Sunday, October 14, 2012

Free Games on Origin

On Friday night, I was made aware of a promotional code for EA's Origin that would reduce to zero the price of almost any game worth $20 or less. For the record, the code is OS3874XVC, but don't get excited; it's not working anymore. The whole fiasco came to an end shortly after I started writing this post.

Apparently, the code was originally given to those who completed an online survey, but instead of personalized one-time-use codes for each survey taker, there was only one code, and everyone — that is, everyone in North America — could use it.

The other odd thing about this promo code was that, when used, it was applied to every $20-or-less game in a person's virtual shopping cart, not just one. (It seemed too good to be true, so I verified it. I added half a dozen $19.99 games to my cart — worth almost $120 in total — and applying the code made all of them free.) This allowed countless people to load up their carts with a dozen or more games and "buy" them all for nothing. Obviously, this was some kind of glitch, and it didn't last long. By Saturday evening, the loophole had been closed so that the promo code was only good for a single free game, as intended.

Even so, I can't even imagine how many games were accidentally given away for free during this brief period of chaos.

And while EA seemingly fixed the glitch, they didn't bother to completely deactivate the promo code at that time. Even though the code was presumably meant only for certain customers who completed a survey — and although they must have known immediately that it was being used by everyone — they allowed the code to continue working until earlier today. Perhaps it was better to let everyone get a single free game than to break their promise to the survey-takers who earned the promo code legitimately. After all, if the opportunity to grab a free game causes more people to make Origin accounts, EA gains a lot of potential future customers.

But the exploitation of this promo code wasn't over yet.

In addition to the belatedly implemented one-game limit, there seemed to be a one-use-per-account restriction. If you'd already used the code once, while logged into an Origin account, the code would be "invalid" the second time around. Of course, people quickly found other ways of getting more than one free game. The most obvious method was to make a new account in order to use the code again, but having separate accounts for each free game is far from ideal. Another method of getting additional free games involved logging out, deleting cookies, adding a game to the cart, using the promo code, removing the game from the cart, logging back in, adding the game to the cart again, and finishing the transaction. Don't ask me why this worked.

And somehow, I was even able to get two free games on one account without doing anything complicated. On Friday night, after verifying that the code could be used on multiple games at once, I created an Origin account and subsequently decided — out of kindness, I guess — to use the code legitimately, only claiming one free game. Then, on Saturday, I logged into the same account at a friend's house, and successfully used the code again with a different game. (It didn't work again with the same account at either house.) Maybe this had something to do with the change in IP address, maybe the fact that it worked twice on my account was just a fluke, or maybe the server's memory of who used the code got reset when that major glitch was fixed.

In any case, there were some limits in place — even though they didn't work perfectly — so EA clearly didn't want people using the code willy nilly. It remains to be seen, however, if those who exploited the various bugs in the system will be banned, or if their numerous free games will be taken away. Legal action, however, is almost certainly out of the question, since the widely used promo code was simply doing what EA's dopey programmers told it to do.

Regardless of what happens, the freeloaders who grabbed as many free games as possible have little to lose, since most of them were smart enough to use alternate accounts and fake names for the purpose of blatantly exploiting this enormous bug in the system. If those free games disappear, and if those dummy accounts are banned, they'll emerge unscathed, and the chance to screw with a big, evil corporation like EA will have been worth all the trouble.

As for those who didn't explicitly break the rules, getting a single $20 game for free on Origin seems like a wasted opportunity in comparison. But it's still a pretty nice deal. Or is it? Well, that depends on how much one really wants an Origin copy of a game which is already old enough to have a $20 price tag. I might not even play mine, since I'm still not sure if I really want to install Origin on my computer. It's hard to go far in a discussion of EA's Origin service without coming across accusations that the Origin client is outright spyware. Similar things have been said of Valve's Steam, but since EA has a worse reputation and Origin is still the new kid on the block, it's Origin that attracts a lot of distrust.

