So name one.

      The problem isn't that I can't name genres, the problem is that your brain will only accept ones and zeros.

      Yes, pretty much.

      If you want games to be difficult, turn up the difficulty slider.

      Uh... er... where did I mention difficulty?

      Saying that the average person should be deprived of the games they enjoy so that only people like you can enjoy games, that's being an elitist asshole.

      And now I'm on a crusade to... deprive people of games?

      Here's a news flash: you don't represent many people.

      I don't remember claiming to represent anyone.

      But to say Halo 2 shouldn't exist because it's "dumbed down?" You couldn't be more wrong.

      Did I, in fact, say that? I don't think I ever mentioned Halo 2.

    25. Re:Megatrends? by Blakey+Rat · · Score: 1

      Wow. What a content-less reply.

      The problem isn't that I can't name genres, the problem is that your brain will only accept ones and zeros.

      So you admit that no genres have disappeared, and that "pretty much" in this case were in fact weasel words.

      Uh... er... where did I mention difficulty?

      You said you didn't want games to be "dumbed down." I don't know what that means, so I assumed you meant difficulty. If you don't mean difficulty, what exactly did you mean?

      I don't remember claiming to represent anyone.

      If you understand that your tastes don't represent a lot of people, then it should come as no surprise that the exact games you want to see made aren't being made, should it? Duh.

      Did I, in fact, say that? I don't think I ever mentioned Halo 2.

      No, you didn't. I used this thing, what's it called, oh yeah, an "example." You should look that up, it's an interesting concept, very useful!

      Look, face it: you were wrong about adventure games not existing. You were wrong about genres dying out. You're cherry-picking some meaning of the phrase "dumbed down" that's purposefully selected to be the opposite meaning I assumed. You're being purposefully dense about the Halo 2 example. Do you have a single shred of intellectual honesty?

    26. Re:Megatrends? by Das+Modell · · Score: 1

      So you admit that no genres have disappeared, and that "pretty much" in this case were in fact weasel words.

      I've never admitted such things, and no weasel words have been used. You're making shit up.

      You said you didn't want games to be "dumbed down." I don't know what that means, so I assumed you meant difficulty. If you don't mean difficulty, what exactly did you mean?

      I have a feeling you won't understand.

      If you understand that your tastes don't represent a lot of people, then it should come as no surprise that the exact games you want to see made aren't being made, should it? Duh.

      Again, I do not represent anyone. I have never claimed to represent anyone. You brought up representation. Not me.

      No, you didn't. I used this thing, what's it called, oh yeah, an "example." You should look that up, it's an interesting concept, very useful!

      You said it as if I had specifically mentioned Halo 2.

      Look, face it: you were wrong about adventure games not existing. You were wrong about genres dying out.

      Again, you are incapable of perceiving shades of grey. To you it's either 1 or 0 with nothing in between.

      You're cherry-picking some meaning of the phrase "dumbed down" that's purposefully selected to be the opposite meaning I assumed.

      And you keep making shit up.

      You're being purposefully dense about the Halo 2 example.

      Uh huh.

      Do you have a single shred of intellectual honesty?

      I'm getting the distinct impression that I'm dealing with someone who's posting from a mental asylum.

    27. Re:Megatrends? by Blakey+Rat · · Score: 1

      I've never admitted such things, and no weasel words have been used. You're making shit up.

      Then stop the bullshit and name a genre that disappeared. I'm waiting, as I've been all morning, for you to tell me which genres have disappeared.

    28. Re:Megatrends? by Das+Modell · · Score: 1

      There is no "bullshit," you're just incapable of understanding very simple things, like the fact that not everything in life is either 1 or 0.

    29. Re:Megatrends? by grumbel · · Score: 1

      If genres have actually died out, you'd be able to name one. So name one.

      Of course no genre will have ever completly died out, because you can always find a crappy unfinished homebrew game that rides the nostalgia train and tries to recreate the past. That still doesn't change the fact that a lot of genres are commercially pretty much dead.

