Entries Tagged as 'Online'

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.

Metaplace

So yesterday there was a brief announcement by a certain Raph Koster.  If you’re not familiar with the name, Raph has acted as Sony Online Entertainment’s Chief Creative Officer for the past few years working on titles such as Star Wars: Galaxies and Everquest II.  Before that he was the lead designer for the highly successful Ultima Online at Origin Systems.  Raph left SOE last year to found a company called Areae, and has been tight lipped about what exactly he was doing there, at least until yesterday when the cat ran screaming out of the bag.

Metaplace is a next-generation virtual worlds platform designed to work the way the Web does. Instead of giant custom clients and huge downloads, Metaplace lets you play the same game on any platform that reads our open client standard. We supply a suite of tools so you can make worlds, and we host servers for you so that anyone can connect and play. And the client could be anywhere on the Web.

The platform should allow you to set up a world with basic chat and a map to work on in under five minutes.  Although it’s not clear how the content generation will work, the platform seems to be designed to integrated tightly with the web, allowing objects to script content feeds from outside of the game, thus allowing users to shatter the walled garden which is typical in most video games (Missing since January anyone?).  While I find it instinctively unlikely to occur in the near future, Areae claims one could build a game bigger than World of Warcraft on Metaplace.  While clients are currently limited to forms of 2-D graphics such as 2.5D Heightfields, isometric views, top-down 2D, etc., the expectation is that a 3-D client will continue to be developed.  Areae is itself developing an MMO based on the Metaplace platform, but nothing is known about it presently.  Pricing information doesn’t seem to be discussed, the flavour of the language indicates cheap as free is not out of the question.

I see really interesting potential for ARGs developed on this platform.  A game with tie-ins to dynamic content generated from real-life events based on RSS feeds (fully supported) could be very interesting.  I’m extremely curious as to how well this platform will work.  At the end of the day, much of the difficulty in broad-based game design is in the creation of content and assets which require specialized skills.  XNA tries a related problem that Metaplace is attacking, but neither seems to intuitively deal with the issue that asset creation is difficult for normal humans. 

If you’re not convinced, having Cory Doctorow on the advisory board is a sufficient condition for being awesome.

On WiiWare

Nintendo on Wednesday announced that they have joined Microsoft in offering a solution for independent developers to create content for their system. Full details have yet to emerge, but it would seem that WiiWare is designed to allow developers to produce games which can then be sold through the WiiShop Channel, Similar to the mechanism Microsoft is using to deploy XNA games through XBLA.

Level Up has an exclusive interview with NOA President Reggie Fils-Aime, where some interesting details were disclosed. Firstly, the pricing for a given game is determined exclusively by Nintendo. I’m not sure how this compares to the Microsoft method, as the entire “Getting my game on XBLA” process is somewhat opaque at this point (and I might add, Microsoft would do well to make it more transparent).

Secondly, WiiWare seems to not encompass libraries or tools that make to development process easier (a la XNA), but rather the simplification of the delivery channel. The argument for this is that development kits for the Wii are extremely inexpensive. While this is a valid point (They cost between $2,500 to $10,000), it’s certainly not on par with the concept behind XNA. Additionally, actually becoming an authorized developer so that you can get your hands on the kits is more complex, and as a result it is unlikely to target the homebrew community emerging around the Xbox 360. That would also not appear to be the intent, rather it would seem Nintendo is trying to simplify the process for small (but professional) development shops.

Thirdly the developer must seek its own ESRB Rating. As I don’t have a development company, I don’t even have access to the information regarding getting a game rated. There seems to be similar restrictions to getting a game rated that exist to get your hands on Wii DevKits. I would not be suprised if there was also a fee associated with getting a rating, but again this seems to tune WiiWare towards small independent developers rather than just anyone.

Reggie also states in the interview that Nintendo will not be overseeing the games, suggesting that any game that gets through this process and passes some basic requirements from Nintendo will be made available for purchase on the WiiChannel. Note that this is strictly different than the attitude Microsoft has developed. XBox Live Arcade is a carefully crafted entity into which new games are eligible only with the good graces of the managers who maintain the portfolio. In other words, XBLA will never be filled with 800 solitaire games, because Microsoft gets the final say on whether they’ll sell your game or not. The fact that Nintendo is not doing this is both good and bad. On one hand, it could conceivably encourage games that might not make it to XBLA, however possibilities exist for the marketing of a lot of crap that nobody is interested in buying.

