Showing posts with label metroid. Show all posts
Showing posts with label metroid. Show all posts

Thursday, July 9, 2015

Humble Bundle and Sunset

A Humble Weekly Bundle called Leading Ladies 2 ended earlier today. Maybe I should have posted about this bundle while it was still available, in the interest of not being a slowpoke. However, in retrospect, I'm glad I'm posting this after the fact. Even though this blog doesn't get many visitors, I wouldn't want to risk giving any free promotion to that particular bundle in any way. Mentioning it before now, even in a critical manner, might have had that undesired effect.

None of this has anything to do with the "leading ladies" theme of the included games, by the way. I have nothing against female characters or female protagonists in video games. Eternal Darkness: Sanity's Requiem, after all, was a brilliant game; Super Metroid was a brilliant game; Perfect Dark was a brilliant game. Sunset, however, was not a brilliant game. More importantly, the game's development studio (Tale of Tales) deserves no one's money.

The other games in the recently-ended weekly bundle, as far as I know, are wonderful; I know from first-hand experience that Trine 2 is a perfectly fine game. I also know that anyone who buys a pack of games from Humble Bundle can specify where every cent of his or her money goes: to Humble Bundle itself, to a charity (in this case the Girls Make Games scholarship fund via the Tides Foundation), to any of the developers of the games being offered, or to any combination thereof.

Unfortunately, I can only assume that the vast majority of customers do not bother with these options, and just use the default split (65% equally divided amongst developers, 20% to charity, and a 15% "tip" for Humble). Most customers probably just don't care, and what makes this especially bad is that the default settings will send money to the developers of all the games being offered, regardless of what a customer pays.


Typically, in any Humble Bundle, only a few games (in this case Trine 2: Complete Story, Lumino City, and Hack 'n' Slash) are available for any price (or a minimum of $1 for Steam-only games), while some more games (in this case A City Sleeps and The Marvellous Miss Take) are available to customers paying more than the average amount paid so far, and then some more games (in this case Gravity Ghost and Sunset) are available for a typically higher fixed price (in this case $12). As of the end of this weekly sale, the average amount paid was only $4.23; this means that the vast majority of customers didn't pay enough to get Sunset. However, the developers of Sunset still got money from every customer who didn't explicitly choose to put Sunset's share to zero in the options during payment.

More than 52,600 of these bundles were sold this week, the average paid was $4.23, and (as we can see in the image above) each developer gets approximately 9.3% of the revenue by default. If just about everyone used the default settings during payment (and "everyone" is probably a reasonably close estimate), the developers of Sunset raked in more than $20,600.00 during this sale. And this all happened after the previously abysmal sales of Sunset caused them to have a minor meltdown on social media in which they forsook commercial game development, whined about consumers and capitalism, and acted pretty childish in general.

Their oft-cited insults against "gamers" (shown below) are a joke, but still tasteless; moreover, they're the kind of joke that betrays the true feelings of the joker.

To paraphrase: "Ha ha, look how not mad we are; we're so chill that we're pretending to be mad as a joke! But really, we're incredibly mad."

And then there's this more serious quip:
And here's the best part of all:
In what universe could good video games (or a career in them) be possible without capitalism? But of course they hate the free market when they're the ones who put out the product which no one wanted.

I guess the point of this post is to remind people to be aware of where their money goes in the future. If you're paying less than $12 for a pack of games, there's no reason for any of your money to go to the developers of a game which is only unlocked for $12 or more, especially if those developers are talentless hacks known for being crybabies on Twitter.

Thursday, September 12, 2013

Family Sharing on Steam

Recently, Valve announced yet another new addition to Steam, called Family Sharing, which is to be launched in limited beta next week.

The new feature will allow you to authorize a "shared computer" on which others can download and play the games on your account. The official announcement doesn't specify whether these other players will need to be on your Steam friends list, but it's safe to assume they'll need to make their own separate Steam accounts if they haven't done so already. In return, they'll get separately logged achievements and saved progress for the games they "borrow" from your library. According to the FAQ shown here, up to ten devices can be authorized for sharing at once, but only one person is allowed to play the games from a single library at any given time.

