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What is a Successful Game?

From a critical standpoint, Metacritic is about objective as things are likely to get. My own research uses Metacritic, and most of the industry looks to it for the “official” critical score. Steam embeds the Metacritic score right in the interface, and Microsoft announced yesterday that a low Metascore will be one of the trigger points for having your game de-listed from XBLA.

That said, the critical score isn’t the be-all and end-all of life. Gamasutra ran an opinion piece by former Eidos president Keith Boesky to that effect earlier today. Boesky’s main point is that critical success is not indicative of commercial success. It becomes intrinsically dangerous to pivot your entire business model on the critical reviews of your products.

If you look at a publisher like EA, they produce games that are commercially viable, even lucrative, but consistently receive mediocre reviews from critics. EA has published only three of the top 20 games on the 360, and is the developer on none of them. Additionally, of the hundreds of games EA has published since the release of the Xbox 360, only a handful have a Metacritic score above 80 for that system. EA’s new CEO, John Riccitiello has taken this to heart, having several times publicly stated that EA will be concentrating their efforts on producing newer, higher critical quality games than have been seen in recent years. That said, Riccitiello has also been quoted as saying that “You don’t cash MetaCritic, you cash cheques.”

There’s certainly a balance to be struck between the realities of business, and trying to create a game that tickles the critics. At the end of the day, I think that all of this concern is smoke and mirrors for the developer. All a developer can really do is try to create an amazing experience, to push the envelope of what’s possible with a technology, and to manipulate a player in new and interesting ways. If you can work your craft well enough, and on a scale that will appeal to a broad enough group of people, both the critical acclaim and commercial success will come. Understanding how to do that is where the mastery comes into play.

ESA Exodus

The Entertainment Software Association seems to be losing a lot of major players lately.  LucasArts pulled out last week, followed by Activision Blizzard earlier this week, and now iD software.  EA has stated they have no intention of leaving, but nevertheless, this smells strongly of a divisive precipitating event that’s cleaving apart the ESA’s members.  I find it hard to believe that this is a coincidence, so what’s the triggering factor?

Penny Arcade Adventures

The first episode of Penny Arcade Adventures (On the Rain-Slick Precipice of Darkness) was released this morning on XBLA. I’ve played it for the first few minutes, and I can tell you the game is extremely solid. Not trying this game out means you are part of the problem.

The gameplay is very much like what you would expect from an adventure RPG, but attacks have minigames in them, similar to the type of thing found in Mario RPG, only more clearly defined. Successful completion of the game will result in more damage, etc.

The artwork is gorgeous. It’s like being submerged in a 3D version of Gabe’s drawings, but instead of a pure 3-D rendering, elements are embellished, giving it a very comic-y feel. It’s the kind of impression you get from seeing movie adaptations of Frank Miller novels, like 300 or Sin City. Add a splash of steampunk grit, and you’ve got something special.

The writing oozes Tycho at every corner, and i’ve been laughing my ass off since the title screen. From the cryptic disembodied voice to the ramblings of the Fruit Fuckers, this is solid stuff.

Frankly, this is a retail title, and if Gamestop wasn’t run by idiots, it would be on shelves very soon. Hopefully it will be anyway. That said, I’m happy it’s being digitally distributed. This is exactly the kind of thing that systems like WiiWare and XBLA try to bring out: Innovative, risque titles that might not find a place on the shelf next to the FPS of the week. Good work Hothead, get to downloading people.

If you don’t happen to own an Xbox, you can also get it for PC (And by PC I mean Windows, Mac, and Linux) through Greenhouse here.

The Browser Game

In my self-imposed hermitdom, I’ve been playing a lot of Browser Games as a change of pace and essentially as a time-eater.  In particular the titles I’ve paid most attention to are Ikariam, Travian, and more recently Wild Guns.  Ikariam and Travian are conceptually what you would get if you made a casual version of Civilization, built it as a browser game, and made it a lot shittier.  Wild Guns is made by the same company as Ikariam, and it looks like they saw Travian, stole the gameplay and business models, and put a wild west theme on it.

