Experienced Points:Copyrights and Copycats

By Shamus Posted Friday Feb 3, 2012

Filed under: Column 96 comments

My article this week is tangentially about a couple of high-profile copycat games. Actually, it’s more about how this isn’t as dire as it seems.

I didn’t get into it in the article, but this will always be a problem for mobile games. For AAA games, the expense in making the game is in producing the content. Even if you have the perfect game design that you know will delight players, you still need dozens of people hammering away for months to produce those models, animations, and game environments. Even if you want to make a complete mechanical copy of Call of Duty, you still need millions of dollars to do it. This is not the case for Facebook games. In those games, the most valuable thing is the R&D that went into finding the optimal balance of social sharing, micro-transactions, and gameplay feedback to make the game fun, viral, and profitable. With that data in hand, you can re-create a successful game in a couple of months. Maybe even a few weeks or days in the case of the really simple games.

So a certain degree of design-poaching is inevitable. Still, I can’t help but shake my head at a company like Zynga. Over 2,000 people in that place, and not one of them has the will or authority to add a twist to their blatant knock-off? As a consumer, I dig the idea of a bunch of companies making constant gameplay re-mixes, taking the most popular mechanics and combining them to make new creations. After all, it doesn’t take much to make something new.

It’s just depressing how lazy they are in their plagiarism.

 


 

Deus Ex Human Revolution EP14: A Brush With Glitch

By Shamus Posted Friday Feb 3, 2012

Filed under: Spoiler Warning 198 comments


Link (YouTube)

Wow. A whole week of fumbling around, tranq’ing guards, hacking computers, and juggling inventory. And then in the last half of the last episode we have a boss fight, an important conversation with Pritchard, a major glitch, we meet Bill Taggert, and we’re introduced to the whole anti-aug side of the argument.

 


 

Deus Ex Human Revolution EP13:Shoots & Ladders

By Shamus Posted Thursday Feb 2, 2012

Filed under: Spoiler Warning 168 comments


Link (YouTube)

A side note: I’ve updated the Spoiler Warning page. Hopefully this will make it easier to surf the archives. I know I get lost looking for particular episodes, and I’m thinking maybe being able to see the titles will help.

As I mentioned in the episode, the “vast underground complex filled with guards and control rooms” is pretty much a required component of the Deus Ex conspiracy-driven story, but it flies apart if you do something foolish like think about it. Having fifty or a hundred people all pile into an abandoned building every morning would be a pretty big giveaway. At lunchtime a half dozen people would file out, grab huge piles of Starbucks and take-out food, and disappear into the building again.

You could fix this by saying the people live in the base, but then you have the problem of needing to bring in truck loads of food every couple of weeks. You’d need laundry infrastructure, dorms, and a plan for getting rid of all the trash. There would be little bits of traffic every couple of weeks as personnel rotated in and out of their six-month shifts. Again, people would notice.

Which brings up the question of why this base needs to be in a city at all. What is this place for? I understand they were spying on Sarif from here, but certainly they didn’t need ALL of these people for a job like that. And those people could have worked out of an office tower downtown without really raising any eyebrows. What is it that the bad guys want to accomplish that requires a sprawling, Dwarf-like warren under the earth?

EDIT: For the record, I’m not saying these are plot holes or anything. I’m just musing.

 


 

Piston Camping for Fun and Profit

By Shamus Posted Thursday Feb 2, 2012

Filed under: Video Games 112 comments

Digging through the archives on my computer, I unearthed this old gem. It’s probably my first example of videogame analysis

Some background: This is an article talking about the level CTF-Facing Worlds in the game Unreal Tournment. It was a horribly broken, unbalanced map with a layout that encouraged all the wrong behavior from players. Despite this (or perhaps even because of it) CTF-Face was by far the most popular map of all time. There were countless servers that hosted games running exclusively in this map. I once saw numbers suggesting that there were more hours clocked on CTF-Face than on all other maps combined.

The map is just a floating island in space, with a tower on either side. Inside the tower is the flag room. Inside the flag room is a teleport that will send you to the roof where you will find a sniper rife, some sniper rounds, and armor. Players spawned in the open, beside the tower. The towers were usually covered in snipers, who would shoot respawning players again and again. Here is Facing Worlds:

Click to big-ify.
Click to big-ify.

ANYWAY.

The game had a melee weapon called the piston hammer. It was this pneumatic device that built up a charge over the space of five or six seconds. At full charge, the hammer was a guaranteed kill against an unarmored player. All you had to do was get close to someone with the charged hammer and it would go off, smashing them to bits. Players also had a translocator gun, which would shoot out a puck with a little glowing antennae on top. You could instantly teleport yourself to this puck.

