Showing posts with label Xbox LIVE. Show all posts
Showing posts with label Xbox LIVE. Show all posts

Monday, 30 August 2010

I just don’t ‘get’ Halo

With the imminent release of Halo: Reach I thought I’d throw my hat into the ring and explain why I won’t be buying it; I just don’t ‘GET’ Halo. And I have tried. I got a copy of the first game free with my first Xbox console. I played the second game through in a co-op multiplayer, but there my experience ended, for a while anyway.

Halo is huge, I understand that. Aside from the games, which have sold more than 34 million copies worldwide, the series has spawned 6 best selling novels, comics, toys and other merchandise making the Master Chief and the non-oiled-up Spartans icons of the modern gaming age. But, for me, Halo just doesn’t do it. I have had cause to consider why recently, and what I found has surprised me.

I love sci-fi. I enjoy StarTrek, Star Wars, Battlestar Galactica (old and new) and films like Serenity and 2001: A Space Odyssey rank among my favourites. From a gaming perspective I grew up playing Elite and other Space based games as well as early FPS games such as Doom and Duke Nukem 3D. More recently tiles such as Mass Effect and Dead Space have sapped countless hours from my life so Halo’s setting, themes and back-story should have me gripped right? Sadly no.

Then what of the FPS genre itself? I have played and enjoyed more FPS games than any other genre I can think of. From Goldeneye to Wolfenstein, Band of Brothers, Call of Duty, Left 4 Dead, Rainbow 6; there’s nothing I like more than running around a well-rendered map staring down the sights of weapon at my enemies and then ending them. Again, Halo ticks this box as one of the archetypal titles in the FPS genre, so why don’t I care about stopping the Covenant from overrunning Earth and destroying humanity the best way I know how?

One of my biggest complaints about a lot of FPS games is the formulaic nature of vehicle-based levels. Sitting on the back of a Jeep firing mindlessly at anything that moves tends to bore me and many excellent titles fall at this hurdle, in my opinion, but the Halo games don’t. They do vehicles well, with multiple vehicular positions, driver, passenger and gunner, giving variety to the portions of the game that they occupy. But it still doesn’t grip me.

So what about graphics? Is it that the colourful settings and characters, the brilliant blue skies and the bright green or purple vehicles have soured my perception? Again I don’t think so. Games like Borderlands have much more bright and cartoon graphics than any of the Halo series and yet I thoroughly enjoyed rampaging around Pandora’s bright wastelands.

And what of gameplay? Halo was one of the first FPS to integrate more complex console controls into an ergonomic and instinctive control system. It’s multiplayer, whilst not new, was a great addition and dominated Xbox LIVE for a very long time, even after Xbox 360 came along. I used to play Halo 2’s multiplayer on split screen with my friends and we had a lot of fun, but I still preferred Soldier of Fortune’s multiplayer, which seemed more considered and somehow less ridiculous. Recently, when trying to organise an online get together with my friends we discovered that of all the games we collectively owned Halo 3 was the top hit, and out of all my friends I was the only one without a copy, so I acquiesced and bought it from Amazon for a mere £10.

When it arrived I decided to give Halo another chance, not just for multiplayer shenanigans, but also on the single player campaign. This was when I had my epiphany. A mere two levels into the game I realised why it was that I didn’t love the other games, or care about the release of ODST; the missions seemed fake. I’m not talking about realism, I have written before about how I feel realism is not required or indeed possible in games, but a feeling of pointlessness and fakeness about the motions of the game. The player seems herded through the story rather than driven or lead, the voiceovers seem strained and unconvincing and you can’t aim down your weapons sights! It’s a minor thing, I know, but I ‘feel’ more involved in a shooter if my left trigger raises my sights to my eye so that I can take better aim. Halo’s weapons feel like toys too, with the colourful beams of light slowly causing damage to the enemies rather than short, sharp, loud explosive thumps hammering against your foes with thunderous impact. The sound distracts me, the weapon noises are dull and the enemy vocals are just plain annoying, especially those squealing little buggers.

For all of its individually excellent aspects, Halo just doesn’t come together for me or make me want to care. I don’t feel driven as I progress the game and I don’t get that feeling of achievement when I pass a particularly difficult section of the game. The drama of Halo is lost on me and I think it is mainly my fault. With so many fans of the series around the world I’m clearly the difficult one here, but I won’t apologise for it, and I won’t pay for something that I know won’t entertain me.