The idea of sharing games on Steam sounds like a pretty big deal — a game changer, if you'll allow the terrible pun — but is it all it's cracked up to be? While you and some of your friends could, in theory, share the same pool of Steam games, time management would be an issue. Since a friend can only borrow your library when you're not playing, the Family Sharing feature amounts to little more than a safer alternative to the unofficial method of sharing Steam games — that is, letting your friend have your password.

Tighter restrictions might also be implemented later on — it's easy to imagine some kind of time limit on "borrowed" games, for example, or a drastic decrease in the number of shared computers allowed, or a drastic decrease in the number of games available for sharing — so we can only wait and see if the finer details of Family Sharing prove too good to be true after the beta is over. In the meantime, it might help to read those details carefully. There already are some games which can't be shared, according to the Family Sharing FAQ, namely those requiring "an additional third-party key, account, or subscription." While this limitation is technical, it makes me wonder if some developers will make sure their games are exempt from sharing by implementing any of these already-quite-irritating requirements.

So let's say Family Sharing doesn't live up to our expectations. Does this mean Steam's version of sharing is a bad thing? Not really. Any amount of sharing is extremely valuable for those who like to try before they buy (especially when playable demos are such a rarity these days). A lot of players supposedly engage in piracy for this purpose alone, and Family Sharing might present an alternative to some. It all depends on whether getting a friend to share on your computer (and then finding time to play when he or she is offline) is more of a hassle than finding a good torrent. As always, Steam has to treat piracy as a competitor. The problem will never go away, so the only real solution for digital distributors is to make their services so convenient that we don't mind giving them our money.

For many, however, no combination of convenience and competitive pricing can change their view that digital goods mean a loss of consumer rights. Being allowed to resell a thing that you've purchased is often considered a right, but it can't be done with Steam games. There's no thriving second-hand market for downloaded content because customers are rarely allowed to transfer "ownership" of what they've purchased. Even sharing without breaking the law can be difficult. While Steam can certainly try to remedy this situation, it might not be feasible for a digital distributor to emulate the way in which physical media can be shared legitimately among friends and family. Digital rights management always gets in the way somehow, often ruining the experience, while the total absence of digital rights management leads people to stop sharing and start giving away free copies. Neither scenario is ideal. (There are some DRM-free digital distributors, like Humble Bundle and GOG.com, but they're basically operating on the honor system, and they can only pull it off because their customers like them enough to support them voluntarily.)

Although any publisher of any intellectual property, retail or digital, might prefer that your friends buy their own copies of whatever you have, borrowing physical media is so commonplace that nobody really complains. But is it only allowed because it can't be avoided? Nintendo didn't try to stop me from lending my copy of Metroid Prime to a friend back in 7th grade because lending GameCube discs is legally and socially acceptable, but what's more important is that, unlike a digital distributor, they had no way of stopping me. The same can be said of music CDs, paperback books, and anything else you can physically hand off to your good pal. It always felt a little unfair that digitally distributed games like those on Steam — or, in fact, any game protected by any form of DRM, even if it comes on a disc — cannot be shared in the same way as your favorite book... but hey, maybe we're just spoiled by centuries of unauthorized sharing gone unpunished.

In any case, Steam's new Family Sharing feature will not erase all the perceived injustices of DRM, and Valve had its own arguably evil part to play in the rise of online DRM with the introduction of Steam back in 2003, but it seems to be a step back in the right direction. (At the very least, it certainly isn't a step in the wrong direction, since they're giving us some new options and taking none away.) The new feature on Steam certainly isn't a perfect imitation of "real" sharing, but it's a decent compromise.