I've already seen plenty of claims that EA intentionally allowed this promo code to "leak" so that they could get their (allegedly malicious) Origin software on as many computers as possible. In other words, maybe it wasn't just boneheaded incompetence that led to this promo code being universal and available to everyone. While most initially assumed that it was a mistake, and that the code was supposed to be used only by a select few, perhaps it was supposed to go viral. It does seem plausible, except for the whole "infect everyone with spyware" part. More likely the goal was simply to boost the Origin userbase artificially, and to get freeloaders past the sign-up barrier in hopes that they'll come back later with full wallets.

In any case, I doubt the promo code was ever supposed to work for multiple games at once. The fact that they eventually fixed this issue indicates that it was a genuine screw-up.

As of now, it seems the promo code has stopped working entirely. I never bothered to cheat the system, since there weren't a lot of $20 games on Origin that I wanted. I probably wouldn't have gone through the hassle of creating an Origin account in the first place if I weren't curious about how the code worked. But for those who like EA's games and feel comfortable using the Origin service, this broken promo code was probably the highlight of the entire weekend.

Update #1:


Forbes contributor Erik Kain picked up on this story earlier today, as well. I won't bother linking to any other sources; you get the point.

Update #2:


I know I said I wouldn't link to any more news stories, but I think it's funny that I posted about this before Kotaku did. On the other hand, my post is hastily written garbage. On the other other hand, so is most of the stuff on Slowtaku.

Update #3:


Those who exploited the coupon code to get dozens of free games have no reason to fear any negative consequences. A community manager on the EA forums posted today that EA will honor all sales made with the coupon code. This is probably the most diplomatically sound move they could make, at this point. Revoking the games and handing out bans would just make EA look bad, since this whole thing was their own fault.

Update #4 (10/15/12):


It seems that EA's stocks suddenly jumped on Friday.


I wonder why. Could it be related to all those new user accounts that were created because of the faulty promo code? Perhaps it's due to having so many "sales" in such a short time? While I doubt it was EA's intention to allow each person to run off with a truckload of free games, it looks like they might benefit from this.

But it isn't much, in the long run. They've still been in the toilet since 2008, along with the rest of the world.


And they've been on a gradual decline for the past year. Rumors say they're dying.


But it's been a long time since EA published a game that I actually enjoyed, so good riddance.

Wednesday, October 10, 2012

Five Things I'd Like to See in Half-Life 3

First, a brief history of the Half-Life series:
1998 — Half-Life
1999 — Half-Life: Opposing Force
2000
2001 — Half-Life: Blue Shift; Half-Life: Decay
2002
2003
2004 — Half-Life 2
2005
2006 — Half-Life 2: Episode One
2007 — Half-Life 2: Episode Two
2008
2009
2010
2011
2012
I've left the uneventful years on the timeline to illustrate the gaps between releases and to show how long it's been since production of the series came to a halt. As of today, it has been exactly five years since Half-Life 2: Episode Two — a game which ends abruptly with a painful cliffhanger — was released to the public as part of The Orange Box.

A continuation, presumably titled Half-Life 2: Episode Three, was announced back in 2006, and it was originally supposed to come out sometime in 2007, but we still haven't seen it. There hasn't even been a demo or a trailer. To this day, the official website for The Orange Box still claims that Half-Life 2: Episode Two is the "the second in a trilogy" of episodic expansions for the popular first-person shooter, but Half-Life developer Valve has given us almost no information except for some weird ideas which, if the game is still in production, have probably been dropped already.

Valve is known for long development cycles, lots of delays, and drastic changes during those long development cycles, which lead to more delays. What makes their silence on Episode Three so frustrating is that the Episodes, like other "episodic" games, were supposed to be released in rather quick succession. The whole point, I thought, was to release content in small chunks, as they were finished, so that fans wouldn't have to wait half a decade for the next installment. But I guess that wasn't working out.

If another Half-Life game is ever released, it almost certainly won't be an Episode; Valve co-founder Gabe Newell says they're done with episodic content, which essentially translates to "Half-Life 2: Episode Three is never coming." Of course, that doesn't rule out a proper Half-Life 3, which is exactly what we need. The next addition to the series will have to be a full game (and a damn good one) if Valve hopes to come within reach of the impossibly high expectations generated by such a long wait.

