noisewar internetlainen - games, politics, and sarcasm

war and noise, the momentum and the medium

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Posts tagged with "games"

the boom of the bust

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If you care about games as games, then you should be as disappointed as I am to see that Boom Blox sold only 60,000 copies, even with pantheonized director Stephen Spielberg at the helm. Was his own critically panned addition to the Indy series a harbinger of the move away from well-executed formula in both games and films? Or have the formulas simply become more surreptitious about invading our pop psyche?

Boom Blox is a great game. It accomplishes what many party games want but can't do- elicit laughter, name-calling, and a group agony of suspense over an individual's gameplay, all within ten minutes. The physics are so well done that smashing blocks is the Wii equivalent to popping shipping bubbles. But each ball toss, nothing we haven't done a million times in our lives, causes a whole room to hush, tense up, and then explode along with the shower of blocks in the game.

I think the game takes advantage our primal instinct, that need to dash apart hours of construction a castle made of blocks represents, but gives it to us without the need to clean up the mess. There's no guilt, just the enjoyment of aftermath. Cause, reaction, cause, reaction... and at the same time we know exactly what will happen, but not what happens exactly.

It's a time-tested formula. It's proven. It usually works. And yet it failed on the same platform Nintendo made it work. I don't want to believe there is some kind of Nintendo magic that they apply to their first-party games. There were too many mistakes in how Boom Blox was marketed, how its art was directed, how it was priced, etc. blah blah. However, at the end of the day, I can't help but feel that its simplistic fun, like the taste of a fine Italian pasta with nothing but EVOO and a shred of cheese, is not what epic thrill-seekers with a taste for more "refined" fare are willing to give a sliver of chance...

...unless of course they're giving it to Nintendo.

if the wii fits, bear it

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I selfishly "borrowed" the Wii Fit board at work for the long Memorial holiday, although it was more like grand larceny with the kind of looks people gave when I called shotgun. And boy was I sorry to give it back today. I called every single store I could think of, and many no one has ever thought of, and places were sold out within an hour or two. Fry's Electronics emptied their hoard of 80 in three hours. Nintendo stock, Nintendo stock.

Like all things Nintendo makes, if you try it with an open mind and the intention to find something enjoyable, you usually will. The Wii Fit board was no exception, delivering a level of fun and intangible feelgood that I never expected in the three months I had the opportunity to place a pre-order. Along with the Mii channels, Wii Sports, Everybody Votes, and their Brain Age games, the Wii Fit board capitalizes on something that Nintendo has dominated to great commercial success: our desire to discuss ourselves. Everything about the Wii Age and the Brain Age rankings, the nifty progress graphs, the popularity contests, etc. are about finding the personal information we're secretly dying to examine and share. It's that famous saying that our favorite subject is ourselves.

So does it work?

Well, my sore abs, bruised feet, and Xstine's whole aching body can attest that it definitely does more than we ever thought a video game capable of. There is no doubt that with regular use, it can make you fit. That's not to say you can bulk up, or run marathons, but for the average inactive potato, it's great to work out in the fun and comfort of your own living room.

To all those parents out their shocked that the game told your precious spawn that they were overweight or obese... yeah, your kid is probably fat. Or you didn't read the part in the manual where it explicitly states that BMI is not an accurate index if your kid is muscled from all the sports they supposedly do. And most importantly, you haven't taught your kids that their self-image should never be dependent on the non-judgemental conclusions of a mindless toy. Unless your child really is "big-boned," promise.

Civil Liberty City

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The two big swaths of entertainment for us this past week has been Iron Man (which Xstine and I saw for a combined 5 times!) and, of course, Grand Theft Auto 4.

Ah, GTA4... I quickly got bored of the original Playstation one, but somehow this latest entry has really brought back the fun. THere is a certain threshold that the right amount of variety crosses to give you the feeling of an infinitely rich world, and they were finally able to pull it off. Don't get me wrong, there are still obvious repetition in peds and vehicles, and the facial animation isn't nearly as well done as people seem to think, but all is forgiven the moment you enter this beautiful game. They've set a standard in time-of-day lighting, panoramas, and sheer environmental variety. Every part of town has it's own flavor reflecting the virtual "realities" of the local economy, history, and people. It's as close to a living breathing city as we have in video games.