A number of years ago I spent a lot of time playing browser games like Archmage, and while the production quality seems to have increased somewhat, the game play is not significantly better.

Gameplay works like this:  Resources exist, and they are given to you as a function of infrastructure you have built over long swaths of time (like, hours).  The purpose of this is to make you log on every day or several times a day, over weeks and weeks to maintain your kingdom.  You use these resources to build further infrastructure, which in turn either generates more resources, or allows you to build a stronger military.  You are then encouraged to attack other players using this military.

For me, this is where the game starts to fall apart.  As there is essentially an indomitable amount of players in the game, you can’t hope to destroy them all.  The only reward for attacking others is further resources, but the amount of resources you raid are almost certainly less than the resources it took to create the military you lost during the raid.  There is no endgame, only an endless series of skirmishes, which are in themselves, unsatisfying.

Archmage happens to be an exception, in that if you manage to survive long enough, and become powerful enough, you can cast a spell which destroys the world, thus ending the game until the server is reset.  You gain a certain amount of recognition for doing this.  Nevertheless, any task that requires occasional maintenance has potential for addiction (see Tamagotchi), and I remain a willing slave, to a certain extent, until I finish the tech tree and will the inevitably get bored.

What irritates me more than the lack of solid javascript-based strategy games (Facebook is full of inane stunts in this manner) is the business model these games operate under.  The business model itself serves no purpose other than to undermine the very foundations of the game they’ve delivered, however sloppily.

Ikariam, Travian, and Wild Guns all use the same principles:  The game is free to play, nothing is restricted, and no ads are served.  However, there are premium services you can buy for a micro-payment.  The first form of these is an increase in the rate at which you generate resources.  Essentially you can pay the company to gain a direct competitive edge.  The reason this is horrendous is because it complete destroys game balance by giving players that are willing to pay a substantial advantage over those who are not willing to pay.  You then have the choice to shell out a few dollars for more resources per hour (but only for a week, after which point you need to pay again!), or you can get slaughtered by those who will.  From a design standpoint, this is exceptionally poor.

Even worse than this however, is the “Premium Account” bonus.  If you give these companies an amount of money which is roughly equivelant to bumping up the production of every resource in the game, they give you access to a better user interface.  They have developed a user interface which is better than the default one:  it provides you with a build queue so that you don’t need to log in every time something finishes building to start the next build, gives you more detailed information about combat, a better layout with details about when your stockpiles will be full, what time you’ll be able to build something at current rates of production, etc.  The company has built these things, but they withhold them from you unless you pay them.  Even if you pay them, you only get them for a week, and then you have to pay them again.  Jon Crowley was appalled, so you know it’s a bad move.

Three Rings has a much better handle on it (although I suppose their games aren’t strictly in-browser).  In Puzzle Pirates, for example, payment confers the ability to captain a ship, as well as earn vanity items (e.g. clothing, furniture, etc.).  This allows the hardcore to be hardcore without upsetting the balance for the non-paying crowd.  In any case, any casual browser game needs to support itself on a small percentage of their entire user base actually paying money to play.  GameForge AG nearly went bankrupt last year, Puzzle Pirates has 3 million pirate accounts.  You tell me which business model is working better.

Calling all. This is our last cry before our eternal silence.

It’s been almost three weeks since my last post, and this is largely due to the evil that is final exams.  Or to be more precise, it’s due to the aftermath of it.  As any university student can tell you, final exams are a time where you are projected into a wasteland of caffeine and junk food, where you try to learn 4 months of material in a handful of days (or hours).  The re-emergence from this wasteland has for me been traditionally curtailed by starting work the immediate week following.

Having now passed all of my final final exams, I’m now done with the University of Waterloo forever.  Several weeks have now been spent arranging the particulars of my move to Washington, as well as soaking up some new releases.  Having thoroughly ignored both my blog and my massive list of RSS feeds for the last few weeks, I should be emerging from my cave to say, at least, something, with frequency somewhat better than ‘once a month’.

Creative Commons Attribution 3.0 Unported
Creative Commons Attribution 3.0 Unported