It's likely that Half-Life 3 won't life up to these expectations at all. Valve kind of screwed things up by promising the prompt release of an episodic expansion which never came to be. The endless wait for Half-Life 2: Episode Three seamlessly evolved into an endless wait for Half-Life 3, and now many see Half-Life 3 as vaporware, despite the fact that the five-year gap in this series is nothing compared to the 15-year development of the poorly received Duke Nukem Forever.

But if we ever get a sequel, there are a few things I'd like to see. (Note that spoilers follow.)

1. A more open world (but not too open)


Nearly three weeks ago, some rumors regarding Half-Life 3 made the rounds on all the usual gaming sites. (This is nothing special, really; it's been nonstop rumors for five years, and they should always be taken with a grain of salt, but at least they give us something to talk about.) According to some anonymous but reliable source — sounds legit, guys — Half-Life 3 will be an open-world game, and will be released sometime after 2013. I'm not digging the 2014+ release date, but an open world sounds nice. Until now, the Half-Life games have been very linear. More exploration, multiple paths, and optional objectives would be a welcome addition to the series.

What we don't need is another S.T.A.L.K.E.R. or some kind of role-playing game. Those are nice, but they're not what Half-Life is all about. While I'm sure Valve is aiming to avoid accusations that their next game is too linear — that it essentially boils down to "shoot everything, move to the next room, shoot everything, repeat" — I hope they don't completely abandon the method of storytelling that has worked so well in their games so far. It would be nothing short of jarring to go from Half-Life 2: Episode Two, an action-packed but story-driven shooter with clear objectives, to something more like a free-roam sandbox with not enough direction and too much empty space.

2. A portal gun (or something like it)


It doesn't take a genius to figure out that the Portal and Half-Life stories are intertwined. Portal contained some funny references to Half-Life's Black Mesa, and Half-Life 2: Episode Two brought Portal into Half-Life canon with its mention of Aperture Science in the final act. It's an odd relationship, since Half-Life is a semi-serious first-person shooter whereas Portal is a humorous puzzle game... but there are thematic similarities.

While Portal's humor doesn't quite fit with the general tone of the Half-Life series, both franchises heavily feature teleportation, and this is probably why Valve thought it was appropriate to tie them together. The extent to which Valve plans to pursue this connection, obviously, is unknown — I certainly don't expect Gordon Freeman and Chell to team up against the Combine — but after making such a big deal out of the Aperture Science research vessel Borealis at the end of Episode Two, it's too late to drop the subject entirely. It will be downright silly if the next Half-Life game doesn't feature the Borealis and, by extension, other things related to Aperture Science.

With any luck, that includes some kind of handheld portal device, preferably one that's a little more stable than the Displacer Cannon from Half-Life: Opposing Force. Aperture's portal gun, if featured in Half-Life 3, could (in part) fill the role of Half-Life 2's gravity gun as the slightly-gimmicky puzzle-solving item that's also a weapon if you use it right. I know we've all had plenty of time to play around with the portal gun in Portal and Portal 2, but using it in a combat-oriented game could be kind of fun.

3. The extent of the Combine's power


While Gordon Freeman was in stasis between the end of Half-Life and the beginning of Half-Life 2, we missed an apocalypse. By the time we arrive in City 17, human society has already collapsed under the heel of an enormous alien empire, and the occupying forces, it would seem, have since largely withdrawn, leaving what's left of our species under the control of brainwashed transhuman soldiers.

Throughout Half-Life 2 and the Episodes, we see the aftermath of the Seven Hour War which ended in Earth's surrender, but we never see the Combine display the kind of raw power that could bring an entire planet to its knees in less than a day. What we see instead is a somewhat underwhelming uprising against what must have been a tiny fraction of the army that invaded Earth. This is why we know we're in a world of trouble when Dr. Kleiner speaks, after the uprising begins, of the Combine's "inevitable return and what is certain to be unimaginable retaliation."

But how unstoppable are they? What's their evil-alien-empire power level? Could they take on the Covenant from Halo or the Reapers from Mass Effect? We just don't know.

And this, in part, is what makes the story in Half-Life 2 as good as it is. Just enough is left to the player's imagination. We know the Combine are scary, but the fact that we don't know just how scary they are makes them even scarier. We don't need to see the Seven Hour War to believe it, and I honestly hope Valve doesn't give us a prequel to illustrate it. (That seems like a great excuse for a bad game.) But if Half-Life 3 continues (and perhaps concludes) the story arc left unfinished in Episode Two, it would be nice to see the bad guys step it up a bit.

