Posts Tagged: gaming

Does E3 still matter?

A few days away from the big E3 press conferences, Nathan Grayson over at Kotaku has mixed feelings and some nostalgia for what the event meant to him during his childhood. There’s also some good interviews with game industry veterans about the E3 of today: how it’s changed and whether it’s still relevant.

Are we all a little tired of shooting things in the face?

Mark Serrels, writing for Kotaku:

Just. Another. Shooter.

It feels like gamers, as consumers, are getting over shooting things in the face. And pretty damn soon I suspect they’ll become wary of paying for the privilege. It’s all just too familiar, too worn out. We need a new verb to enjoy. Once upon a time we jumped. We punched and occasionally kicked things. Then we mostly just shot things. We’ve been shooting things for too long. What will our new verb be?

This post indirectly supports yesterday’s editorial I wrote on Microsoft, Kinect, and the company’s big bet on AAA exclusives. In particular, another weakness of AAA games is their lack of flexibilty. With their huge budgets and often multi-year development cycle, they can’t easily adjust to changing consumer tastes.

Microsoft post Kinect

Where’s the Microsoft that hailed the Xbox One as the digital, “all in one” future of our living rooms? Now that the gaming console is available without Kinect, it’s a future that feels increasingly out of reach.

Granted, decoupling Kinect is a shrewd decision to spike sales and reach price parity with the PS4. And with fickle voice commands and a virtually non-existent Kinect gaming lineup, Microsoft hasn’t justified Kinect’s required bundling. Yet I’m worried this is a short term business call that could hobble the Xbox One in the long run.

With Kinect originally bundled with every Xbox One sold, Microsoft had a multimedia and convergence angle over the PS4. The accessory adds voice control, motion gaming, an IR blaster to control your cable box, Skype, interactive fitness classes and much more. While much of its ambition wasn’t realized on day one, the long term potential is enormous; it’s Microsoft’s trojan horse of a gaming console to win over a larger general public. If traditional core console gaming falls out of favor long term, Microsoft would be far better equipped to pivot with a Kinect attached to every Xbox.

Now without Kinect, the PS4 pulls ahead of the Xbox One in several tangible ways. First, raw performance, as evidenced by better frame rates and higher resolutions across several multi-platform titles. It’s a tiny, even negligible factor for every day consumers, but a potential selling factor among core gamers. Also the PS4 trumps Xbox on indie releases as well; Microsoft has been playing catch up with their ID@Xbox division, but their releases are less notable and diverse than Sony’s.

Finally, there’s the user interface, an underrated factor among a mainstream audience. While the PS4 “horizontal ribbon” style UI is a bit simplistic and lacks customization, it works effectively for launching games and tracking online activity. The XBox One’s comparatively complex UI was designed around voice for primary navigation; using just a controller is often awkward. Microsoft is claiming any controller navigation shortcomings will be addressed in future system updates but for now this puts a Kinect-less Xbox at a disadvantage.

In short, power, indies, UI and sales momentum all favor the PS4. What’s left are games. Microsoft will likely focus heavily, if not entirely, on gaming for their E3 keynote this year. They’re betting on their financial strength to shore up more first and third party exclusives than Sony.

Granted, exclusives have spiked consoles sales historically, most notably in the form of Wii Sports several years ago. This being 2014, I wonder if we’re in a changed gaming landscape. Like other forms of media, modern gaming user bases are now heavily fragmented across multiples tastes and platforms. I suspect big budget exclusives – the Halos and Mario Karts of the world – are losing their impact. Titanfall is a prime example; its twist on the multiplayer shooter genre was critically lauded upon release, but the game’s online community is far smaller and less active than the Battlefield and Call of Duty releases from previous years. The incentive for AAA publishers to go multi-platform has never been stronger: as budgets escalate, spreading a release among as many platforms as possible makes strong financial sense. Both the PS4 and Xbox One have similar, PC-like architecture which makes porting easier than previous console generations.

Even if exclusives are still the system sellers they once were, what if Sony comes out of this E3 swinging with a strong showing of their own? What moves does Microsoft have left?

It didn’t have to be this way. Perceptions of momentum aside, the Xbox One has time to catch up without gutting the Kinect this early; Xbox One sales, while significantly less than the PS4, are still strong with at least five million units shipped as of a month ago. The XBox One is even beating the original Xbox 360 sales by 76 percent when comparing each console’s first six months at retail. There are a lot of smaller, yet substantial actions to chase the PS4 on price; they could have packed in a few free games, a year of Xbox Live Gold, or just slashed the console’s price by $50.

Overall, the Xbox One could have been a device with a unique, even visionary ambition if Microsoft had stuck to their initial ambitions. However, sans Kinect, it’s a console without a strong voice and differentiator from its competition.

