Like Buying From the Back of a Truck

So you’re rolling through the city, drivin’ through the ge-hetto, and hit a stop sign. Out from a porch runs a dude yelling about how has he got a deal for you. He offers you a brand new 40″ flat panel TV for $100 bucks. Well, you think, there’s definitely something not right about this. But… $100? You start to mull.

That’s what happened to me yesterday when I came across Play-SC. I was jonesing for some new-game and Froogle to find the best price. That’s when this baby came up with $26 on Crysis 2. I clicked through to their homepage. It’s low-key, not fancy. Their selection offers activation codes, delivered via email “within a few hours,” and only for Steam, EA, RIFT, and Aion. Oh and it’s based out of Singapore. No physical media.

Hmm… probably something shady going on here, I thought.

But the prices, oh the prices. Some of them are about normal, maybe a couple dollars off. Most of them are Steam-sale cheap. Bulletstorm at $26.30 and Dead Space 2 for $27.76? (They’re $59.99 and $39.99 on Steam, respectively). Others, strangely, don’t match up. Mafia 2 is $29.22 on Play-SC and $14.99 on Amazon.

I did some digging, found comments on their Facebook wall from people with service inquiries. They also had a regularly updated Twitter. Seemed legit.

So I took the plunge and picked up both Bulletstorm and Dead Space 2. I didn’t get a response right away. Nothing within the “few hour” window listed on the site. When I got up the next morning, they replied to me apologizing for the delay and attributing it to timezone differences. Also waiting there were pictures of the CD-key stickers for each game I’d purchased! I plugged them in and they worked fine. I’m downloading both games right now.

I had an issue with Bulletstorm, though. It wouldn’t activate through the EA Download Manager (you buy the code and download it from an official source). Apparently not all games work with the manager and have to be downloaded from a torrent or some-such. This is because of how EA limits use of their download tool and not because of Play-SC. I got a quick response by hopping into Live Chat with their reps (it turned out to be the same guy who emailed me the codes and replied to me on Facebook.) When I asked him how they could provide such good prices, this is what he told me (to paraphrase, I closed the chat log):

Game prices aren’t the same around the world. We buy in bulk internationally, wherever it’s cheapest, and then offer a set rate. It usually turns out to be pretty low in the United States.

Anyways, color me surprised. I knew I was putting myself at risk, but I used PayPal — I’d never put my credit card up first thing — and figured that payoff was worth the chance. I’d definitely recommend this store. I was nervous but they’ve followed through and offered better support than many other, larger, retailers.

Still… it feels a bit like buying out of the back of a truck.

The Multiverse – Season 02 Episode 04 – “Angels with Chainsaws”

Welcome back to another edition of The Multiverse! We start this episode off with a little Warhammer Online, move into angels with chainsaws and LotRO’s fourth anniversary, and Chris gets some guild advice from the man who wrote the book. This was kind of a crazy show. Especially when we answer Massively’s question.

We’re also posing you a challenge to leave us an iTunes review – and if we hit our goal of another 10 5-star reviews, Adam’s going to buy you a month of game time for your favorite game! It gets better, if we can get to 38 or more Adam will buy three of you full months. So drop in and leave us a review!

Enjoy the show!

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Aion Just Jumped the Shark

A sampling of their new cash shop:

Must... pre-empt... Governator...


We demand the re-instatement of Plumpy into Candyland. All your lollipops are belong to us until Plumpy returns to his rightful place of encouraging childhood obesity. With plums.


Get it? Mellin?

 

There's a Star Wars game coming out, you say....

And my personal favorite…

Good angels get a halo. Bad angels get a fucking chainsaw. What now, fool?

Yes, that’s a chainsaw. An angel wielding a chainsaw.

Can you at least train Logging with it?

I haven’t played the game in a long time due to the let-down that was the Abyss. Tell me, is this the cash shop of a game doing well? If you love the game, I’m happy for you. But for a game who took itself so seriously a year ago, this kind of yells “to hell with it, boys, let’s burn this sucker down.”

Really… That’s It?

Update: Actually, as of 6PM PST the entire thing is over. No warning, nothing.

That’s it? Really? We’re into Phase 3?

Let me just say how disappointed I am right now. If you’ve been following RIFT at all, you probably know about this big world event they’re having. That’s great. I’ve been following it and loved that it added a sense of danger to the land. Phase 1 went on for two weeks. Today, the game moved ahead into Phase 2. They didn’t give a specific time, just a window 1-3PM PST. The event happened and lasted for under a half an hour on Sunrest, the server I play on.