      Just look at The Longest Journey, that game got released a whole year late in the US. Why? Because they couldn't find a publisher for a game that was already 100% finished and already selling plenty in Europe. Today things are a little more relaxed, since with online sales there is less need for a publishers, but the adventure genre is still a long way away from the good old days.

      With the flightsim genre you have a similar situation, sure you still have quality titles like Xplane and Microsoft Flightsimulator, but those are the same games as 10 years ago. The genre is dead, its only a handful of niche titles that continue to get updated. And when you look onto consoles its even worse, the genre simply doesn't exist there and well, never has.

    30. Re:Megatrends? by KDR_11k · · Score: 1

      Half Life 2 wasn't really story immerse, but the way it told the story it did was remarkable, you didn't really get forced to sit back and watch the cinematic, you got swept up into it.

      I.e. you stand in the center of it instead of in front of it, having to work the camera yourself to see the cutscene and hear the dialogue. It's kinda like those talking puppets in theme parks where you push a button and they do their dance.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    31. Re:Megatrends? by KDR_11k · · Score: 1

      Fun? High art? This is a business! The only thing it needs are high sales and as it happens "high art" doesn't sell. What do we need it for? So we can stroke our egos for sitting in front of "art" instead of toys?

      Besides, the kind of "art" people try to put into videogames is usually stupid anyway, they try to duct tape great stories or graphics or sound onto a regular old game but spraying deodorant on something doesn't make it a flower. They glue art to their game and then wonder why people tell them they made a bad game. Often the game itself is just a crappy standin used to tie all the other parts together (and potentially sidestep the fierce competition in that part's main market, how many videogame storylines can rival a good book? How many videogame cutscenes can rival a good movie?) yet the result is sold as a game and as such gets judged by the alledged main component: The game. A game has a purpose (sometimes fun, sometimes not as seen in e.g. Wii Fit) and it is measured by how well it fulfills that purpose.

      Sure, if you want to make a pure artistic game feel free to get some money and make it, just don't expect to ever make a profit on something you built while ignoring the market reality.

      p.S.: Games can get relevancy from way more than just art, in fact I'd wager more people know about the Wii games like Fit and Sports than do about any art game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    32. Re:Megatrends? by joystickgenie · · Score: 1

      Oh I see. Some random douche bags web video is a bastion of wisdom but a respected member of the video game industry is silly. Got it.

    33. Re:Megatrends? by VeNoM0619 · · Score: 1

      Huge difference here:
      You quoted a guy who "develops" games. Really simple, obvious games, that came from SPORTS, if you don't see why this was a bad idea, then you may never understand the actual gaming community. He took already developed "fun" and just made it into a "video game". Nothing intuitive, then he wrote some books about making games? You consider him respected, that's your perspective.

      I quoted a guy who "plays" the games. The "random douche bag" comment is irrelevant (again depending on your perspective, since you obviously never even HEARD of the site) and flaming. Now you can try and make the argument that "everyone" plays the games so why don't I use their quotes too about "needing" a story line. The difference is most gamers never played for story lines (as my game examples above stated), so this quote fits the more general population (not the slashdot community of "need more intellectual stimulation!")

      Ask anyone around if Mario was a great game. Then ask what the storyline was. Guess what you get? "Bowser kidnaps the princess"... Because? "I don't know... I guess I really didn't CARE, it was FUN and CHALLENGING

      The difference here is the same as the programmer vs user debate. The programmer can make a fantastic program that does everything, but if the UI sucks, then the program tends to suck and get bad reviews.

      Tip: Don't quote game developers who are NOT innovative. Especially to support your debate on story-line, because I don't see what story line you could even throw in a football or figure skating game.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
  4. Micropayments by Anonymous Coward · · Score: 0

    Player1:Yes I'd like to order the submachine gun, two grenades, and a can of napalm.