How we made The Last of Us’s interface work so well

A guest Kotaku post by Naughty Dog’s Alexandria Neonakis on UI design within one of the most critically acclaimed games from 2013. I love seeing how the interface changed over time. It’s an especially cool look considering how rarely we get behind-the-scenes access to AAA game design.

The final hours of Titanfall

Game journalist/host Geoff Keighley’s “Final Hours” series continues with the much anticipated first-person shooter released earlier this year, Titanfall. I downloaded the app over this last weekend on my iPad and after getting through roughly half the content it’s impressive overall. Note it’s effectively a 25000 word story with some multimedia features added, mostly behind the scenes photos and videos during the game’s making.

Note there’s a few small annoyances (that may be rectified on platforms outside the iPad): there’s no text size adjustment and the app is locked into landscape mode only. Still well worth the $2 entry fee for the quality and depth of writing alone.

Xbox One and the PlayStation 4: Weirdest. Console. Transition. Ever.

Mark Serrels, writing for Kotaku:

I can’t remember another transition that has felt so half-hearted, so conservative, so burdened by a reluctance to place proper, major bets on new technology…Despite the fact that the Xbox 360 and PS3 had been at the forefront of one of the longest generations I can remember, there was the sense that no-one had faith in the next generation of consoles.

Everyone was in a secure, definitive holding pattern.

As Mark goes onto write, both the Xbox One and PS4 have been selling very well, far better than a lot of the naysayers predicted. The results:

Now we have millions of new console owners with brand new boxes in their homes and nothing to do with them. Because development is long term game. It’s a big arse ship on the open sea and it takes an incredible amount of time to make an about turn.

It’s here that I think there’s more to the story. It’s true that pivoting fast is extremely difficult for AAA titles – true big budget PS4 and Xbox One exclusives (as in, not on any other console platform) should remain few and far between for this reason for a pretty long time, at least another year or two. You’re going to see a lot of cross-gen games with upgraded graphics on the Xbox One and PS4 and little changes elsewhere. Not only are big budget titles hard to switch up mid stream, the very nature of it being high budget and thus high risk makes it important to keep the sales base as wide as possible across multiple platforms.

But I do think indies, will fill out the release calendar significantly. It’s already the case with my PS4: this is the first console I’ve ever owned where smaller indie games like Resogun, Pinball Arcade and Mercenary Kings have about as much combined play time as the more traditional, big budget AAA releases like Assassin’s Creed 4 and Infamous: Second Son.

Grounded: the making of The Last of Us

The Last of Us was an amazing game that really pushed the adventure genre forward. So it bummed me out after finishing it that I didn’t buy the collector’s edition that contained this 85 minute making of documentary. Fortunately for all of us it’s available now for free streaming on Amazon.

There’s a few moments that feel a bit too effusive (it’s clearly an “authorized” doc) but largely it’s excellent, an excellent watch for almost anyone who likes narrative-driven gaming. There’s a lot of interviews with the cast, developers, sound engineers, raw footage from the mo-cap studio and much more.

This is not a Titanfall review (yet)

Major props to Giant Bomb’s Jeff Gerstmann for keeping the hype meter in check and not giving a final review of an entirely online-only game yet. And if there’s any commentary that stands out about one of the most anticipated games of this year, it’s this:

Titanfall doesn’t have time for that nonsense; it’s way too focused on being a great multiplayer shooter for people who already enjoy them. That leads to an interesting conundrum and a package that manages to be laser-focused on a specific type of gameplay, which can make it also feel a little too small. It all comes down to how much you already enjoy these games and how badly you want something that updates the Call of Duty formula in some new, exciting ways.

That’s a great summary. A significant evolution of the traditional first person shooter genre but it’s not necessarily going to convert the unconverted.

How should a game be?

Mike Barthel, writing for The Awl:

These are the lines on which the critical battle-lines have been drawn: narrative-heavy AAA games get pushed to a mainstream audience as breathtaking advances in realism and size; critics respond by championing the difficult and the handmade. Each side represents a competing argument about how games can justify themselves as art. AAA games, and consumer game reviewers, use the logic of Hollywood blockbusters: big budgets, big successes, big names, big pictures…

…Indie games, on the other hand, are justified in the same terms as mid-century modernist art, especially poetry. They are not for the masses, but for a discerning elite. They are intentionally out of step with current trends. They are by single creators, generally, and those creators are lauded as heroic…

…Both of these approaches feel incomplete.

Great, thoughtful piece.

Indie studios, not corporate giants, are the future of videogames

Excellent opinion piece from Wired’s Chris Kohler on the indie game resurgence in quality and risk taking:

The question used to be, could independently produced games compete with the big studios? Now I think the question should be, can the big-studio model continue to exist? Right now, indie games are serving niche audiences that were left behind by big studios. What happens when small teams start to make shooters that can pull audiences away from Titanfall? Football games that are more fun than Madden?

For players, it really doesn’t matter where the great game experiences are coming from, as long as they’re coming from somewhere.