After one game and two expansions, our alien overlords have only embarrassed themselves in their failed attempts to track down and kill a single theoretical physicist. It seems like the right time to see a glimpse of their true power. Besides, we've already spent enough time shooting metrocops and blowing up striders. We need something bigger.

4. A single-player campaign


This probably seems like a strange thing to hope for, since nearly every game in the series to date is primarily single-player. (The notable exceptions are the PS2-exclusive Half-Life: Decay and the Japan-only arcade Half-Life 2: Survivor.) However, we do have a reason to fear for the future of single-player games. Electronic Arts, for example, has abandoned them, and Gabe Newell himself said last year that Valve no longer had any interest in creating games "with an isolated single-player experience."

Naturally, Half-Life fans waiting for the next sequel were horrified, and even though Gabe later attempted to clarify his statement to let us know that the company hadn't given up on single-player games entirely, I'm still a bit worried. While they might continue making single-player games, they seem to have a lot of ideas about making these games more social.

It seems plausible, for example, that Half-Life 3 might be built for some kind of cooperative mode where one player controls Gordon Freeman and the other controls Alyx Vance. I hope this doesn't happen. I also don't want to see Half-Life 3 loaded with a bunch of pointless social features. I like single-player games, and I prefer to play them without being bothered about friend requests and leaderboards.

I'm sure that Half-Life 3 will have its own analog to Half-Life 2: Deathmatch, but it would be great if they could just keep the single-player and multiplayer components separate, so I can play one and ignore the other.

5. An ending (I know, it's a stretch)


The Half-Life games are fun, but they tend to have terrible endings which hardly qualify as endings at all.

The original ends with Gordon Freeman being kidnapped by the so-called "G-Man" (whose identity and motives are never explained), Opposing Force ends with the same fate for Adrian Shephard (who is never seen again), Half-Life 2 ends with Freeman being whisked away by the G-Man again (leaving the story at an explosion-related cliffhanger), Episode One ends with another explosion (followed by a train crash and a fade to black), and Episode Two ends awkwardly with one supporting character crying over another supporting character's corpse. (It was the worst finale I've ever seen in the history of video games, and perhaps that's because it was never meant to be a finale. Keep in mind that, at some point, they were actually planning to finish Episode Three.)

Blue Shift has a happy ending, but it isn't a particularly interesting one.

So I won't be surprised if Half-Life 3 ends with another suspenseful but unresolved situation — another set-up for another sequel that might take another ten years to make — but it would be great if Valve could just give us some kind of satisfying resolution instead. I'm not saying they should end the story entirely, but they could at least cool it with the unbearable cliffhangers. In other words, if Valve plans on rolling the credits right after an important character dies, or having the G-Man stop by for another inexplicable kidnapping, I'd rather not play the game at all.

Wednesday, October 3, 2012

Stop Pre-Ordering Games

I've mentioned before, in passing, my deep loathing — shared by many — for day-one DLC and pre-order bonuses.

I'm not going to pretend that the downloadable content of today is fundamentally different from the expansion packs of old; in theory, they're very similar. Expansion packs would either add content to an existing game, or act as a continuation of the game in the form of additional levels, but they were typically not as "big" (or as expensive) as the game itself. DLC almost always follows this example, albeit with a different delivery method and, thus, fewer constraints. With no discs and no shipping, selling everything in smaller pieces is no inconvenience to the publisher, which is why we're seeing ever smaller DLC "expansions" with (ideally) smaller prices than those of traditional expansion packs.

But there's another difference. While the traditional expansion pack was typically released some time after the base game, DLC is often available immediately. No doubt the industry believes this is a great thing, but not everyone agrees.