I didn’t know that until I texted Jeremy this afternoon asking him what he thought of it. I texted Ferrel asking him the same. He didn’t know. He hadn’t been on in time and the event was over.

“Over?” I asked. “Like, over over?!”

“Yeah,” he replied. “It’s into Phase Three.”

Which according to the devs on the RIFT podcast is the wind-down, aftermath part of it.

So we go from two weeks of infinitely respawning zone events into a one-shot, hit it or miss it finale? And on top of that, no one expected their to be queues when planning this? There are reports of queues over a thousand players long on the forums. Sorry?

The amount of planning that went into this over the last two weeks and no one said, “hey, maybe we should let more people see this?” That kind of flies in the face of getting people into the lore. Here’s the beginning. Here’s the end. Sorry, someone will have to tell you about the most important part.

It also kind of undoes a lot of that tricksy-ness of releasing an event timed perfectly to keep people subbed, don’t you think? I have to think that the majority of players who missed their 20-minute window are going to feel pretty cheated. And by something they should have walked away from thinking “Oh, cool. I want more of this.”

I find myself so disappointed less because of missing the event as it was and more because it seems like such an incredible oversight for Trion. I mean, these are the people that delivered on every expectation we had. This is the dream team of MMO developers whose experience showed in all the little, quality of life, polished-to-a-sheen details that so elevated RIFT over nearly every major release in the last few years.

So… really, that’s it?

Time to hit YouTube.

What MMOs Can Learn From Super Meat Boy

This past week has been spent in a single-player haze, entrenched in the annals of Ferelden and Kirkwall, Seacrest County, Croatia, London, and Baja, and perhaps most dedicatedly in Super Meat Land (TM). It’s been a pretty incredible trip — and I’m not exaggerating — made possible in no small part by the 3D Vision, which is also the sole reason for this diversion from RIFT (3D Review column coming soon at Vagary). It’s also been pretty enlightening. What I’d like to talk about today is Super Meat Boy and how MMOs could standard to learn a thing or two from the 2-man team that is Team Meat.

For those of you that haven’t played it (and Yogi has a great write-up here), SMB is a platformer harkening back to the NES days of brutal difficulty, requiring precision in timing and speed, and one that relishes in blood-spattered gore of your perpetual defeat. For a while. See, the thing about Super Meat Boy is it EXPECTS you to fail and tells you as much. When you die, you instantly respawn and are ready to go again. There is no delay, no punishment. In every conceivable way, SMB tells you, “try, try again.” That is its motto — or should be. And when you finally do succeed, reacting out of muscle memory and a highly developed skill that will carry you through successively more difficult levels, you’re rewarded with a replay of every single attempt playing through at once; twenty, thirty, a hundred Meat Boy’s all running across the screen, jumping, leaping, and dying gloriously until a single one remains with Bandage Girl (the princess).

The other characteristic which takes the otherwise unbearably difficult game into the realms of addictively good fun is the precision of controls. Meat Boy moves with an accuracy of motion that has little to do with physics and everything to do with that indescrible rightness that so qualifies the best platformers of the past twenty years. Meat Boy moves just as he should move: with a lightness that allows you to fly through a super-jump then change your mind in mid-flight and land right at the edge of a precipitous cliff.

You’re probably wondering what this has to do with MMOs. It’s pretty simple. MMOs have long used two factors to create challenge: Organization and time. The hardest part of any raid is getting enough people together and then convincing them to be herded around like a bunch of cats. It’s not about quick reactions so much as it is about reacting in general. Consider for a moment what would happen if players were to die the instant they touched fire. No forgiveness, no strategy, just reaction. It wouldn’t work in today’s MMO, nor should it.

Then there’s time. For some reason, developers decided that they would gate content based upon multi-hour commitments. That’s not challenge. I’m sorry, it’s not. There is no challenge in staying logged in for two hours, it’s just a yes or no question. At it’s core, it is the illusion of challenge. Yet tied with organization, we can begin to see why raiding became an elite activity and why Wrath so willingly burst open the doors on that playstyle (and why it’s so puzzling for Blizzard to have gone the other direction in Cataclysm).

What I’m getting at is this: MMO end-game is being designed in a box. There isn’t room for any real challenge because the dance mechanics of trench raid-fare have given the whole industry tunnel-vision. Raids are challenging for a small selection of people: raid leaders and world-firsters. Everyone else listens on vent or finds a strategy online while they overcome their own personal challenge not imposed by the game. Overcoming tunnel-vision and recognizing ability animations isn’t what makes an encounter difficult; rather, it’s the periphery, the inter-dependent “musts,” that create the illusions of grandeur.

