Fairness

July 20th, 2007

Activision game designer James Portnow has an article up on Next-Gen where he explores the concept of fairness in games. Games, he argues, must be unfair in some way to make them engaging, which seems counterintuitive. The problem with generating unfairness is to make the game challenging without making it frustrating. Dissatisfaction, he reasons, is brought about by the frustration at being unable to overcome the unfairness, rather than the unfairness itself.

Let us again lay out the standard argument against making an unfair game, “making a game unfair makes it frustrating and a frustrating game is unfun!” In this sentence lies the key to our problem. If we examine this sentence closely we find that it is not the unfairness that makes a game unfun but rather the resultant frustration. Thus our great question becomes: can we make a game that’s unfair and yet not frustrating?

Then, he does almost a 180° turn and decries indiscriminate use of unfairness.

“Of course we’re talking about a dangerous subject here, playing with fairness is playing with fire. There is no easier way to sink your game than to make it unfair. In my studies on the topic I have found dozens of games ruined by unfairness and only a handful elevated by it…but the potential is undeniably there.”

More inside.

It seems to me that there are two different issues here: can a game be unfair and still fun, and can a game be fair and still be fun? It should be painfully obvious that the answer to both of these questions is an emphatic ‘yes’. Games like checkers, chess, and even tic-tac-toe with their impressive longevity clearly illustrate that games that are fair can be quite engaging and stand the test of time quite well. This directly parallels strategy games where a sufficiently balanced (i.e. fair) game will be considered to be quite the achievement. Starcraft, for example, is still seeing significant amounts of play after ten years on the market. Fairness extends beyond strategy games, any game supporting multiple players must be fair. It’s important that as many aspects of the game be as fair as possible, so that the deciding factor of the match is the player’s wits.

Does that leave room for unfair games? Of course! In any single-player game, or in a game played against computer-controlled opponents, unfairness is de rigeur. The computer has faster reflexes, more resources, and generally more everything than you do. But we love the underdog. We love to see a scrappy, no-nonsense hero overcome overwhelming odds to become victorious. The difficulty, of course, is to strike a balance. If a game must be unfair, it must be possible to overcome that unfairness, and there must be some reward for doing so. Although folks will claim to climb a mountain simply because it was there, very few will attempt to overcome some monstrously unfair challenge if there is no benefit to doing so. I am aware of a subset of folks doing obscene challenges in certain games just for fun, but they’re a puzzling minority.

Europeans get cheap starter pack for Final Fantasy XI, I finally get to use a ‘£’ in a post

July 19th, 2007

It’s bee quite some time since I quit playing Final Fantasy XI. I actually quite liked the game, but the pacing of the game was ponderously slow and if you didn’t have a group of at least 5 friends then you had troubles making it to the next town without getting savagely beaten to death by rabbits and silkworms. If you did have a balanced group then the game was quite fun, even standing in one place slaughtering fish was entertaining if your group worked well together.

I thought that the barrier to entry for this game was fairly low, since you can get the game and 3 expansions for $20, but apparently it gets lower. Eurogamer is reporting that folks will be able to get a ‘starter pack’ version of the game (just the main game with no expansions) and a free month of gameplay for £5.99 (or about $12.27 in American money, or about the equivalent of a one month subscription to the game). I wasn’t able to determine if it was coming out stateside or not.

Is this a desperate attempt to increase a stagnating userbase or ingenious plan to draw attention to the new expansion pack?

Time will tell!

Link! (Eurogamer)

Broken 360? Pay $100, get it back in two months. New warranty may not apply.

July 18th, 2007

Much ado has been made lately about Microsoft extending the warranty on the XBox 360 due to the apparent ludicrous volume of “3 Red Light” problems. What happens when you have a problem that isn’t the famous “3 Red Lights of Death”? You can expect to wait up to two months for your console to be repaired, or not. From Stage Select:

“The whole call was a complete mess. I waited on hold for over 2 hours before I was helped. The lady that finally answered took the action of canceling my first support ticket. She told me that I could still use the box that I had, but that I needed to call back to get my problem solved. Apparently, their computer system won’t let them work on two tickets during one call. I spent another hour on hold before being connected to another representative, who told me that unlike EVERY OTHER 360 ON THE PLANET, I had to pay a hundred bucks to get my sh*tbox repaired. Fine, fine, just fix the damn thing. Then he says the darnedest thing:

“Once we receive the unit, it’ll be four to six weeks before it is repaired, then it will be sent back to you.”

Wait, what? The last guy that I talked to, only a week prior, said that it’d be ONE week. So, I asked to talk to a supervisor to confirm the information, and he did just that. Worse, there is no order of priority on any of the repairs, so even if you have the privilege of paying for service like I do, you don’t get taken care of any sooner. Further, even if you’ve already been quoted a repair time, this information is likely erroneous, as was the case for me.”

One week to ship each way and 4-6 weeks for the repair job may be standard, but it’s hardly stellar. Hit the link for the full story. Though I sincerely hope that Chris gets his 360 back in a timely manner, but I’d expect that’s not particularly likely.