When DLC is released concurrently with the base game, people inevitably jump to the conclusion that this "extra" content belongs in the game itself, but that it was removed, and sold separately, for the sake of squeezing more money out of customers... like a car salesman selling you everything but the steering wheel and then demanding extra cash for the "extra" part. Of course, "day-one DLC" doesn't really mean that the publisher took a finished game from the developer and broke it up to be sold in pieces. It's likely that most games with DLC additions were meant to be sold this way from the very beginning, and were developed with this in mind. However, developing a game with DLC in mind still means to many that the base game will be inherently incomplete. I think we can all admit that this isn't necessarily true — a lot of these games still feel "complete" even without all the (mostly useless) add-ons — but appearances and first impressions, whether or not they're accurate, are pretty important.

Personally, I don't mind if a developer or publisher wants to sell a game in pieces. I usually ignore DLC unless I'm absolutely in love with a game and feel a compulsive need to experience every bit of it. Furthermore, most DLC consists of strictly non-essential content. Sometimes, this means purely cosmetic changes to a game, such as the character packs in Killing Floor, and I think this is a pretty harmless way for the developer to earn a few extra bucks from anyone actually willing to throw away their money for such a frivolous thing. I certainly don't feel compelled to buy this stuff, so I don't feel like I'm missing out on anything.

However, the same can't be said of DLC that would, for example, add extra weapons to a first-person shooter, or extra levels to the campaign mode of a story-driven game. I suspect a lot of players — completionists especially — feel that, when they buy a game, they need to own the whole game, and this drives them to pay for half a dozen little expansions that can add up to a lot of cash.

Ultimately, each of us is responsible for how we spend our own money; nobody is shoving extra content down our throats and forcing us to buy it. But when this so-called "DLC" is available on release day — and sometimes even included on the game disc, just awaiting authorization — it's typically seen as a part of the game for which we thought we already paid, not as an optional expansion to it, and uninformed customers tend to get pretty upset when they find out. While this is the source of a lot of controversy, I think it's also exactly what the publishers want. The idea that an integral part of the original game has been taken away to be sold separately is what makes us hate day-one DLC... but it's also what makes us buy it. It's a shame that the average consumer doesn't have the willpower to boycott a product.

While it wouldn't be completely crazy for me to say that DLC itself is downright evil, I don't think that's a very constructive thing to do. First of all, DLC itself isn't the problem. We're the problem. If the game industry is doing something wrong, it's partly because we reinforced that behavior with our purchases. Second of all, it's not DLC that we should hate, but rather the host of generally evil business practices that come along with it. For example, so-called day-one DLC is often used as an incentive for pre-ordering a game, or even for pre-ordering the game from a specific retail outlet. And instead of buying a game, and then buying an expansion if we really liked the game, we're encouraged to buy a game and all of its additional content at once — before the game is even released.

Welcome to the wonderful world of pre-orders and pre-order bonuses. No, don't think, just hand over your wallets.

Some DLC was just announced for Assassin's Creed III — a game which, by the way, hasn't yet been released — and all five of the upcoming DLC packs can be purchased with a $30 season pass. Add that to the usual price tag of $60 for the base game, and you've got quite a large purchase. Yes, the Gold Edition of the game (which includes this season pass) is a whopping $90. Of course, there's a benefit to buying this season pass; it's significantly cheaper than buying each DLC pack separately, for a total of $40. But I'd much rather wait until a year after release — when the game and its DLC are cheaper, and when I know whether the game is worth playing — before I spend any money.

You've probably guessed that I think pre-ordering is a horrible idea and that anyone who pre-orders anything is a mindless sheep. You guessed right. Naturally, the whole concept of a "season pass" for DLC is, to me, a bit absurd. It's essentially a pre-order for DLC which, like the game itself, might not even be good. The fact that the game is a sequel makes it all slightly less crazy — fans of the series have a pretty good idea of what the game will be like — but it doesn't seem like a great investment either way. When you pre-order not only a $60 game but also $30 worth of DLC on top of it, you're betting a whole lot of money that the game won't suck. Why not wait until after it's released so you can read some reviews and get maybe a better price? What's the benefit of pre-ordering?

In the old days, the only reason for pre-ordering was to reserve a copy of a highly anticipated game for which supply was expected to fall short of demand. It guaranteed that you'd get your game on release day instead of waiting for the next shipment while all your friends played the game without you. But the industry likes pre-ordering for another reason. It makes their sales figures look better. They get to say they sold a hundred thousand copies of their game on the first day. They get to say their game went gold before it was even released.