The known limitations, while forgivable, are numerous. For example, your Steam library is shared not with a person but with a single computer, which means the so-called borrower cannot simply play your shared library anywhere he or she wants. Furthermore, you cannot lend a dozen of your games to a dozen different friends, since your library can only be shared on ten computers. Finally, since only one account can access a lender's library at a time, a single borrower essentially reserves the entire library instead of grabbing a single game. You can't let your friend play one game while you play another, so it's kind of like lending your copy of The Kite Runner to a friend when all the books on your shelf are glued together.

This kind of sharing does have some perks, though. After I lent that copy of Metroid Prime to that friend, I never got it back. If you're sharing your Steam games, you don't have to worry about this, and you can even boot your friend out of your library while he or she is playing if you've decided it's your turn to play. (According to the FAQ linked above, the other person will be given a few minutes to finish up or to buy their own copy of the game. How kind.) Better yet, since it's all digital, there's no "sorry, I scratched the disc" or "oh man, my mom sold it at the yard sale." The fact that your entire library is shared at once can also be a good thing, unless your friend is a young kid who needs to stay away from your bloody murder simulators.

It's entirely possible that Family Sharing will make Steam more attractive to those who usually avoid buying digital copies. Many of them, however, will probably continue to avoid Steam on principle, regardless of how Steam's features and restrictions might affect them personally. Even those of us who are always online, and always signed in, can be annoyed when going online and signing in is a requirement for installing a game. Even those of us who don't think Valve is likely to go suddenly bankrupt can be angry about what would happen if our accounts were to vanish into thin air. Even those of us who only care to share our Steam libraries with a single friend might be critical of the fact that we can't allow more than some arbitrary number of shared computers. Unfortunately for consumers of PC games, however, DRM is a fact of life. It has been for years. At least Steam makes it relatively painless most of the time.

I won't say they're adding this Family Sharing feature out of the goodness of their hearts — that's not how businesses operate. The most altruistic motivation they can have is the hope of bringing in new customers by improving their image. In this case, they might also be responding to the problem of accounts being shared off the record. You can share your Steam account without the help of Family Sharing simply by giving your password to a trusted friend, and Valve obviously knows some people are doing this. Instead of alienating customers by enforcing tighter restrictions, they're embracing the idea of sharing, but with sane limits. They can't stop us from sharing our accounts, but they can try to keep sharing under control if they can convince us to do it their way.

Wednesday, September 5, 2012

Perfectionism: No Fun Allowed

I've always been a perfectionist. If I can't do something right, I don't like to do it; when I attempt any kind of work, I obsess over the details until it's just right.

I'm still not sure whether this is a good thing.

In the context of work and school, it translates to effort and dedication, but more often than not, it also slows me down. Sure, it helped me impress my art teacher in high school when most of the other students couldn't give less of a damn, and it earned me some nice grades elsewhere because I wasn't content to turn in half-assed work. Unfortunately, I think, it seems to have gotten a lot worse over the years. By the time I was (briefly) studying physics in graduate school, I found myself wasting precious time writing long solutions to complex problem sets neatly instead of getting them done quickly. As a result, I slept too little and stressed too much.

In the context of video games, my perfectionist tendencies make me a so-called completionist. If I care at all about the game I'm playing, I have a burning desire to collect every item, unlock every achievement, kill every enemy, find every secret, complete every side-quest, or get the highest possible rating on every level.

The Dangers of Completionism


When I played Metroid Prime — a fantastic game, by the way — I couldn't resist picking up every single missile expansion and energy tank. Maybe I wouldn't have cared if not for the way the game kept track of these things and displayed them as a completion percentage, taunting the mildly obsessive among us. Getting to the end of the game and seeing anything less than 100% felt to me like a minor failure. Of course, missile expansions and energy tanks are pretty useful, so the satisfaction of truly "finishing" the game wasn't the only motivation for finding them. I have no reasonable excuse, however, for scanning every creature, every item, and every bit of Pirate Data and Chozo Lore to fill up the in-game logbook. My only reward for doing so, in the end, was access to a couple of unlockable art galleries. But it wasn't about concept art; it was about not leaving things unfinished.

