Going forward, whenever I'm doing an article which highlights a weak design feature, but not a game as a whole, I'll be using the "Fatal Flaws" tag.
In this case, the subject of discussion is Call of Duty: Black Ops's instruction manual. I know, weird thing to be concerned about right? Hear me out though.
Black Ops's manual for the Xbox 360 is a total of 12 pages long. One of those pages is the cover art, the next is your standard seizure warning an ESRB info page, followed by the table of contents, then we have a page about connecting to XBox Live, another is a blank "notes" page, two pages are your standard "software license agreement" begging you not to pirate the game, and finally we have the back page which discusses customer support.That leaves us with a grand total of 4 pages actually providing instructions related to the game.
I was shocked by this lack of content. Then, I pulled out my copy of Modern Warfare 2. It has the same amount of pages, and is almost the same exact text.
While most people wouldn't make a big deal about the manual, as it isn't really part of the game, it seems a shame to me. First, I find that manuals are often indicators of quality in games. Guild Wars's manual is, for example, over a hundred pages, with half of that length discussing the game's setting and cultures. It really emphasizes the effort the design team had put into developing the context of the game and told me right away that this would not be the last title set in the world of Guild Wars. Blizzard tends to take similar steps, with Warcraft 3's containing a piece of short fiction telling the story of the ancient evils which once beset its world. The recent Call of Duty manuals, however, seem like afterthoughts. If so little thought was put into this aspect of the product, the user may think, where else where corners cut?
Second, I am dissapointed in that game manuals have, historically, been a part of the process for me. When I got a new game a kid, I would be absolutely ecstatic about bringing home a new game. I had days of amazing fun and wonder in that box, but it couldn't be released until the car ride was over. This anticipation resulted in me opening the case and reading the manual on the ride home. I would read every word, contemplate the significance of esoteric terms, as these were often JRPGs at this stage of my life, and carefully look over each peace of art. Before the disk ever hit the tray, the game had already started for me.
Recently, I experienced this ritual again with Halo: Reach. The delivery man came to my door right as I was leaving for work, so I didn't have time to pop the title in the Xbox for a quick game. On my way out the door, I stuffed the instruction manual in my pocket. Whenever I had a free moment at work, I would pull it out and tear through it. This was, again, a highly designed product. It had little in the way of fluff, but was covered in Halo flavor graphics and full of information. On the down side, however, I think there may have been a technical problem with this manual. Anywhere I touched smudged the ink. I tried washing and drying my hands, but the problem persisted. It seems that graphics on every inch of the page might have been an overuse of ink in this case - or Bungie simply used a low quality printing service.
I hate that, over time, the trend has become to focus less and less on game manuals. I hate that this ritual may be lost on future generations of eager gamers.
Showing posts with label Call of Duty. Show all posts
Showing posts with label Call of Duty. Show all posts
Wednesday, November 10, 2010
Tuesday, November 9, 2010
Outdated Game Reviews: The Best (And Worst) Games of 2008
With all of this year’s big releases now on shelves, most gamers have more options than cash. So, to help you out, I’m breaking down the top five games of 2008.
#5: Left 4 Dead
PC, Xbox 360
You know how horror movies get better with other people around? That’s “Left 4 Dead”. The best horror game of ‘08 is co-op. It’s scarier, and more fun, than “Dead Space” ever was. Plus, when you’re tired of surviving the zombie apocalypse you can play as the zombies.
#4: Gears of War 2
Xbox 360
Futuristic marines with chainsaws and fully automatic weapons, a tried and true gaming formula. “Gears of
War 2” is the kind of game that makes you want to beat your chest and mark territory. The “Gears of War” series has deeper gameplay and better art direction than “Halo.” Chainsaws are better than gun butts. “Gears 2” is better than “Halo 3.” Deal with it.
#3: Grand Theft Auto IV
PC, PS3, Xbox 360
Let’s not ignore the games that came out earlier this year. “Grand Theft Auto IV” is still the last word on sandbox gameplay. The single player is not only the most enjoyable, but has the most sophisticated narrative in the series. Even without the online play, you’re not likely to wear the fun out of this game. Ever.