In the context of modern PC gaming, the word "supply" is meaningless. Just about every PC game can be downloaded; there are no shipments, and copies of a game are unlimited. So why should anyone pre-order a downloadable game? I think the industry asked itself this question and came up with an answer: pre-order bonuses. Not only do they make the absurdity of pre-purchasing a downloadable game seem a bit less absurd; they also make the foolish act of pre-ordering physical copies even more tempting.

The fact that developers would spend their time making DLC exclusively for those who pre-purchase the game — content which the rest of their fans may or may not be able to access at a later date — says a lot about the industry, namely how much value they place in those pre-orders. Could it really be all about inflating those first-day sales figures? Or could it be that they desperately want us to buy their games before anyone gets to find out if those games are worth playing? Why anyone would pay $60 for a game that hasn't even been reviewed yet is beyond me, but the industry has put a lot of effort into convincing people to do it.

Meanwhile, very few demos are being released these days, and I can't help but wonder if this is because developers are afraid that fewer people will spend money if they see what their games are like first-hand. Clearly, at the very least, they don't believe that releasing a demo has any benefit anymore, since they've already figured out how to convince millions of consumers to buy their product without even waiting for the critics to have their say.

What I'm really getting at, here, is that people who pre-purchase games are irresponsible and reckless. They're also harming the industry, and the industry is helping them do it. As consumers, we communicate with developers and publishers primarily through our purchases. No doubt the people who make video games occasionally hear our opinions, if we're loud enough, but what they really care about is where our money goes. If you hate a game after you buy it, they still have your money, and your opinion isn't going to hurt them unless you convince others not to buy the game.

So stop pre-ordering games you've never played. Stop telling developers "yes, this game is great" before you know it to be true.

I'd like to tell you all to stop buying new games entirely, since paying $60 for a new game is just a waste of money if it's going to be 75% off on Steam or Amazon less than a year after its release. Of course, there's always the argument that multiplayer games are most fun during the height of their popularity (i.e., before the community moves on to better things) and that waiting too long to play them means missing out on the fun. But if an online community dies so fast that you need to buy the game on day one to get in on the action, the game is probably terrible anyway.

Maybe if we all think a little more carefully about our purchases, developers will focus more on making games enjoyable and worthwhile, instead of coming up with a thousand other ways to get our money more quickly and more often.

Wednesday, September 26, 2012

Humble Bundle Strikes Again

As many of us already know, the sixth incarnation of the Humble Indie Bundle is on sale right now, and will be available for another six days. I didn't exactly come here to plug it — I'm not on their payroll — but it's hard not to say a few nice things about a pack of games that you can buy for almost nothing. (If you have no idea what I'm talking about, read this so I don't have to explain.) It's been more than two years since the very first Humble Bundle, and they've gotten a whole lot of good press since then, so there's no need for me to rave about how awesome it is. But, for the record, it's pretty neat.


Of course, despite the pay-what-you-want model, not everyone loves Humble Bundle. Some game developers have expressed doubts that being part of a Humble Bundle sale is really a profitable and worthwhile venture. (Customers can choose where their money goes, and the recommended "default split" for the current bundle is 65% to developers, 20% to charity, and 15% to Humble Bundle, Inc., but the average amount, per game sold, that a developer gets is probably rather low, since so many consumers will pay as little as possible instead of paying what they honestly believe the games are worth.)

Furthermore, a lot of people have some bad things to say about indie games in general. While many have taken the extreme view that so-called "indie" developers are the last hope for originality in a stagnating video game market saturated with too many nearly identical and equally overpriced first-person shooters, others go to the opposite extreme; they look at indie games and see cheaply made, outdated, pretentious hipster trash. In particular, any mention of "retro graphics" is sure to draw a lot of mockery and criticism, though the indie developers keep using this term in marketing their games, probably for the sake of appealing to older players and anyone else who treats "retro" as a codeword for cool.

If you like indie games and you don't have a job, the Humble Bundle is perfect for you. On the other hand, if you're not fond of indie games and other "retro" stuff, you should probably pass on this deal. The games in a Humble Bundle sale generally aren't the big-budget, high-definition, mainstream type. There's no such thing as a Humble Call of Duty Bundle as of yet, so good luck naming your own price for that.