    Player2: Hey give me the BFG with everything on it...

    Player1: I'll have what he's having.

  5. Does Diablo2 Count for Micropayments? by Anonymous Coward · · Score: 0

    People have been selling items in Diablo 2 for forever and a day. The online play was free, and the people were "purchasing affordable additional components" to enhance their gameplay.

    I'm sure this goes back even further in other online rpg games.

    I guess it's only a micropayment if the company that provides the game is the same entity that sells the junk.

  6. I disagree with the term "megatrends." by Samantha+Wright · · Score: 1

    After all, Epic Megagames doesn't appear to have been responsible for any of these! (At least, not directly.) Clearly, they are just regular trends. As opposed to fads. Y'know, like Rock music is a trend.

    --
    Bio questions? Ask me to start a Q&A journal. Computer analogies available for most topics!
  7. megatrends hm? by skyshard · · Score: 4, Funny

    and here I thought the article was going to be about AMI moving from the BIOS industry into gaming.

    1. Re:megatrends hm? by Aphoxema · · Score: 1

      Nice.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  8. I won't be playing those games by RichMan · · Score: 4, Insightful

    The micropayment scheme is probably a fine system for a culture with vast differences in income. You get those who can only pay a little playing and get more income from those who are willing to pay a lot. Sort of a self adjusting price scheme to maximize profit.

    I play for enjoyment and while I can afford to pay a fair bit would prefer not to. I will not enjoy encountering others who have payed more for flashy more powerful gear.

    I will not be playing those games. So while the system might work for some it will fail for others.

    1. Re:I won't be playing those games by Sockatume · · Score: 1

      It'd be nice if there was some sort of bonus for those who commit more money. For example, if you spend the equivalent of the retail price of a game on content for Metal Gear Online, maybe a nice soundtrack album or making of CD or other retail-style added value is in order.

      --
      No kidding!!! What do you say at this point?
  9. One Size Fits All by Trojan35 · · Score: 1

    " The design for such games will have to be thoroughly adapted, even for established genres such as racing games or shooters."

    Of course, because, what works for MMO's must be successful in FPS's or Racing games... right?

  10. Not Micro, Small by ObsessiveMathsFreak · · Score: 4, Interesting

    Micropayments are not becoming more popular. Smaller payments are. The best example of a game based on the smaller payments model is WarHawk for the PS3. The game itself is reasonably cheap, and the expansions are all less then 10 euros. There is little reason NOT to buy them.

    When a game, or an expansion is cheaper, it's less of a risk, and people will buy more. The idea of asking people to fork over 60 or 70 euros for a title which because of its industry has a relatively high probability of being mediocre is asking too much. People are less satisfied with their purchases, and will be more adverse to buying new games. Hence less games will be purchased.

    Developers and publishers may finally have realized this. From my own experience, there are a lot of very reasonably priced titles ( 10 euros) coming out on the playstation network. Pixel Junk titles are so cheap at this price that there is practically no risk at all in purchasing them. "Ratchet and Clank: Quest for Booty" was only 4-5 levels long, but as it was priced at 16 euros, I can't say that that bothered me too much. I got my money's worth.

    The problem here stems from fixed prices on games. Why are games like GTA4 and Motorstorm are both in and around the same price? It does not make sense, and all the games industry is doing is creating a market for lemons.

    --
    May the Maths Be with you!
  11. no thanks by Anonymous Coward · · Score: 0

    I already avoid anything that's micro-payment based. Subscriptions, while I loath, I can understand. Micropayments, I cannot.

  12. Needs tag by Anonymous Coward · · Score: 0

    thefutureisbrown

  13. borrow from the pencil and paper rpg world by jollyreaper · · Score: 4, Interesting

    Consider collectible card games like Magic. It could cost you hundreds of dollars to build an effective deck. Consider getting into D&D where you have to pay for rulebooks, dice, etc. Consider something insane like Warhammer (straight or 40k) where building an effective army will cost hundreds of dollars and starting an army from a different faction costs just as much. Let alone the time sink of painting everything, just think of the money!