All in all, I’m excited to see Nintendo is getting in on the independent developer market, and digital delivery, but WiiWare isn’t strictly comparable to XBLA, the two seem to be marketed at different audiences.  While many are quick to herald WiiWare as “Nintendo’s XBLA”, WiiWare does not in any way make it easy for “Anyone to create a Wii Game”.  WiiWare simplifies delivery mechanisms, not development mechanisms, so all those hopeful hobbyists will still have to remain weeping in the corner.

Now we just need to see when Sony is going to get on board.

New XNA Release

The XNA Team is proud to announce the availability of XNA Game Studio Express 1.0 Refresh.  This release is an update to the 1.0 product which contains improved functionality along with new features.

Some of these new features include Bitmap-based fonts, 3D Audio, Windows Vista Support, and the long awaited ability to share binaries with other users without having to share the source code as well!

As always, if you want to share your work with other Xbox 360 users, you still need a Creator’s Club Membership.

Check out the “What’s New” section of the product documentation for full details.

Sony’s Trophies

Maybe I spoke too soon. The big buzz around the GDC is Sony’s online Matchmaking System “Home”. Essentially a more structured version of Second Life, but fully integrated into the PS3 Matchmaking service. The video below shows it off pretty well.

Kinda makes Miis look pretty chinsy.The gorgeous open visuals are really starting to tempt me on that system. Unfortunately a lot of the content they’re pitching will probably suffer the same problem us Canadians have with Apple’s iTMS, Microsoft’s Video Marketplace, and Amazon’s Unbox… in that the content is only sold in the US, not in Canada. Somehow I don’t see Sony being the ones to carry that torch up north.

Sony’s Trophy room or “Hall of Fame” as they call it looks pretty sweet. And while I can imagine playing around in there for my person ego boost, somehow I don’t see myself spending that much time playing around in OTHER people’s Halls of Fame. The only time I really look at other people’s Achievements in Xbox Live is when i’m sitting around in a lobby waiting for a game to start, and that doesn’t require me to start rendering gorgeous 3D visuals. Nevertheless, probably something you should check out. See the video below for more details.

It’s here.

Xbox Live Arcade and XNA

In 2000, Microsoft announced it was going to release a new console gaming system to compete against Nintendo and Sony. At the time, I thought they were out of their minds. Microsoft was at the time, a company I had known only to produce an operating system that, while nearly ubiquitous, was merely okay from a quality standpoint, and an office suite which ran on said platform. I was also perhaps somewhat bitter at them for acquiring Access Software the year before; a move which ended the Tex Murphy series of games, much to my dismay. It was certainly not clear that Microsoft was the type of company who had their hand on the pulse of the game industry. Several years later, I think it’s safe to say that I can retract that position. Microsoft managed to leverage DirectX on their new system, thus making it much easier to develop for the XBox than any other of the systems available at the time. They also leveled the mighty cash war-chest at numerous other high-profile companies (Rare, Bungie), and managed to bring out on the Xbox some of the best received launch titles since Mario. Far from a lucky start, Halo 2 is, years later, still the best selling console game ever (although Gears of War, another Microsoft exclusive, is giving it a run for its money).

Xbox Live

Having earned my respect, after years of delivering a continuously high-quality gaming experience, It is interesting to see what they’re doing now with the 360 and Xbox Live. The Xbox live environment itself has several things that are worth the admission price right off the bat, but Acheivement Points are definitely the drug that sells itself. Microsoft has essentially issued an edict whereby all 360 games and all XLA games have set amounts of points which can be earned by doing things in the game, both on and offline. Some of these tasks are trivialities which are earned easily during normal game play, others are only granted to the most dedicated players. This system has in effect created a standardized system of gamer cred. There have always been those folks who have to get every last bloody note in Banjo-Kazooie, who have to beat every level without losing a life. This has always been relegated I think to the very hardcore, or very obsessed. Even so, there’s never been a facility to show off to your friends how bad ass you are, until this point. Given the popularity of the system, I’m very surprised that Nintendo and Sony have not decided to provide competing point systems, in effect handing Microsoft control of the de facto standard for gamer reputation. What this means is that when a gamer has a choice over which system to buy a game for, all other things being equal, the 360 is the system of choice, as no other system will earn you the publicly accessible respect for completing parts of the game.I think the real draw of Xbox live will not come to a head for another year or so though. There is a slowly growing network of collaborative technologies emerging. This network hasn’t quite coalesced yet, but will firm up by the end of 2007, and I predict by the end of 2008 that some exciting things will be come to fruition.