I should also mention that "pay what you want" is slightly misleading... but only slightly. Technically, it's true, but the Humble Bundle guys aren't idiots; they do employ a few tricks to encourage customers to spend more than the bare minimum. (Otherwise, they'd probably never make any money, except from the generous and wealthy few who donate thousands of dollars.) While you can pay as little as one cent for the five core games that make up the bundle, you won't really be getting the whole bundle. There are always a few extra games, some added later in the sale, reserved for those who spend more than the average amount. (You'll also have to spend at least a dollar if you want keys to activate the games on Steam.) Since a lot of people choose to exceed the average contribution by one cent, so they can get all of the games, that average typically creeps upward slowly throughout the sale.

With the four games that were just added yesterday, Humble Indie Bundle 6 is now up to ten games: Rochard, Shatter, Space Pirates and Zombies, Torchlight, and Vessel can be stolen for a penny, but you'll have to beat the average (just above $6.00 now) to get Dustforce, Bit.Trip Runner, Gratuitous Space Battles, Jamestown, and Wizorb as well. Five games for a penny is great, but ten games for six bucks and change is pretty good too.

It's worth noting, however, that Humble Bundles often include a few repeats, and this one is no exception. Specifically, Bit.Trip Runner, Gratuitous Space Battles, and Jamestown were included in Humble Indie Bundle 4, and Humble Indie Bundle 4 included (as a bonus) the first five games from Humble Indie Bundle 3. Sometimes, if you already own a previous bundle, you might find that paying above the average for the next one isn't as great of a deal as you might have hoped. Since activating a bundle's Steam key won't give you giftable copies of any games you already own, there's no benefit to buying a game twice. You'll just have to decide whether the other games in the pack are worth your hard-earned pocket change.

When the fifth Humble Indie Bundle came out last spring, I already owned Psychonauts, and none of the other games seemed appealing at the time, so I passed. In retrospect, I'm starting to regret this decision, since I've heard such good things about Bastion and some of the other games. I can only hope they'll be repeated in future sales. This time, I'm facing a similar dilemma: I already own Torchlight — arguably the most important game on the list, considering the highly anticipated release of Torchlight II last week — and I also bought Humble Indie Bundle 4 last winter — easily the best video game purchase I've made in recent memory. So I already own four of the games in Humble Indie Bundle 6, but six bucks for the remaining six games is still a sweet deal.

To put things in the proper perspective, Dustforce alone is currently $9.99 on Steam.

All in all, you can't really go wrong with the Humble Indie Bundle, since any one game is typically worth more than what you'll pay for the whole pack. And if you're content with only getting the five base games, you could always be a cheapskate and pay only a cent. Of course, if you do this, Humble Bundle, Inc. probably suffers a net loss due to bandwidth and transaction fees. Honestly, you might as well pirate the games, and I guess that's why so many people do so despite the fact that the games are practically free. Or maybe they just can't be bothered to put in their credit card information. Or maybe they don't have credit cards. Or maybe they pirate things out of principle because they're super bad-ass renegades who break all the rules because shut up.

The games in the Humble Bundle aren't just cheap. They're also free of digital rights management, playable on every operating system that matters, and available in torrent form in addition to a direct download. In other words, they've made an effort to appease even the pickiest of players. They've eliminated every good reason to pirate their games, but it still hasn't eliminated piracy.

I'm getting a bit off-topic now, but this is something to remember next time someone tries to justify piracy by citing high prices, intrusive DRM, inconvenience, or a general desire to deliver a slap in the face to big, evil corporations like Electronic Arts. The fact is that people turn to piracy no matter how low the price of the game, or how reasonable the publisher's behavior, just to avoid paying at all. It's not my place to judge those who engage in software piracy — the extent to which it actually harms the game industry is still up for debate — but pirates should just accept that what they're doing is a selfish act and nothing more. They should be able to make their decision and live with it, without trying to rationalize it after the fact, but they still come up with all kinds of excuses and pass the blame around. Simply put, they're in denial.

For those of us who don't mind sending a few dollars to the hard-working people who make our favorite pastime possible, the Humble Bundle is a great opportunity to grab a few interesting games without breaking the bank.