    What I'm surprised about is that nobody has ever considered trying the same sort of thing with online gaming. For example, let's look at the Warhammer 40k game that came out, Dawn of War. It started out with what, three playable armies? Then they came out with an expansion that had a crappy campaign and two new armies, and now I think they have another one out now. From what I saw of the first game, the multiplayer is pretty primitive but I can just imagine how they could progress it in the future. The price points on those expansions were pretty hefty.

    With online distribution available for both computers and consoles, they could do something more along these lines. You get the initial game for $15, two races to choose from, standard units available. Continued gameplay will allow you to build points that unlock the advanced units. A mechanic like this was in use on Navy Field, the Korean WWII naval combat game. The more you played, the better the ship you could earn. The only problem is that the game had a tremendous grind component requiring way too much dedicated gaming to work up to serious capital ships. But keep the grind elements minimized and gameplay will be rewarded. Now six months after release, a new race is ready and their army can be deployed in the game. The army update can be downloaded by everyone so they can play against people using that army but if you want to use it yourself, you pay $10 to unlock that race.

    The biggest thing I see lacking right now in these games is auto-ranking to pit gamers of equal skill against each other. I've played several games on Xbox Live and the general conclusion I've come up with is that either I just suck or those other people have way too much time on their hands for playing games. Given that the system is recording the player's performance, auto-ranking should be trivial, and you can always choose a non-auto-ranked host if you feel masochistic.

    Now I know the first complaint everyone would have, this sounds like asking the publisher to nickel and dime you to death. Yeah, $5 horse armor in oblivion was stupid. What I'm talking about is paying a reasonable price to get into a game and then helping to fund continued development by giving the publisher a dependable revenue stream. Instead of gambling on continued interest in a sequel to a top-performing title from three years ago, the publisher is dropping content every three to six months, has a finger right on the pulse of the community and can gauge the level of interest. This should benefit everyone, just so long as the publisher doesn't get bought by EA. Then they'll just make a minor tweak to Whatever 2008 and call it Whatever 2009 for $60 MSRP.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:borrow from the pencil and paper rpg world by MaineCoon · · Score: 4, Insightful

      Unlike D&D and Magic and such, Warhammer and 40K are a 3 part hobby - modelling, painting, and playing. Each player puts a different amount of emphasis on each. Some love painting most and don't play all that much, so this is not much different than buying and painting regular plastic kits. For me, modelling comes first, then playing, finally painting.

      The models, assembled or not, can often be resold for 75% or more of their purchase price. If well painted, they can be sold for more than purchased.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    2. Re:borrow from the pencil and paper rpg world by EmperorKagato · · Score: 1

      What I'm surprised about is that nobody has ever considered trying the same sort of thing with online gaming.

      I guess you never heard of Second Life.

      The models, assembled or not, can often be resold for 75% or more of their purchase price. If well painted, they can be sold for more than purchased.

      This is why Second Life is successful.

      --
      ----- You know you have ego issues when you register a domain in your name.
    3. Re:borrow from the pencil and paper rpg world by Nathanbp · · Score: 1

      Consider collectible card games like Magic. It could cost you hundreds of dollars to build an effective deck.

      What I'm surprised about is that nobody has ever considered trying the same sort of thing with online gaming.

      Never heard of Magic Online?. All the cards from real Magic (the last couple years of sets anyways)...for exactly the same prices. Yes, it's really $4 for a virtual pack of 15 random cards.

  14. Megatrends by Dude+McDude · · Score: 5, Funny

    He is my favourite Transformer.

  15. co-op by sckeener · · Score: 1

    I'm interested in multi-player, but I want the co-op to be in the same room.

    I really don't like playing on the Internet because that usually means my wife and I are looking at different screens.