Link! (Stage Select)

The dark side of game reviews

July 18th, 2007

Russ Pitts over at The Escapist has an article talking about the seedy side of reviews and reviewers. How much are review scores influenced by palm-greasing? (Give too low a score and risk not getting any more review copies) Further, do scores even matter?

“”Any player can write a review of a game,” writes Justin Hall, for Online Journalism Review, “but only sanctioned media outlets have access to games before they are available to the public. Brokering these agreements falls upon an untoward mix of editorial and promotions.” And these negotiations can often lead to long term relationships. Although most journalists and editors plead journalistic integrity in the face of payola or favoritism accusations, the most popular parties at E3, GDC and every other major game convention are the ones featuring an open bar and access to the developers.”

I actually tried my hand at reviewing things a while back, but decided that since reviewing wasn’t my primary job, I just couldn’t devote the kind of time to the project that I needed to, meaning that at most I could muster one review every week to 10 days if I was lucky. I never did get to the point where I was getting complimentary review copies of anything.

Hit the link for the full article.

Link! (The Escapist via Joystiq)

Games so bad they’re good

July 18th, 2007

A while back I explored the phenomenon that some games are like some movies, and are so bad that they become good. Clive Thompson, perhaps reading my article, has recently explored this idea in his column, though he wasn’t able to find any games that traversed the SaT.

The pleasure of B entertainment is pure, narcotic-level irony — the peculiar joy that comes from seeing something that is trying to be good but failing on every level.

Bad games never produce this pleasure. Gamers never sit around and fondly recall games that were so ludicrous they circled back and arrived at greatness. There is no game analog to, say, Sid and Marty Kroft children’s show, or Plan Nine From Outer Space. When a game is bad, it’s just … bad.

I’ll concede that he may not have gone far enough back into gaming history. All of the games he played were relatively modern. Many games in the 8-bit heyday fit squarely into this pigeonhole. Games like Bad Dudes (“President Ronnie has been kidnapped by ninjas, are you a bad enough dude to rescue President Ronnie?”). They do exist, you just need to expend a bit more effort to find them.

EDIT: Whoops, almost forgot about the original Resident Evil.

Link! (Wired via Slashdot)

The history of Civilization

July 18th, 2007

Gamasutra has a quite lengthy article up detailing the history of one of the most inexplicably addictive games to be spawned from the mind of Sid Meier, Civilization.

Civilization is the game that is responsible for me wearing a smooth spot in my Super NES Mouse pad, and was the game I spent the most time with on the system. It’s amazing to me that the game has still managed to maintain that level of quality and addictiveness after so many years an iterations.

Link! (Gamasutra)

XBox 360 PR guy leaves company, websites lose their collective mind

July 18th, 2007

XBox 360 frontman Peter Moore has left the company to work at EA. I didn’t find it to be too big a deal, folks change positions and companies all day. Though most of them aren’t as visible as Mr. Moore. So I don’t really mind seeing the odd story or twohundred announcing this.

However, now instead of actual news, all I’m seeing is fluff pieces disguised as actual content. Pieces telling me how much he’s making at his new job, pieces telling me the reasons he left, and pieces with over-dramatic headlines (“One of his last interviews before resigning from Microsoft.”) instead of anything with substance. I’m saddened that the bar for ‘news’ has been set so low. It’s like the man said: folks have been led to believe that mediocrity is greatness. Apologies if you’re actually interested in such things, though probably not for the reasons you think.

Blogs Blogs Blogs

July 17th, 2007

In an effort to win some kind of contest, I’ve started another blog at Destructoid.

I’m not likely to post anything new over there, just cross-posting the best bits that have appeared on this site over the last four-and-a-half years.

Wish me luck!

Link! (blog @ Destructoid)

Unsavory video game delivery service to partner with shovelware developer

July 17th, 2007

In a move that can only be described as “Bleh”, games on demand service Gametap and strategy game maker Strategy First are teaming up to create a steaming pile of a relationship. The deal will allow Strategy First to distribute their questionable games via Gametap’s questionable service.

”By working with GameTap, we can extend the reach of how to promote our games beyond just retail shelves. Now we are able to get our titles in front of an all new audience who are just now finding them for the first time.”

It’s no secret that I don’t really care for GameTap or Strategy First’s offerings. I’m quite glad to have gotten rid of both of these things from my computer. The amount of crap was plugging up the ventilation system.

Link! (Next-Gen)

Some games are easy, some are hard.

July 17th, 2007

While I’ve been whinging about games being too easy, Jim Rossignol is of the opposite mind. He’s arguing that games are too hard.

Games are generally too hard to play. Spider-Man 3 was on [sic] such culprit. This should have been a game for everyone. Instead of being a totally pop game defined by accessibility and easy of play, it immediately bombarded you with instructions, and seemed to want to use all the buttons on the controller just because it could. That meant that web-slinging, the one easy thing in the game, became its sole joy.

I’ll concede that there is the odd mainstream game that is way too hard for its demographic (i.e. any Simpsons game), but those are the exception rather than the rule.

Link! (Gamasutra)