Only afterwards did I realize that I would have enjoyed the game a lot more if I didn't fixate on finding every little secret. I can't even go back to the game now, because I made myself sick of it.

Games like Metroid Prime are a nightmare for completionists, but we play them anyway because we're all masochists. The really terrible part is that setting aside the carefree enjoyment of the game for the sake of a cruel meta-game in which you pick up a hundred hidden items really isn't as bad as it gets. (With the help of a good walkthrough, if you're not too proud to use it, you can complete even the most tedious item-hunting quest with relative ease.) Being a completionist becomes a real problem when the additional challenges we choose (or need) to undertake are so difficult that untold hours are swallowed up by dozens of consecutive, futile attempts with no discernible progress. In the time I wasted getting gold medals on every level of Rogue Leader and its sequel Rebel Strike, I could have played all the way through several other games. I guess the benefit here is that being a perfectionist saved me some money; I got more time out of these games than anyone ever should.

The Need to Achieve


And what of achievements? I'm no fan, and it's not just because of my wacky theory that they're partly responsible for the decline of cheat codes in single-player games. I think achievements cheapen the sense of accomplishment we're supposed to feel when we do well in a game. A lot of developers have fallen into the habit of giving the player an achievement for every little task, like finishing the first level, or killing ten bad guys, or essentially — in rare and truly embarrassing cases — starting the game. (Only sometimes is this actually meant to be amusing.)

In my opinion, anything that necessarily happens during the course of a normal play-through should never be worth an achievement, but developers so often disagree. In Portal 2, fourteen of the achievements (pictured right) are unlocked simply by playing the single-player campaign. Obviously, there are other achievements in the game, but the player shouldn't need to be periodically congratulated for making regular progress.

Achievements, when done correctly, present extra challenges to the player. But even then, achievements teach players that nothing is worth doing unless there's a prize. We're not encouraged to make our own fun and set our own goals; we're encouraged to complete an arbitrary set of tasks, which may or may not include completing the game itself, attempting the harder difficulty settings, or doing anything genuinely entertaining.

But despite my philosophical objections to the idea of achievement hunting, I can't resist, especially if I only have a few achievements left after I beat the game. Unfortunately, those last few achievements tend to be the hard ones. But hey, you can't just leave the game 99% complete. You can't just leave one achievement locked. Right? Seriously, I can't be the only person who finds this absolutely intolerable.

After beating Trine, I spent far too long attempting a flawless run through the last level on the hardest difficulty to get a surprisingly difficult achievement. (I thought this game was casual!) When I played Alan Wake, I never would have bothered collecting a hundred (useless) coffee thermoses scattered throughout the game if there weren't an achievement for doing so. I even carried that damned garden gnome all the way through Half-Life 2: Episode Two. (Please kill me.)


Too Much of a Bad Thing


But even I have limits; a few of the achievements in Torchlight, for example, are just too hard or too much of a grind. They're far from impossible to get, but the game will stop being fun long before you get them, and if you play for the achievements, you'll become suicidal in no time. (Big fans of the game might disagree; most of the achievements will be unlocked naturally if you're okay with playing the game for 150+ hours, but catching 1000 fish just isn't worth anyone's time.)

Similarly, I have no interest in finding every flag in Assassin's Creed, or every feather in Assassin's Creed II, and I don't know why anyone ever would. Even as a hopeless completionist, I can usually tell when attaining 100% completion in a game will lead to more frustration than satisfaction. There's already so much (repetitive) stuff to do in the Assassin's Creed games that I can't imagine why they thought it would be a good idea to throw in a few hundred useless collectibles as well.

Just to bother me, I'm sure.

Collectible items and other tertiary objectives can be good for replay value, but when they extend the playtime beyond the point where the game loses all appeal and becomes a chore — when even a completionist such as myself doesn't want to try — it's just bad game design.