    I want another Baldur's Gate: Dark Alliance or other SnowBlind engine games.

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
    1. Re:co-op by Beezlebub33 · · Score: 1

      I have a different experience. My wife and I play WOW together. We always stick together, so we're always looking at pretty much the same thing (although from different angles).

      Sort of a Diablo multiplayer experience in a different world.

      --
      The more people I meet, the better I like my dog.
  16. Thus far by Anonymous Coward · · Score: 0

    I have only seen micropayments applied in shoddy "free" mmorpgs which claim to be free but require the player to spend money to get any sort of real progress, and allows players that do play to tromp all over those that don't. If I wanted a system that gave people with more money than me an advantage, I wouldn't have to play games :-p.

  17. Maybe. by anyGould · · Score: 3, Interesting

    I have seen micropayments done properly - Puzzle Pirates runs separate subscription and pay-as-you-go servers, and it's reasonably fair. You get basic gameplay for free, and pay to gain access to extra content. Works rather well, IMO. (I only stopped playing after two years out of general "been and done" boredom).

  18. Cure to Piracy? by Trubacca · · Score: 1

    If [game developers] want to help avoid piracy, this may be a method that helps. A good example of this would be American Mcgee's Grimm.. a game broken into multiple episodes with the first one being free! This allowed me to verify that the game sucked withOUT having to pirate the game!

  19. Forced subscriptions by vanyel · · Score: 1

    Similar to these is the subscription-based model

    I've recently found a very nice tool for things like warcraft, which I'm only a casual player of, that require subscriptions: virtual debit card. I pay for the month I want to play with a single use card, and play for a while when I have the chance. As is often the case, when I don't have time to play for a while, I don't have to keep paying for something I'm not using.

  20. PC gamers don't put up with this shit. by DragonTHC · · Score: 1

    PC gamers expect their mods to be free and their addons to be high quality.

    We don't want to pay for a mod unless it's a polished product.

    We certainly don't want to pay for content that was pulled from the product to sell as DLC.

    Battlefield: Bad Company is doing this now. PC Gamers don't want to be nickel and dimed to death with the cost of these addons.

    In a few cases, the costs of the DLC adds up to twice the cost of the original game. All of this would be free on PC unless it were a separate addon product.

    --
    They're using their grammar skills there.
    1. Re:PC gamers don't put up with this shit. by crossmr · · Score: 1

      How does Battlefield Bad Company affect PC gamers? its a 360/PS3 games. I believe you're thinking about Battlefield: Heroes

      EA bought a big share in a Korean company called NeoWiz a few years ago. NeoWiz has built an entire business out of microtransaction games. The games are free, and you can play them for free with no problem (competitively too). I've been playing the Unreal 3 engine shooter AVA for several months without paying a dime and can win maps. The microtransactions in these games are often linked to non-gameplay items.
      things like aesthetics (colours of uniforms, cars, etc) or things that speed up progress without changing your skill level (you level faster, gain money faster, etc) I can only really speak to two of their games, and not completely (since its all in korean and my korean isn't that great) but from what I've seen in AVA and Raycity (a kind of stunt driving taxi MMORPG) none of the purchasable would actually give you an advantage in that you'd have a more powerful gun, faster car, etc

      Now of course EA messed that up by announcing early on that a gun would be one of the items that was buyable content in BF: Heroes, but I believe they changed their mind on it. I'm not sure if EA has completely thought this through though. Korea has a vastly different culture when it comes to this kind of stuff than North America, I'm not sure that north americans are going to be that interesting in customizing their avatars to pay extra for it.

    2. Re:PC gamers don't put up with this shit. by DragonTHC · · Score: 1

      I know that bad company is a console game. That's my point. They couldn't get away with microtransactions for PC gamers like they can for console gamers. That's the point. Sorry I didn't post it in neon!