So what can MMOs learn from Super Meat Boy? Simply this: People want real challenge but they don’t want to be punished for trying. Where SMB succeeds is positive reinforcement. The more times you fail, the more humorous the ending scene. You die, you’re rewarded with another attempt. In MMORPGs, death means a corpse run and probably a few minutes waiting on a debuff. The impetus in MMOs is not “learn” but rather “don’t die.” It creates stress. Some players may thrive on that but many others may simply see another locked gate in front of the  rest of the game.

We can design end-game to be better than it is today. It doesn’t need to be organization dependent or strategyless. If Cataclysm has shown us anything, it’s that people WANT challenge, they just don’t want to devote two hours to the trying. My theory is this: we ramp up difficulty, as in “real” difficulty (sequences of events, strategic attacks, class interdepence, specific actions at specific times NOT cued by boss invulnerability, environmental interactions) and lower the barriers to entry. We remove the punishments for death and acknowledge that, yes, you’re going to die a lot. Take what we’re doing today and revolutionize it.

The death of 25-man raiding in WoW only shows us that raiding isn’t fun on its own merit. The payoff to herding those 24 other cats isn’t big enough. You’d think the game would justify itself and you’d raid because it’s fun. But that’s the thing, organization and time are more chores than challenges — and that’s exactly what needs to change.

Questioning the F2P vs P2P Argument — is it Really More Profitable?

Beau has a decent post up on Massively at the moment answering this question: Would he be more likely to play RIFT if it was F2P? As you might imagine, it brought the commentors out of the woodwork. Perhaps considering the penchant for vocal minorities to be, well, vocal, there’s a lot of RIFT hating and F2P loving going on over there (it -is- the Free For All column, after all). But to be quite honest, it’s been pretty interesting to read the conversations sprouting up. When you cut through the chaff, you see some pretty insightful points come up.

What really caught my attention though was Beau’s own comment:

From what I have read/heard and seen, even WoW is now getting a run for its money with a couple other FTP companies, as far as profit. Also, of the millions of customers of WoW’s, most do not play with a subscription. If you take WoW out of the pic, then FTPs are performing much better than subs.

I’m not sure that a lot of the western gaming audience is understanding that using a handful or recent Western MMO converts of the FTP payment model is really proof of anything. After all, they are too new and too few. Now, looking at the larger FTP market shows just how successful FTP is…which is why so many companies are going that way.

I’m not arguing Beau’s point here because frankly he’s right… as far as public perception goes. I have my questions about how valid those conclusions actually are and explained them in a reply.

I agree that F2P is successful and great in a lot of ways, but I’d have to question how much money we’re talking by game here. Take two games of similar population and community standing and see who’s making more. We can’t know that, of course, but when we take *single games* profitability, and put these things to equal standards of fair comparison, then I think we’ll get a better picture.

What concerns me is that the AAA industry is looking to F2P as a cash cow for the wrong reasons. F2P as an industry segment surely *does* make more than the sub-market (minus WoW) but there’s also way more games weighing down that F2P side. You also have higher worldwide adoption of the various cash shop models than you have subscriptions. The comparison must acknowledge that Western gamers are of a whole different mindset and background than Eastern gamers — which is why we’ve kept the sub model in the first place — and that whole hearted embracement of the cash shop model should be done with caution at best.

Will it be the wave of the future? Probably, and personally I think we’ll be better for it; subs are restrictive. Still, the income comparison we can be sure the big publishers reacting to is slanted towards a part of the world we’re not even a part of — and is only made possible by having many small games rather than a relative few big ones ala “AAA.”

I feel like when we’re talking about F2P vs. P2P, we always come to this conclusion that F2P is the more profitable option. But let me give you this analogy: You have a scale. On one side is Walmart with it’s multiple departments (which we can think of as our major AAA games). On the other you have everything else. Every. Thing. The mom and pop’s? Weighing it down. Competing chains? Weighing it down. The totally non-related but stores none-the-less? You guessed it, weighing it down. Guess which side makes more money at the end of the day?

My point is that saying F2P is more profitable than P2P is a slanted argument at best. There are simply more free games than paid ones. Period. This is the exact reason why F2P got a bad name in the first place: It requires a discerning player to separate out the good from the bad. But then again, even the crappy ones make money and add to their “side.” It certainly speaks to our impulsivity, but it’s not the greatest ground for comparison. It also ignores initial box sales in favor of subscriptions and holds that against years of mini-sales by the spending five percent. A game that sells 500k boxes still makes a 24 million dollar initial return. How much do even big cash shops make? If we agree that only a small percentage of players ever buy anything in the cash shop, how big of an active and dedicated fanbase do you need to make similar numbers? The only way these games are more profitable is in the long-term, which agreeably is preferable but not a guarantee of each game ever making some huge profit compared to their P2P brethren. That is unless their production costs are far, as in millions and millions, less — and doesn’t that support the argument that F2Ps lack in quality? That or they’re efficient, take your pick.