The gameplay interests in a different way. Sometimes, the missions can be unforgivingly hard since the camera is utterly obtuse, and the controls are a mash-up of schemas that just couldn't get along. I suppose they had no choice, but there is certainly little elegance in getting your protagonist Nico Bellic to do a wide range of mundane to violent actions. Somehow, the sandbox play eases up the difficulty scaling by letting you go on murderous tangents whenever you feel frustration rising. It's very self-regulating. I may be en route to a critical mission when an off-the-cuff remark from a sassy pedestrian will send me into a rampage, and an hour later I've accomplished nothing but a trail of bodies. What better way to take out my frustrations at repeated mission failings.

That lack of progress is a bit tiring, and the game's punishment system is too binary (being arrested is worse than dying because you get all weapons stripped?), and the saving is a penalty itself (you can't save mid-mission, you can't quit missions, and you only have one place in a huge town to save). But for once I can overlook fundamental gameplay flaws because the game isn't just polished, it *is* polish. From the endless webpages you can browse to a huge amount of television and radio content, there is no shortage of quality satire of every aspect of our real lives. There's too much to absorb that it's almost paralyzing.

There is even an in-game joke referencing idiot attorney extraordinaire Jack Thompson, who oh-so-cleverly phoned into NPR to voice his misguided attack on the game's content. Unfortunately, the gamer correspondent on the show made for pitiful defense. Gamers need to stop masturbating over the game's features and start talking about the issues intelligently.

It's ignorant to claim games can't incite violence. There is no way that that amount of violent exposure doesn't cause some level of aggressiveness or desensitization. Gamers need to accept that. Then they need to turn around and point out the double-edge sword that treats games as brainwashing kill trainers, but pretends violence in TV, film, comics, books, music, or any other medium is innocuous. Yes, GTA4 will end up in the hands of certain impressionable children, but you can't sue Take-Two for that, you have to blame the retailers. And frankly, they really can't, because game retailers have done a great job controlling sales to minors. Check out the FTC report yourself.

But since stupid lawyers want to reduce games to nothing but murder sims, I see nothing wrong with putting lawyers into games as nothing but sims to murder. After so many violent games, it's not like we have the free-will to think otherwise.

Each Metacritic point is worth 7.7 more sales per day!

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Edit: Made an error in my calculations. Correlation should be squared, so the sales per day per review score is now much smaller. I want to clarify that despite this change, I still feel there is a significant (and profitable) correlation.


Taking the top-100 games between March 13th, 2007 and March 13th, 2008, as reported by Next-Gen.biz, I did some number crunching to find some correlations. Keep in mind that the conclusions drawn are only appropriate to the games and timeframe stated, and that I did make certain assumptions along the way (like treating re-releases as different games). Plus my math isn't so hot, but you get the idea.

Here are my findings:


And you can download the excel file here.

What I found is that there is a 0.28 correlation between daily game sales (DS) and Metacritic score. Is this alot? That I cannot tell you, but what I can point out is that this is (surprisingly) higher than the correlation between DS and the # of SKUs the game was released on, which was 0.20 based on the data.

You may notice that there is a negative correlation of -0.13 between total sales numbers and days since release. This is not a mistake. Because the timeframe ends not long after the holiday season, this season's blockbusters actually have higher total sales than games released after the last holiday season. This goes to show how important that season is. I am aware that the # of sales decreases at an exponential rate after release, so keep in mind that DS is probably weighted higher for more recent releases.

Dividing the mean DS by 100 possible Metacritic points and then multiplying by the correlation squared, I guesstimate that last year each +1% to the Metacritic score was worth 7.67 sales per day (for the top-100 selling games). Is that worth it to developers and publishers? Without more data on budgets and per SKU revenues, it's hard to tell. One thing to notice is that no top-100 game scored below 30%, so I would think the DS per Score would be slightly higher.

Similar to Chris Pruett's article (except that I corrected for number of days released and extrapolated correlation) I conclude that a good score does not guarantee sales. I'd clarify his observation that there are no bad games over a million units by saying that companies who make bad games wouldn't have the budget to attempt a million sales. Scores are important for selling blockbusters, but that doesn't mean you need to make great games to make money. Sadly, the majority of games just need to be between 50% and 95% to sell well.

In the future, I would like to further refine this data, using platform marketshare and total SKUs, as well as including IP vs. non-IP into the discussion.