Self-Imposed Perfection


Being a perfectionist doesn't just mean being a completionist. My first play-through of Deus Ex took twice as long as it should have taken, but only because I developed a terrible habit of loading quicksaves constantly, not to avoid dying but to avoid wasting lockpicks, multitools, medkits, and ammo. If I missed a few times while trying to shoot a guy in the face, I couldn't just roll with it and keep going. I went back and tried again. If I picked open a lock and there was nothing useful behind that door, I loaded my save. (And of course, at the end of the game, my inventory was full of stuff I never got to use, but item hoarding is another issue entirely.)

My tendency to needlessly replay sections of a game is probably worst when friendly NPCs can be killed by the enemies. Even if their survival doesn't affect me in the slightest, I often feel the need to keep them alive, and I'm more than willing to reload a save if even a single one of them die. (This used to happen a lot when I played S.T.A.L.K.E.R.: Shadow of Chernobyl, but eventually I learned that it's sometimes best to save my ammo, let my fellow stalkers die, and scavenge their bodies afterwards. Such is life in the Zone.)

Reloading a save when you haven't lost might seem strange, depending on your play style, but some games encourage this type of behavior with optional objectives that are easily botched. Take the Hitman series, for example. You could choose to walk into nearly any mission with a big gun and simply shoot up the place, but the highest ratings are reserved for players who never get seen, fire no unnecessary shots, and kill no one but the primary targets.


This usually isn't easy, because save scumming isn't an option. The first Hitman game doesn't allow saves in mid-level, and the sequels only allow a certain number of saves per mission, depending on difficulty level. This makes perfecting a mission even more painful, and in my opinion, it's another example of bad game design. While I can see why they would want to prevent players from abusing the save system (thereby adding some real difficulty and making the game more "hardcore"), this is kind of a cruel thing to do with such a slow-paced game that involves so much trial-and-error. If you don't save often enough, you might end up repeating several minutes of sneaking at a snail's pace to get back to where you were.

Somehow, I did manage to master every mission in the second and third games, but I don't recommend it. Having to kill a guy and dispose of his body on the fly because he saw you picking a lock is fun, but in the interest of earning the highest rating, I always had to start over instead. When you try to play Hitman perfectly, it's tedious and time-consuming, and essentially requires you to memorize each map. No fun allowed.

Fixing Bad Habits


As a result of all this, my extensive backlog of unfinished games is only slightly longer than the list of games I've been meaning to replay without hitting the quickload button and without going off-course to satisfy my obsessive completion disorder. (The S.T.A.L.K.E.R. games are near the top of that list, but I'd also like to replay those when I get a better computer, which isn't happening any time soon.) Games are more fun when they're played at a natural pace, and I wish it weren't so hard for me to ignore the little distractions along the way.

The best advice I can give to fellow perfectionists, after some soul searching of my own, is the following:

1) Get a screwdriver and pry the quickload button off of your keyboard. Alternatively, I suppose, you could simply go to the control settings and unmap the quickload function. If you can't unmap it, just remap it to a key on the far side of the keyboard, and then promptly forget which key that is. Quicksaving constantly is fine — I won't judge you — but you shouldn't be reloading a save unless you die.

2) Play through the game as quickly as you can; do only the bare minimum. This is normally something I'd discourage, because I believe that games should be enjoyed, not rushed. But if you're getting bored with games before you finish them because you're spending so much time trying to do every side-quest or collect all the items, stop it. Start over. Enjoy the game at its intended pace before you ruin it by attempting a frustrating scavenger hunt. These things are there for your second play-through, and if the game isn't good enough to warrant a second play-through, the optional stuff isn't worth your time.

3) Don't read the list of achievements before you play the game. If you read them, you'll try to get them. Achievement hunting is for replay value, and if it's your first priority, you need to rethink your entire outlook on life. Again, if the game isn't good enough to warrant a second play-through, the achievements aren't worth your time.