#2: Call of Duty: World at War
PC, PS3, Xbox 360, Wii
The “Call of Duty” series has become the most cinematic in gaming. The single player campaign is the gaming
equivalent of a “Saving Private Ryan” or “Band of Brothers.” If all games were like this and the acting was just slightly better, there’d be no reason to go to the movies any more. Plus, it’s one of the best online games of the year.
#1: Fallout 3
PC, PS3, Xbox 360
“Fallout 3,” is basically “Oblivion” with guns, better art direction, and infinitely better writing. It really lives up to its pedigree. The depth of this game means that, even without an online element, it’s worth every cent. “Fallout 3” is the best RPG of the year, and the best game of the year. I can only hope the real post-apocalyptic future will be this fun.
Far Cry 2
Yep, my least favorite game of the year is one that’s been getting great reviews. I’m sure it will end up in someone else’s top 5, but I hated it. It’s like the second Matrix movie. Something amazing was followed up by something terrible. The technology was there, the gameplay was there, but the designers failed to produce a fun game. Instead, Far Cry 2 felt like a boring, repetitive shadow of what once was.
#5: Left 4 Dead
PC, Xbox 360
You know how horror movies get better with other people around? That’s “Left 4 Dead”. The best horror game of ‘08 is co-op. It’s scarier, and more fun, than “Dead Space” ever was. Plus, when you’re tired of surviving the zombie apocalypse you can play as the zombies.
#4: Gears of War 2
Xbox 360
Futuristic marines with chainsaws and fully automatic weapons, a tried and true gaming formula. “Gears of
War 2” is the kind of game that makes you want to beat your chest and mark territory. The “Gears of War” series has deeper gameplay and better art direction than “Halo.” Chainsaws are better than gun butts. “Gears 2” is better than “Halo 3.” Deal with it.
#3: Grand Theft Auto IV
PC, PS3, Xbox 360
Let’s not ignore the games that came out earlier this year. “Grand Theft Auto IV” is still the last word on sandbox gameplay. The single player is not only the most enjoyable, but has the most sophisticated narrative in the series. Even without the online play, you’re not likely to wear the fun out of this game. Ever.
#2: Call of Duty: World at War
PC, PS3, Xbox 360, Wii
The “Call of Duty” series has become the most cinematic in gaming. The single player campaign is the gaming
equivalent of a “Saving Private Ryan” or “Band of Brothers.” If all games were like this and the acting was just slightly better, there’d be no reason to go to the movies any more. Plus, it’s one of the best online games of the year.
#1: Fallout 3
PC, PS3, Xbox 360
“Fallout 3,” is basically “Oblivion” with guns, better art direction, and infinitely better writing. It really lives up to its pedigree. The depth of this game means that, even without an online element, it’s worth every cent. “Fallout 3” is the best RPG of the year, and the best game of the year. I can only hope the real post-apocalyptic future will be this fun.
The Worst Game of 2008
Far Cry 2
Yep, my least favorite game of the year is one that’s been getting great reviews. I’m sure it will end up in someone else’s top 5, but I hated it. It’s like the second Matrix movie. Something amazing was followed up by something terrible. The technology was there, the gameplay was there, but the designers failed to produce a fun game. Instead, Far Cry 2 felt like a boring, repetitive shadow of what once was.
Wednesday, August 25, 2010
Featured Feature: Player Investment (Part 2)
Part 2: The Top Tier Problem
So, we've talked about what exactly "player investment rewards" are. Now, we're going to get into some of the current problems with prominent implementations of the feature. In this case, we're going to focus on rewards that aren't merely commendations, but rather tangible benefits within the game - ie: equipment and abilities.
In short, rewards designed to be the absolute best in their class pit players’ desire for uniqueness against their desire to accomplish and have their accomplishments recognized. This discourages customization for some and achievement for others. A title’s degree of variety and individual expression online is directly proportional to the number of equally valued customization options provided to players.
Prominent examples of this problem include Halo 3’s "hayabusa" & "recon" helmets, Modern Warfare’s weapon camouflage, and World of Warcraft's equipment.
Halo 3, for example, features 11 online armor variants available to most players. These variants are designed to provide players with a sense of individuality as they mix and match them, color them, and otherwise use them to form a unique persona online. Theoretically, this emphasis on individuality and the wide variety of tastes amongst the player base should result in a fairly even distribution of armor variants throughout the community.