Then again, we’re never going to know the truth of it because companies don’t reveal these hard numbers. So all we have is anecdotal evidence and company press releases (read: “We made X dollars on 18 different games”).

In the end, I’m really just sharing this to record my thoughts on this year’s Eternal Argument.

Note: Nothing against Beau, too. His comments made me think and I respect his opinion. This particular argument has always bugged me a little bit and I’ve finally figured out why.

The Multiverse – Season 02 Episode 03 – River of Souls… in THREE-DEE!

Hi Guys,

Sorry for getting this out a bit late, but we’re back again with Season 2, Episode 3 in the Multiverse. This time Adam and I spend some time talking about RIFT’s latest patch, nVidia’s 3D vision, upcoming expos, and much, much more. This was a great episode. Enjoy it, and if you do, consider leaving us an iTunes review.

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[RIFT] Do You Have a Responsibility To Fill Multiple Roles?

I died fighting a rift today. That’s a feat when we’re talking a minor RIFT and a Justicar, even two levels under. I died because out of five of us, two rogues and two mages besides myself, no one had a single healing ability — or didn’t want to use it. So here’s the question I pose to you: In this bold new world of class freedom, is it your responsibility to fill multiple roles?

Now, I understand not everyone wants to do that. The MMO genre has been filled with DPSers forever by design. Tanks and healers have more responsibility than everyone else, that’s a fact. Because of this, and the horror stories the players who fill these roles share at every turn, the average player happily remains silent when someone asks “can you tank?” Who can blame that person, the one who’s never tried, who wants their game to be fun and stress-free, for avoiding that responsibility?

I’ll step up. I’ll blame them. Call me a jerk, but it really grinds my gears when the game literally hands you every potential option and makes it easier than any other game to try, and people would still rather slam their face against a wall instead of giving it a shot. How much sense does it make where the person tanking is also responsible for healing himself against a pack of five mobs AND tossing out group heals at every turn? It doesn’t. It’s the same old story of players passing the buck. Well, RIFT doesn’t give you the same excuse you’ve always had. There is no excuse. If you want to play in a group, it’s your job as a player to be prepared to support that group. It’s your job to be prepared. Anything less than that is laziness.

Now, I’m not saying that if you hate tanking or healing you should volunteer yourself for it. Quite the opposite. Avoid it at every turn. But when the time comes and you’re faced with a challenge, there is an expectation to have those other roles prepared. If you have a healing ability and the group has no other healers, and you don’t even use it, then it’s your fault that group fails.

At the very least, it’s your responsibility to be honest. Tell the group that you don’t like it. Let them go their separate ways. Don’t be silent. As you might know, in another life I’m a teacher. When kids are busted, put on the spot for something they don’t want to do (like being honest about something they did or saw happen), they get quiet and look at their shoes. Waiting for someone else to step up is the equivalent.

So let me answer my own question before handing it over to you. Players have a responsibility to one of two things: either they get the soul and try or they own up to why they won’t do it. Play how you want to play. It’s your money and if you never want to DPS, that’s fine. But you need to be prepared to explain to that group looking in your direction why.

The sad part? All those horror stories that drive so many people away from roles they might genuinely enjoy are the absolute minority. It’s a game no matter what role you play. And the god’s honest truth is that most people will be happy to have a tank or healer in the first place.

Because most players wait for the other volunteer.

Hat tip to Tobold for originally raising this question.

RIFT in 3D [nVidia 3D Vision]

Wow! Am I glad to be back. It’s weird not blogging for a big stretch of time after you’ve been at it for a few years. But, here I am and it’s good to be home.

Now for the big news. I didn’t want to say anything until it arrived, but I was lucky enough to get the first of several 3D Vision kits nVidia is sending over to Vagary TV. This is part of the reason I’ve been gone for so long actually — not a small one, either. I’ve been following this technology for a long time.  A couple years, at least. So when Ryan (whom you might remember from such About pages as this one!) called me from PAX East to he’d gotten an interview with nVidia, and then called later to tell me they’d offer to get us “3D ready,” to say I was excited would be an understatement. If there’s one thing I geek out over, it’s upgrading my computer. Chalk it up to a hardware limited childhood. Anyways, over the next week and a half, I emailed back and forth with their marketing lead to get everything set up. All told, they sent over a stock 580 GTX (not branded, straight from nVidia), a new 23″ monitor, and the 3D Vision kit, which consists of the shutter glasses, IR emitter, and cables.

