Ramblings about video games

Before it stops being topical, I’m going to post a couple of Ars Technica articles rather than make one of the posts I have floating around in the back of my head. I’m not sure how much I want to say about this, because it’s all information I’ve cultivated from intelligent people writing blog posts I couldn’t hope to source now. At any rate, here’s the first link:

        Or, in plain English, more properly called “Self-Entitled Whining, Lack of Industry Knowledge, and Free Bonus Stuff Isn’t Good Enough For Me.” I’m going to look at his points in order, because the fact is, these things don’t happen just to piss you off and keep you from playing the game you bought. Not only that, but none of these things even have anything to do with “new” games! Buying a game used doesn’t solve any of these issues, except perhaps that you don’t get the free DLC codes that the previous owner probably used.

        Or worse, you DO get the codes, and they’ve already been used. Jerks.

I don’t want to install the game, or an update.

        A) Installing a game is one thing developers use to make the game perform better. You know how load times are practically a thing of the past? That’s because we don’t have to load every new area off of the disk when you move across some arbitrary boundary point. A lot of games will make installs optional on PS3, which is nice, but it’s probably easier for them to force you to do it. Go make lunch or something.

        B) The code sent to the manufacturer who makes the physical discs you buy (or to the publisher who controls the digital platform you’re downloading on) is likely months old, in order to give enough time for the discs to be made (or the content to be reviewed by Sony/Microsoft/Steam). Is the development team supposed to twiddle their thumbs until release, or start working on DLC expansions (or the sequel)? Not only that, but patches cost a lot of time and money to push through Sony/Microsoft on consoles. That’s why they don’t release patches to fix every little problem, because it’s just not worth it. For example, a problem people had with Costume Quest was fixed if you bought the DLC for it, because it just wasn’t worth the money to patch it.

        So there’s two things at work here: it’s more economical, and that’s important when you’re spending millions of dollars on developing a game. And the second thing is that you get a better product after the patch, and the game can be released six months sooner, so why complain about it? Unless you have a dial-up connection, it’s going to take you two minutes to get the patch. Go to the bathroom while you wait.

I don’t want to input a stack of codes.

        Gosh, getting free stuff is just awful. It’s hard to say for sure if the content you’re getting would have been on the disc if it weren’t DLC, because that really depends on the individual game. Aside from that, I guess this is the only one that’s relevant to buying new vs used. The goal is to reward people who buy new, and/or punish those who buy used, and packing in DLC is a perfectly fine way to do that. Assuming the content really isn’t on the disc, you are getting free stuff. Now, if these codes were abolished, one of two things would happen: the game a few months later to add some DLC, or you’d have to fork over five bucks for it the day of launch. DLC codes don’t seem so bad now, do they?

I don’t want to watch an unskippable trailer for your next game.

        I don’t know about this. Does this actually happen? I’ve never experienced it. This is a good point, I guess. Why anyone would do it is beyond me, so I’m glad I haven’t played a game that does this.

I don’t want to make a new account for your online service.

        There aren’t that many services to sign up for anymore. You’ve got an EA account for BioWare and (Dark)Spore and Dead Space, and you’ve got a Uplay account for Ubisoft, and maybe on PC you have an old GameSpy account… I’m sure I’m missing some, but for the most part these kinds of accounts are from publishers or something and not game-specific. Most of them come with free stuff, too, so why not use them? Having an EA account lets you get free Dragon Age stuff, having a Uplay account lets you get free Assassin’s Creed stuff and upload your save data to their servers. It’s really not that bad, and it’s great for them because they can track your stuff more accurately, pimp their brand a bit, and if they’re doing it right give you some sort of reward for using the service. Alternatively, if it’s to sign into their servers or whatever, that kind of sucks. But it’s not different from making an account for an MMO.

        The one legitimate argument against this is when the Terms of Service basically say that you don’t own your game, as has happened with Dragon Age II (turns out that was an error, allegedly) and Dragon Age: Origins (server problem) recently.

Boy that was way too much. Well, onto the next link!

This is a long one, but it can be basically summed up by two graphs later in the article:

        Mass Effect 2 is a kind of oddity among the group, considering it’s very story driven and a lot of players were probably coming in from the first game. Red Dead Redemption, Super Meat Boy, and Shank, all of which were very well reviewed, have abysmal completion rates. Essentially, most of the people who played those games probably didn’t see the last half of the games. If you’d released the game with half as much content, 30% of the people (a very vocal minority) would have complained, while everyone else would have finished it and been perfectly satisfied.

        I don’t know what the solution to all of this is. I know I don’t finish the vast majority of the games I buy. Yet I do like to have more content in the good ones. I really don’t mind the multiple almost-endings in Persona 4, because any extra time spent with that game was just great. On the other hand, I feel kind of cheated that I spent so much time on Final Fantasy XIII, considering I didn’t enjoy it that much and just felt obligated to finish it.

        What would be really interesting is if some data like this was available for older games. I’d love to see how many people made it through older, 40+ hour RPGs (western and eastern) and how many managed to finish shorter titles. We know players don’t see most of the content in a  game, yet demand that it exists, but we don’t know how things used to be either. Could be that just as many games were going unfinished.

        I don’t think we’ll ever see 100% completion rates, no matter how perfect the fit between length and quality becomes. But then a class average of 70% is considered phenomenal in a large first year university class (more people take the course than there are people who care about doing well), and considering the even larger sample of people who play a given game, you could probably expect something a bit lower on any game longer than two hours.

        ok that’s enough I’m going to go have lunch now, too bad I don’t have a game to install