XNA’s Not an Acronym

The first part of that network is XNA. The Microsoft XNA Framework is a set of tools and runtime environment designed to aid in video game development and deployment. The framework allows independent developers to design both 2D and 3D games from the ground up, and deploy them in both Windows and on the Xbox 360 with minimal code changes. The framework simplifies many aspects of game design, and has a steadily growing community of users. Some issues exist (for example, in order to distribute games you develop for the 360, you presently are required to distribute the entire source code and the user must recompile it), and is seriously lacking documentation for the more advanced functions. Nevertheless, XNA provides a solid beginning to Indie and Homebrew console development on a scale never seen before. Better yet, XNA Game Studio Express and the XNA Framework are free to download, although deploying onto an Xbox 360 requires a Creator’s Club Membership, which has an annual fee of $99 (a modest fee).

Torque X

There are several extremely inexpensive tools which have emerged to integrate with XNA. The suite of choice at the moment is GarageGames‘ Torque X. Torque X is a fully functional Game Engine for both 2D and 3D games. The engine is designed to integrate seamlessly with XNA, as well as several other tools offered by GarageGames, such as the Torque Game Engine (the technology behind such big-name hits as Tribes) and the 2D Game Editor Tools included in the Torque Game Builder. The TGB is extremely inexpensive ($100 for Indies, $400 for Commerical), as is the TGE ($150/$750). GarageGames also offers inexpensive content packages to allow you to get your game up and running without waiting for costly art and sound assets to be created.With these tools in hand, the barriers to entry for game development on the 360 have dropped away substantially, making the 360 the platform of choice for independent games developers. The ultra-high end, cutting edge games still lay in the domain of large developers with massive budgets, but for the first time we have the ability to inject fresh independent creativity into the console environment. The only remaining problem is publishing.

XBox Live Arcade

Enter Xbox Live Arcade. XLA is a feature of the XBox Live system whereby gamers can pay to download titles from the system, in a manner similar to Valve’s Steam. The titles offered tend to be smaller, non-feature length games, or ports of older games. Overall, I’m not particularly impressed with the offerings so far (Although there are some tasty ports, such as Alien Hominid and Worms HD, as well as a couple of new gems such as Wik: Fable of Souls and Settlers of Catan). Microsoft is unwilling to allow just anybody to put their games up on XLA, and rightly so. After all, XLA is a platform for Microsoft to make money as well, and it’s a brand for them: They want that brand to be known for its quality. There are a rigorous set of standards a game needs to meet to be considered for introduction on XLA. But those standards don’t necessarily require you to be a big name studio. Microsoft’s DreamBuildPlay initiative is proof positive of this. They want to encourage people to use these tools, and are in a position to take risks with regard to publishing titles over XLA, because the overhead for them to do this is substantially less than traditional publishing channels. In the next two years, once developers have had a chance to play with the tools, and the XLA ecosystem really gets developed, I think you’ll start to see some really neat titles on XLA that are new, dynamic ideas, and aren’t published anywhere else.If Microsoft plays its cards right, it has the opportunity to turn Live Arcade into a fountainhead of high-quality, fresh, and creative gaming, and at little to no expense to itself. At the same time, they can endear themselves to the independent crowd, a group largely bulldozed over by the Juggernaut in the last two decades, and re-market themselves as a dynamic, edgy organization along the likes of Apple and Google (you know, the way they used to be known in the 90s).

Now if they would just open a Microsoft Games Studio in Toronto…

Creative Commons Attribution 3.0 Unported
Creative Commons Attribution 3.0 Unported