This is, however, not the case. The “recon” and “hayabusa” variants, especially their helmets, seem to be far more common amongst those players who have unlocked them. The same is true of the other armor variants to degrees in direct proportion to the amount of work necessary to unlock them.This presents a problem, as the variety and individuality intended by the developer has been overshadowed by a second well intentioned feature, player investment rewards.
The same problem can be seen in many other titles, most notably those which make heavy use of such player investment rewards. World of Warcraft, for example, features thousands of weapons, but only a very small fraction of those are actually desired by its most committed players. When new and better items are introduced, they do not increase variety but rather replace others as the now most desirable "top tier" options. Players invest a great deal of time in order to receive these rewards, only to be forced to sacrifice their avatar’s individuality for the ability to display them.
High level mages, or roving Warriors style street gang?This problem is compounded by the fact that when a large portion of players display the same rewards, desiring recognition for their achievements, they, in fact, become less recognizable amongst the crowd of similarly outfitted characters. Thus, some may choose to forgo such challenges all together, knowing that they will not wish to display their rewards. Allowing the majority of the developer’s efforts to fall into such disuse seems not only to be contrary to the original design intent, but to also be poor financial investment.
Solutions
The simplest solution to this problem might seem to be the elimination of “top tier” rewards all together. This, however, inherently depreciates their value as player investment rewards.
A better solution, it seems, is to eliminate the singular nature of the highest tier options. The Halo 3 armor variants, for example, might have been unlocked via multiple separate but equal progressions. Some armor variants might be unlocked by campaign player progress and achievements, while others would be unlocked by multi-player progress and achievements. This would result in two top tier armor variants, doubling variety while both equally rewarding player investment and providing more opportunities for such investment. A form of this strategy can be seen in World of Warcraft, in which players may gain the game’s highest tier armors either from raids or arena combat. These two alternative paths provide equal statistical reward to players who choose either rout, yet also present aesthetic differences from one another. Thus, players are able to feel as if they are displaying their prowess, while not necessarily becoming identical. Further, the more specific nature of these rewards more accurately portrays the nature of the player’s excellence.
Another option, and one which can be combined with other solutions, is to provide variety within a single reward. Halo 3’s armor system does, for example, allow players to mix and match amongst their armor variants and choose a unique color scheme. Thus, two individuals may have very different character models, despite sharing the same helmet. The problem this raises, however, is that the head, and face more specifically, is a physical feature very closely linked to identity. There is a biological tendency to notice a person’s face before examining them as a whole which extends to online avatars. Even if two character models are different in every other way, similar faces, or helmets in the case of Halo 3, can reduce the sense of variety. Variety could be added to individual helmets, however, by allowing players to further customize the helmet. This could include multiple visor colors, textures, the ability to choose glossy or matte finishes, smaller accessories such as antennae or eye pieces, what have you. In Modern Warfare, players could be rewarded not with “Red Tiger” and “Blue Tiger” camouflage, but with “Tiger” camouflage which they could set the tint of as they wish. Simply put, granularity increases variety.
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Tuesday, August 24, 2010
Featured Feature: Player Investment (Part 1)
Part 1: The what and why of Player Investment Rewards
As the blog goes on, I’ll be establishing various ongoing features. Individual game analysis, developer profiles, etc. in some regular format. We’ll begin with a “Featured Feature,” in each entry of which I will analyze a particular game mechanic, its history, place in the industry, how it works, why it works, what’s wrong with it, how it can be better utilized, etc.
Over the next few days, we’ll be focusing in Player Investment.
Lately players may have noticed a trend towards greater degrees of character customization in their online games. Halo, Call of Duty, Battlefield, they’re all doing it. In the past it was the standard that all players began games as complete equals, with an even and thus fair footing. Now the emphasis has been placed, instead, on individuality and deep character customization. So deep has this gotten in some games that is borders on being considered an RPG element.
What players might not have discerned, however, is the cause of this trend. While it is easy enough to simply wright it off as stolen ideas, arguing that developers are simply trying to duplicate the success generated by either Halo’s visual customization or Modern Warfare’s tactical customization, this is an oversimplification. In truth, such features are a very wise business decision.