A hand-held review of Pinnacle Game Profiler

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Love PC games but hate the mouse+keyboard setup? Want to just kick back with an ergonomic controller in your hand, feet up on your desk? Ever wonder what it'd be like to hook the wiimote up to your computer? Well, wonder no more, Pinnacle Game Profiler let's you do just that and more!

<takes off infomercial hat>

After wearing out the cartilage in my index finger with that brutal combination of WOW and animating in Maya, I started looking for better mice, touch-pens, trackballs, anything that could let me continue gaming on the PC without jeopardizing my hand health. I've tried them all. I finally decided to try using a gamepad for my PC, and after trying several programs, I've found my calling in PGP's excellent and dirt cheap solution. So far, I've connected wireless XBox 360 and PS2 controllers to it flawlessly, and it even supports the wiimote. My co-workers were impressed.

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i wanna casht majic misshuls

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Mythic's upcoming Warhammer Online: Age of Reckoning has been delayed, much to the dismay of our unsatiated but repressed MMORPG addictions. Every so often, we crave some kind of mindless persistent entertainment that requires no effort. Since quitting WOW and DDO, nothing has been able to broach that hunger, but WAR may change all that. Just look at this historic occasion... the greatest collector's edition ever!

We're talkin' 128-page hardcover graphic novel, 224-page hardcover art book, limited edition figurine, open beta / head start keys, and a staggering amount of in-game goodies... all for $79.99??? yikes Well, I got our two pre-orders today, I just didn't have a choice. I was held at steampunked gunpoint, while the acrid sting of saltpeter smoked off my credit card.

So I read up on some Warhammer lore, being only vaguely familiar with it before, and was shocked at how many ideas Blizzard took for their Warcraft series. Granted Blizz did a good job, and Warcraft lore is exceptionally well written, but it's hard not to say that Blizzard losing their Warhammer project and then going on to appropriate the remnants into the beginnings of Warcraft must have been the best thing to happen to that series. The wealth of imagination within prognosticated success.

In other marginally related news, Atari got delisted from the NASDAQ. That is Atari, the developer formerly known as Infogrames, who thought owning that legendary name would do them good. Instead, not even their attempts at leveraging the venerable Advanced Dungeons & Dragons franchise could save them. I'm sure dear old Gary Gygax is... well I'll let this Penny-Arcade comic finish the joke:


utterly smashed

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Saturday night, I waited in line at midnite outside an EB Games to get my pre-ordered copy of Super Smash Bros. Brawl. The nerd mass extended almost two blocks, a bit short of the Halo 3 line, and was quite impressive. I stood behind a midget and every assortment of Fanboyicus ultimus you could think of. I foolishly made a bet with a co-worker against the chance that people would cheer as the door opened. Sure enough, the door opened and a squeaky roar erupted, nearly knocking over the Kirby-esque midget in front of us. My co-worker went on to predict that the first person to get his copy would walk out with his copy held high above his head, lips puckered into a shameless woot. Sure enough, exactly that happened.

And that is the phenomenon behind this game. Boys near tears came out of the store skip-trotting in an effort to reach their cars and get home asap with minimal dignity lost. All in vain.

Anyways, I immediately had a mini smash party the next day, and it was good. The game is everything you loved (or hated) about the previous ones, but with utter content overload. My brain staggered when, after unlocking nearly a hundred trophies, I went to my trophy gallery to see that I had barely covered up a speck of the trophy room. The amount of polish is unbelievable for a game this size. The only real downer is Nintendo's friend code system, which makes it a pain to add friends to play with. The WiFi connectivity is smooth as butter, and anyone who disagrees probably has their wireless set up incorrectly. Even the Wii controls aren't all that bad, although I still use the Wavebird.

Six years later, I am still playing a game that kept my college years unproductive. Nintendo, sir, is genius, or we are all fools, blissfully smashing away.

How to Win at Mafia

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There is a party game played called Werewolves, also known as Mafia. I've figured out a pretty strong strategy for villagers to win, but they have to work together, they have to trust each other, and trust logic of the system itself, because, after all, the game is just liars versus truth-tellers. The rule set that we played by is simple...