Probably the biggest question I’ve been asked is “why?” That’s a pretty good question. Vagary is up and coming, growing more every day, but we’re still no IGN. This is a grass roots operation and anything we do, we do on our own as volunteers. What it comes down to, I think, is that nVidia really just wants to get the word out about how awesome this technology is — and it IS awesome — and realize that word of mouth is a great way to do it. They didn’t put any conditions on us. No “you must say glowing things” or “this hardware must be returned by X date” (it’s actually ours to keep). It’s simply: when you get 3D games, write about them. Very fair and something I’m definitely willing to do.

So how is it? Hands down, when this thing is working right, it’s the single best 3D experience I’ve ever had. 3D monitors tend to be 1080p and that high resolution makes IMAX look archaic. I’m not exaggerating when I say that some games, like Dragon Age: Origins, look more HD than HD. Games most often utilize the 3D to add depth to the environment, so playing games is more akin to looking through a window than viewing a monitor. Then comes something that surprises you: pop out. It’s not gaudy or gimmicky. I’ve yet to have something fly at me. What I have had happen is pop out adding to the depth effect. For example, I was running around in Scarwood Reach this weekend, happily questing, when a falling cotton floated right in front of my eyes. I mean literally – it made me jump back a little bit. But, then, it’s expected. Instead of playing the game by looking through the camera, you are the camera. After seeing what depth can add to games — even those that aren’t designed for it — I’m excited to see those that ARE. There’s some great potential here.

I can’t say everything is perfect and ready to roll right out of the box. In a lot of cases, it IS ready to roll. But, the thing is, not all games are designed for 3D and that can cause some issues. LotRO, for example, renders the sky in 2D and the rest of the game in 3D. What that means is real terms is the sky is flat. Where the landscape goes on to the horizon, the sky is a close swatch of color and wisp. It’s not bad, per se, but a little disconcerting. Then there’s the simple fact that people’s eyes, and how they experience 3D, are different. Thankfully, the IR emitter has a little depth wheel so you can adjust how prevalent the effect is right down to nothing. There’s also a bevy of other settings you can tweak and save for each game.

RIFT was kind of a unique case. At first I was disappointed. There was a lot of ghosting and the game pretty much had two planes: the UI and the game world. And for some reason where I would SEE the mouse pointer was actually about an inch to the left of where it was actually pointing. Pretty bad. A little digging found this thread, however, and I got it going pretty quick. Apparently, RIFT shares the same exe title as another game from the late-nineties and applies those settings to our 2011 MMO. After the tweaks, the change is breathtaking.

Imagine Telara as existing within an aquarium.  You’re looking in through the side and while you’re playing the rest of the room goes dark. All the sudden, you can look up through the glass side and see that the top, where you should be seeing ceiling, actually extends miles into the air breaking into a beautiful sky. The horizon, which should end feet before your nose actually goes on. You can feel the distance. That mountain cat on the far rise really feels far. Not far as in “that cat is small” far, but far like “I’m walking to the corner store” far. The inside of every porticulum looks like liquid, swirling and bubbly. And just as you’re leaning in, getting as close to that world as you can, something surprises you by reaching out and stopping just before your face. Sometimes it’s a fluff of cotton or a falling leaf. Sometimes it’s a spell effect. But every time, it feels like that glass wall has disappeared and part of you was actually there.

Some of you might have gotten the Nintendo 3DS. Let me use that for comparison. Take that depth, that resolution, that immersion and multiply it three-fold. THAT is nVidia 3D Vision.

Right now the kit goes for $150 and will work with any 120Hz monitor. If you have the chance, I definitely recommend picking it up. Stay tuned for a full review when out Managing Editor gets his unit. We’re going to do a dual review to give the best perspective.

The Multiverse – Season 02 Episode 02 – I Got the Chicken PAX!

Hi Guys,

Season 2, episode 2! This week Adam and I are joined by Jeremy of the MMO Voices podcast and one of my partner’s in crime over at Rift Watchers. We have some great conversation on PAX re: MMOs here and more, including:

  • The MMO “big wig” panel, featuring just about every studio head you can imagine
  • Bioware condescending to the other devs? “Not everyone has $300 million to make a game”
  • The Trion party — I was sad to have missed this
  • TOR – developers on one-year contracts?
  • Chris gets prank called by Scott Hartsman

Plus:

Enjoy!

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[audio: http://vagary.tv/multiverse/episodes/multiverses02e02.mp3]

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