      --
      They're using their grammar skills there.
    3. Re:PC gamers don't put up with this shit. by crossmr · · Score: 1

      uhm.. Battlefield Heroes will have microtransactions as a PC game.. it just won't have microtransactions for guns.. that was last I read unless they've drastically changed things. They already get away with it for dozens of PC games in Asia.

  21. Plus: You pay for what you play... by Rollgunner · · Score: 5, Insightful

    As a casual gamer, I find that with many MMO titles, I never get to experience the 'whole' game. In World of Warcraft, I do not have 39 buddies and two five-hour blocks of time a week, so I will never see a fair amount of the 'end game' despite the fact that I paid for it and continue paying for it. Analogies are suspect, but I somtimes feel as if i've paid $20 to see a movie, but am not allowed to watch the last reel.

    A game where you are charged a minimal fee for the 'basic' game, and optional additional charges for more 'hardcore' content would be fine by me.

    1. Re:Plus: You pay for what you play... by Serician · · Score: 2, Informative

      My problem with WOW was that I could no longer justify $15 a month for 2-4 hours of gameplay. The price was fine when I could put in 10 hours or more every month, but was way too high when you only play 2 hours. May as well go out and buy a movie instead.

      I just didn't have the time to play anymore. I have a house that constantly needs repair, and a wife that I want to spend time with. At some point, you have to look at how you spend your free time, and I had to cut back on the games. So my $ per hour of enjoyment cost goes up, to the point where it is no longer worth paying to play.

      Now if WoW offered a $10 card that allowed for 20 hours of gameplay (with no expiry date), I would be interested. Hell, I would probably even go out and buy the expansion.

      If I could set my "cost per hour of play" at a fixed rate, I would be much more likely to stick with a game. The $15 "all you can play" model is about as appealling as the chinese buffet at the scary place down the street.

    2. Re:Plus: You pay for what you play... by Anonymous Coward · · Score: 1, Insightful

      Well then I have good news! You only need 24 friends now!

      On a side note, there are pick-up groups that do 25 person raid content on a regular basis. Also, I'm sure you could fine one four-hour block if you were really interested in seeing the "end of the movie". If you aren't going to put up with the uncomfortable seats and can't fit the "full movie" into your busy schedule, it's not the game's fault.

      Further, in the Wrath of the Lich King expansion, they are attempting to reduce the "movie length" to allow for a smaller minimum time commitment.

  22. Won't fly in USA by SupremoMan · · Score: 1

    I know this won't fly in USA. Despite the underground economy of most MMOs, where player trade real life cash for items, anything official endorsement of such practice in form of item mall would turn large crowds away.

    Besides considering the steep price of MMO subscriptions in USA, $15 a month, I doubt they they can make more money any other way. Most hardcore players already have more than one account, if you want to target them, you will lose money in the long run.

  23. My Problem with Micropayments by Joker1980 · · Score: 1

    Is that in this industry at least (im sure it goes on elsewhere) regards a Micropayment as a 'MULTIpayment', theres nothing micro about 6-8 quid sterling and when you've done that a couple of times it really adds up.

    --
    Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
  24. Drakiis by Anonymous Coward · · Score: 0

    All micropayments mean is being nickle and dimed to death, in the end you will end up paying more if not the same for a monthly subscription based game. The problem with micropayments is that I foresee only the very wealthy being able to play said games competitively, while other less fortunate souls struggle to play the game even on a basic level. In the end you divide up the communities by a economic classification which can hurt player interaction, force compartmentalization upon the player base, and restrict game play. I feel games already have enough restriction built into them, one more level of control in a control dominated environment is not needed.

  25. Sounds like the beginning of a crack addiction. by ElboRuum · · Score: 1

    Just sayin' the parallels are there.

  26. You voted with your wallet. Industry did, too. by patio11 · · Score: 1

    Every time you hear "Its not piracy, its copyright infringement", industry hears "We should be putting this content on our servers, behind a pay-wall, where the folks who consume what we make will have to pay for it".

    Its not industry's fault if your business model is broken.