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Fistsfuls of Quarters

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The Games Developer Conference (GDC) ended this week, and while I'm a bit unhappy about how it's slowly being turned into a place to announce big upcoming titles (don't make this E3, please), it was a good show. I got some great books from the GDC books store (Zimmerman and Salen's Rules of Play and a game business/legal stuff book), and Xstine was lucky enough to attend two full days of workshops on staging and normal mapping workflow.

The emphasis by both Microsoft and Nintendo on the importance of the rising wave of micro-developers, a mix of indies, individuals, and small-timers, is a glimpse of what I think will be a powerful trend in the future. I'm excited at what XNA and WiiWare will offer. It is inevitable that as the tools and the venue for games mature, game development will meet extreme democratization. The long tail will grow with the short head, Chris Anderson would say.

So it would behoove all gamers to anticipate that wave, and plays some of the Independent Game Festival's finalists and winners for best independent games. I especially recommend Fez, Crayon Physics Deluxe, and Goo!. While I think indie games are a little hung-up on physics based interactions at the moment, it's inarguably a parsimonious flavor of design to make, and it's just great to see these little games eating into the mindshare of triple-A titles with multi-million dollar budgets. It makes this gamer proud.

Speaking of proud gamers, I had the pleasure of watching one of the best documentaries since Murderball. It's a story of good and evil, the American spirit, the meaning of life... and nigh-unwatchable world of competitive Donkey Kong, where grown men's lives revolve around the high score board of an ancient arcade classic. There are priceless lines from characters I'm embarrassed to say reside a bit in all of our inner nerd. And yet the movie was crafted so very very well that even while we are incredulous at how socially retarded these people are, by the end of the movie we are swept up in the drama of it all, and that silly game becomes almost as epic for us as it is for them. You need to watch The King of Kong tonight!

Have a Massive Xmas!

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wrong with the solar wind

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The Wachowski brothers are back to their usual pop subversions, borrowing a pulp aesthetic and making it Oscar-ready for the cultural exiles of the Academy. Speed Racer is on its way, rawr. I'm not sure why overly hyper-kinetic movies have always been deemed "videogame-like." Am I so desensitized that I don't find the majority of video games all that fast? Or are they really just not that fast, except the few outliers that the non-gaming populace get exposed to regularly? I imagine if their knowledge of what the "videogame aesthetic" is comes from arcades at movie theaters, then the latter is probably true.


But I don't think it's just us gamers. Look at investors, playing their silly game with the Fed. After two weeks of anticipating a 0.5% rate cut, which was a number pulled out of the ass of the rumor monster, the market got 25 points. And boy did they whine and cry, as if any of the trouble right now has the slightest malleability by the Fed. But it's all a game to them, you see, and it's called Guess The Fed. The market itself is apparently too uneventful as is, they need to keep the market fluctuating to feel like their treading and afloat.

It's a great end to an insanely busy week. Tonight's our holiday party, tomorrow is Xstine's, and on Sunday, Dan has to buy me dinner for betting me Mass Effect would be a bomb. I bet a million sales in a month, and boy did it deliver.

The game is awesome in the way watching an episode of Battlestar Galactica, or Star Trek. It's an unabashed sci-fi space opera with great acting, a great cast, and "cinematic feeling" hard to quantify, but wanting in any other game out there. It captures my long-standing belief that sci-fi differs from fantasy not from being about the future, aliens, high-tech weapons, or any such trappings, but by being about defining how something works, and making that integral to the story. And I haven't even mentioned the graphics, which again show the UT3 engine off, and have beautiful art design pulling in the practical futurism of Syd Mead into a real 3D environment. There are levels that look like real-time concept art... I haven't seen anything like this since Metroid Prime.

This is what makes Star Trek science-fiction, but Star Wars fantasy. Sci-fi strives to explain why things work the way they do, and those explanations have consequences on the choices the characters have to make. Fantasy, on the other hand, assumes a world works a certain way, and expects us to accept it, and often that means that the quick answer to the why is "magic." This is how a game like Final Fantasy can be considered fantasy, and not sci-fi, even though there are guns, robots, and high-tech sets. A fantasy you swallow, but science-fiction you dissect.

giving thanks

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Wow. This comic about Animal Crossing almost makes you cry. This is the time of the year to reflect on all the things we should be thankful for, like my best friend TJ flying in all the way from Colorado to visit us, and my family gathering at our apartment to share in the banquet we prepared. Holidays should be additive and cumulative to the life experience.