This is an article I wrote around 2000-ish, back when I was really into the game. I was so proud when this thing was linked on the gaming news sites of the day. I got over two thousand views. (OMG I’M FAMOUS!) Keep in mind I was in my late twenties / early thirties when I wrote this, and I’m 40 now. It seems pretty childish by today’s standards, not to mention overlong and rambling, but I can see little hopeful glimmers of the someday-critic peeking through the cracks.

This is actually kind of embarrassing to post, but I’m hoping it will be good for a laugh. Or… something.

I have left the article just as it ran, with all of the original errors intact. Here we go…

Continue reading ⟩⟩ “Piston Camping for Fun and Profit”

 


 

Deus Ex Human Revolution EP12:
Ye Olde Firearms Shoppe

By Shamus Posted Wednesday Feb 1, 2012

Filed under: Spoiler Warning 141 comments


Link (YouTube)

Am I the only one who misses that synth music they used in Deus Ex, Unreal, and Unreal Tournament? I remember opening up Unreal Ed and using it like a music player back in the day, having it play through all of the available tracks.

I also loved the MIDI music used in Descent. That was great stuff. I was actually really disappointed with the music in Descent 2, which replaced the beep-boop electronica with real CD tracks and a more “hardcore” musical vibe. Maybe it was the tonal shift that put me off, or maybe this is a case of me preferring chicken nuggets and cheese doodles over roast chicken and baked potato. I never claimed to have refined tastes.

 


 

Deus Ex Human Revolution EP11:Stealth Grenades

By Shamus Posted Tuesday Jan 31, 2012

Filed under: Spoiler Warning 140 comments


Link (YouTube)

Oh no! Somebody changed my internet show and now it’s different! Change it back! I fear things that are new and strange!

Once you get over the shock, please welcome Chris Franklin to the show. You might remember him as Campster, the guy who had the AUDACITY to not love Half-Life as much as we do. Josh, Rutskarn and I have been plotting our revenge for weeks. After a long discussion, we couldn’t come up with anything more unpleasant than being on the show with the rest of us. So here he is. Our plan is to subject him to Rutskarn’s puns until he agrees to wear a “Half-Life is #1 game with no flaws” foam finger on his right hand at all times.

He didn’t crack this week. In fact, he pretty much just talked about Deus Ex the whole time. During the show about Deus Ex! Can you believe it? Whatta n00b.

On a less absurdist note: If you want some bonus content today, check out his take on Duke Nukem Forever, where he argues that people hated it for all the wrong reasons. This is just the sort of meta-commentary that makes me happy.

You might notice I didn’t review DNF. I couldn’t do it. Despite all the jokes I made at the expense of the game, deep down I really wanted to like it. When the game failed, I wasn’t angry. Just disappointed. I actually quit playing when I got to the platforming section in the burger joint. I meant to go back and give it another try, but I never did. I could never stockpile enough indignation to get a good rant going, and so I let the game slip by in silence.

 


 

Anno 2070 DRM

By Shamus Posted Monday Jan 30, 2012

Filed under: Video Games 196 comments

splash_lock.jpg

We begin with this story, where Guru3D tries to test Anno 2070 on various test machines with different configurations of graphics cards and quickly runs out of allowed installs. And then later Ubisoft thought this was perfectly reasonable.

At the time I wrote:

I’m actually glad that Ubisoft isn’t falling over themselves trying to make this right. Yes, this DRM is horrible, unjust, counter-productive, and anti-consumer. We’ve been over this. But aside from the DRM itself, I’d say the most pernicious practice is one where the media is excused from having to deal with it. If a publisher wants to saddle their game with time consuming, annoying, nagging, inconvenient DRM, then that practice should be reflected in the review score.

Developers don’t like this idea because they don’t want their magnum opus to end up with a low score because of something the publisher did. I admit that’s a bad deal for them, but reviews aren’t written for the benefit of developers. They’re consumer advice, and if they don’t advise the consumer then they’re worthless. (See also: Bugs.)

But before I got around to posting that, Ubisoft announced they would remove graphics cards from the “machine identification” process, thus letting Guru3D get their benchmarks without Ubisoft having to confront or even explain their nonsensical DRM policy. I was depressed by this. It’s technically a small victory for customers, since it means Ubisoft games will be slightly less annoying to install and run, but it was a window of opportunity for them to re-evaluate their policy. They could have sat down and thought about DRM and the impact it has on piracy, consumers, and the medium as a whole. But instead they put a band-aid on a PR problem and walked away.

Try to imagine this:

Continue reading ⟩⟩ “Anno 2070 DRM”