GameSetLinks: June 23rd, 2007
The first of a big pile of links left over from the week, then, and there's some pretty interesting bits and pieces buried in here, as follows:
- Behind The Mask: Marek at GamesLOL brings up a pretty interesting point about behind-the-scenes type coverage of games, referencing a David Jaffe blog post that "...points to good old Mario and Zelda as franchises that have retained their magic by not revealing too much about their development." Marek adds: "Although I personally enjoy seeing behind-the-scenes footage, I prefer seeing it after I’ve played the game. I think the game industry doesn’t ‘reveal’ too much, it’s just revealing things too soon." Agree? Disagree?
- Mizuguchi Vs. Gore Resolved!: Just as a follow-up to a post made a few weeks ago, the Tetsuya Mizuguchi and global warming link has been resolved - XBLArcade explains that: "Genki Rockets (aka [the band featured in Lumines with Heavenly Star]) will be performing at [the Japanese venue for] Live Earth, and Q will turn a portion of your DLC purchases into a charitable donation to combat global warming." There's a whole bunch of new downloads for Lumines on XBLA in relation to this, particularly the SOS Charity Campaign Pack: "Experience the Tokyo club scene through LUMINES! Bringing you the beats and visuals from four of the hottest DJs, artists and VJs". Though they don't integrate THAT well into the gameplay itself, I like Miz's modular approach to expansions and art styles, a bit like the Wipeout Pure expansion tracks.
- Pearce On Game/Nongames: Indie/artgame developer Tale Of Tales has another beautifully laid-out interview, this time with academic and Mermaids MMO designer Celia Pearce, which has some interesting chatter about what exactly makes up a 'game', nowadays: "In my research on the Uru diaspora, players who moved to other games after the closure of the original Uru, what I found was that they did not distinguish between Uru and something like There.com or Second Life. To them any place they went to PLAY was a game. And they often did goal-oriented things in non-game environments, and they often did non-goal oriented things in game environments."
- Hardcore Gamer Trove: Arcade Heroes points out that Hardcore Gamer Issue 25 is now out, and indeed, the page for the magazine on Hardcore Gamer's website reveals something that I'd partially forgotten - that the DoubleJump and OffBase Productions game mag, which you can also get in print version via subscription or at various retail outlets, has every issue available in PDF form. And it's still a pretty neat mag, obviously made by GameFan fans who appreciate the import-friendly, harder-edged end of the console scene.
- Baby You Can Drive My Car?: Today's high-end games getting a little bit _too_ expansive? Microsoft Casual Games' Kim Pallister thinks so and says as much in an editorial noting that you can hire an AI drive in Forza 2 to complete races for you, and NCAA 08 allows you to forward through the game using AI to play at the climax. Pallister grins: "It's interesting that in the effort to justify big budget games, 'hours of gameplay' has become this metric that's frequently used, but is not necesarily what ALL consumers want. Some, like me, want the quality without requiring the quantity. I loved that the last Tomb Raider took me like 10-12 hours to complete. I've put off playing Oblivion because I hear it's great but takes >50 hours to play." Of course, that's the whole casual vs. hardcore issue in a nutshell, but the 'AI taking over for player' trend really underlines it.









Comments
I'd appreciate if someone could point towards discussion of this topic:
Sometimes, it seems that not all games have 20 hours of meaningful play within them, so is it feasible to charge less for a feature-length (ie not casual or XBLA) game that falls shorter than the standard hours of play metric?
Short and sweet has it's merits sometimes, but I know gamers like to get their "moneys worth," so maybe a 10 hour game should cost less. Still, I suspect there are issues such as time to develop the core gameplay vs time spent tacking on extra levels.
Any links to articles/blogs/forums would be appreciated.
Posted by: Jared | June 23, 2007 11:39 PM
There's no law that you need to complete a game before moving onto the next, or that you need to reach the end in a certain timespan. Playing little bits here and there is still fun, even if it takes months before completing something like an RPG. Though with the rate new games are appearing, if you have a diverse appetite it can be hard to keep up with it all. Yet again, why purchase an eight hour game if it can easily be cleared in the space of an average rental?
Posted by: Aaron | June 25, 2007 2:27 AM
There's no law that you have to stay till the end of the movie, either.
As Clive Thompson once wrote, some games are just too long to flick at in little bits. I'm not saying games shouldn't be that long; in some cases (such as Oblivion, even if its a little repetitive) it's completely appropriate.
But some games don't deserve 20 hours of play. I remember being completely immersed in Silent Hill: The Room until I realized I had to go back and replay every level to unlock the final area. It seemed so tacked on, I put the game down.
Yes, you can just rent a game instead, but sometimes I don't have 8-10 hours in a week to finish a game. Besides that, sometimes I want to keep a game for my collection, because the experience was so good or there are some extra features that make it worth revisiting.
To bring the analogy around, if an otherwise excellent film drags for an extra half hour, it still tarnishes the experience. We're in trouble if people ever decide that all films should be at least 2 hours in length so they can get their "money's worth."
Posted by: Jared | June 25, 2007 5:36 AM
Actually, by renting I was thinking mostly of Blockbuster's online service, where you can keep DVDs and games for as long as you like. Isn't Gamefly similar in that respect? Also, I rarely watch a movie all in one sitting. Just don't have time for it. Seems find to watch it 3-4 sessions without any real lost of impact.
Posted by: Aaron | June 25, 2007 10:53 PM