You see, these character customization options almost always have another common feature. Rarely are all of these options available to every player immediately. They are generally unclockables, options requiring the completion of some predetermined qualification before access to them may be granted. This effectively makes these customization options merely a small part of the industry’s larger trend towards rewarding player investment.
Player investment reward systems provide players with benefits in direct proportion to the time and effort they spend with the game. The simplest form of these can be seen in the MMMORPG genre, in which players gain quantified levels of power as they put more time into the game. The term “experience points” was originally intended to reflect an abstract measurement of a character’s life experience and earned knowledge. In this market, however, it could as easily be seen as an absolute measurement of the amount of investment a player has put into a particular title. It is no mistake, then, that even more complex player investment reward systems, such as those seen in Halo 3 and Modern Warfare, still retain the term “levels” and “xp.” They firmly establish a system of progression in terms which gamers know.
This sense of progress lies at the heart of any player investment system. Rewards be they new character model options, abilities, or even simple numerical values are not handed out in bulk. They are evenly distributed over a long trail, always giving the player one more reward to work for. This creates a “carrot on a stick” scenario, compelling the player to continue playing. Progress requires commitment.Such strategies simply make good business sense. The MMO genre, again, provides the simplest form of this. Due to subscription fees, the longer a player plays, the more money the developer will earn from them. In non-subscription based genres, however, developers still reap great benefits from invested players.
Online games, for example, are particularly dependent player investment. on the existence of an online community to function. Many games with some simple, tacked on multiplayer component soon have this feature rendered essentially non-existent by the fact that there are simply not enough players available to reliably establish game lobbies. By encouraging player investment, however, a developer encourages players to return time and again to the same matchmaking system, populating their multiplayer lobbies.
Beyond simply providing functionality, however, a well executed player investment system has been shown to increase the overall sustained population of online communities. This is desirable as more people playing more regularly is good for the bottom line. It provides a title with a good reputation and a greater likelihood that any given consumer will purchase the title. “Surely thousands of gamers can’t be wrong,” thinks the consumer. Every time your game is ranked on the top X most played online games on console Y during time period Z, that’s free advertisement. Most importantly, every player committed to your title is another mouth to spread the word. If they play your game for a week, you get word of mouth for a week. If they play it for a year, they’ll sell everyone they know on it.
On the marketing side, player investment can help provide a title with market control. It can help you not only be successful, but WIN. It's not secret that Modern Warfare and World of Warcraft are huge right now, enormous market titans with incredible player bases. What you might hear less about, however, is that they've done so well they've hurt other company's bottom lines. Many people are playing these games with such devotion that they simply do not have much time for other games. It is, for more time than is conventional, enough game for them. While this doesn't particularly help a non-subscription based game, it's a tremendous benefit for a series. A large portion Modern Warfare 2's success can be attributed to the fact that there was a large audience of Modern Warfare 1 players who had never stopped regularly playing the previous game, and the same will be true for Black Ops (though I'm skeptical of the series' continued dominance post-Infinity Ward debacle). The series did not leave its competitors any room to scoop up members of its player base, giving the sequel very little competition. It's not the nicest marketing strategy, but it moves units - short term and long.
Player investment works on even the most basic level. These systems actually make games seem more valuable to players. Biologically, human beings are predisposed to an "escalation of commitment," meaning that the more resources you spend on something, the more valuable you think it is. If you've spent several years in your house, for example, thousands of dollars on bills and upkeep and it catches on fire - you will likely be stuck in a conundrum. Even though it may be cheaper to move, buy a new house in a different location with the same features as your old house, your brain may compel you to spend more money on repairing your old house anyway. The $59.99 initial price tag, the hours of invested time, and any associated fees or accessories all build up to make the player value their investment more and more each day.
Don't be confused or frightened though. While all of these issues are from a developers perspective, they are by no means bad for players. The escalation of commitment, for example, contributes to a player's enjoyment of the game. The more they play, the more they like what they're playing. Player investment rewards can really drive a gameplay experience, keeping a game fresh long after it's no longer new.
That being said, however, no current implemented player investment strategies are perfect. Over the next few days I'll be going over some key problems with the most prominent such strategies, and ways in which they could be improved for the benefit of both developers and gamers.
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