So this year while many of you are spending your time with Reach, I’ll be happily battling Dead Rising 2’s zombie hordes, enjoying some post-apocalyptic gambling fun in Fallout: New Vegas and giving more of my money to Activision for the latest Call of Duty, but I won’t be sharing in the Spartans’ adventures. I’ll still be playing Halo 3 multiplayer with my friends, mainly so that I can spend some time having fun with them, but I won’t be buying any more Halo games and I don’t feel that I’d missing anything anyway. I don’t hate Halo, I just don’t ‘get’ it.

Tuesday, 20 July 2010

DLC: Elongating gaming experience or simple profiteering?

DLC may now be an institution in gaming, but it is not a universally acclaimed practice. There are complaints about cost, and the deliberate withholding of content by game developers from the release of titles to ensure extra revenue streams shortly after the bulk of initial sales are made. DLC add-ons for games like Fallout 3, GTA IV, and Elder Scrolls IV: Oblivion are touted as a great value by developers and gamers alike, as they represent entirely new content created after the game's release.

Other "DLC," however, such as the downloadable costumes for characters in Street Fighter IV were not, in fact, downloads. They already existed on the disk. Players pay for unlocks, not downloads, and therefore many of them feel they are paying twice for content. Many gamers also feel cheated when add-ons are released shortly after the release of the game proper, for example the extra downloadable missions for Assassin’s Creed 2 and Mass Effect 2. If this content was available so close to the release of the game, why wasn't it included to begin with? Capcom faced criticism over Resident Evil 5, which had a downloadable Versus mode. When players paid and downloaded the content the file size was a mere 2 megabytes, leading players to believe that this mode was on the disk already.

When loyal fans discovered that the first batch of content for Bioshock 2 was already on the disk, they felt rightly affronted and expressed their anger on forums and with direct appeals to 2K Games, the developers. But is there a reasonable explanation for 2K’s choice to block content like this? They retorted to criticism in a calm and low-key fashion, explaining in a short post that the decision had been made due to the way that post-release DLC is made. 2K argued that if the extra multiplayer levels were developed separately at a later date then gamers would be separated from their friends in online sessions, if one set had purchased the DLC and the other had not. This is apparently due to how players are grouped in multiplayer. They seem to suggest that if you have downloaded post-release DLC then you will only be grouped with other players that have it, but if the extra content is present on the disk then players can be grouped together when playing the basic multiplayer levels, even if some had the DLC and others don’t.

So this begs the question: why not simply make the maps available for all? The customer had already paid a lot of money for the game, so why don’t they deserve to have access to all of the content? It brings us to the sad conclusion that developers do see DLC primarily as a way of generating cash. Even with 2K’s explanation, which if true could hold for the Street Fighter and Resident Evil examples too, then they are making a conscious choice to charge more for content available at the game’s release. From a business stand point this is understandable, as selling DLC can net vast sums of money. Call of Duty: World at War generated $70 million from its map pack sales alone; but there is a clear line between what people consider to be value for money and what is seen as simply profit generating extras within the realms of DLC.

It is possible that DLC is produced on a separate budget from the main game, and that it is developed in tandem. If this is the case the 2K’s explanation may hold some water, as the development costs would need to be recovered. It also leads to the conclusion that if multiplayer DLC is so difficult to integrate then the future of DLC may be on-disk. That being the case then I would suggest that the DLC tag be dropped and the term “unlockable content” may be a suitable substitute. This doesn’t make the players feel any better about shelling out cash for more game, but it doesn’t wrongly lead them to believe that what they are paying for is being downloaded separately either.

Judging from what is posted in the forums and chatrooms of the gaming world, gamers don’t mind paying for DLC if they deem it value for money. There are many examples of excellent DLC which adds so much to the gaming experience, but the large sums of money created by DLC has made the industry greedy it is now rare to find a game release that doesn’t have some form of DLC attached. Ultimately gamers are the judges in this trial and the only way for their complaints to hold weight would be to boycott the purchase of DLC considered below par, or which is obvious profiteering.

That all said, Xbox LIVE is the biggest online DLC provider and a business model that remains extremely profitable, so as long as we keep downloading it appears that they’ll keep charging. Perhaps players should take a look at what it is they’re paying for though, before they part with their hard earned Microsoft points.


I wrote this article for Game Kudos, a new web publication. It can be viewed in its edited format here.


Friday, 4 June 2010

The etiquette and idiocies of in-game chat

With the advent of multiplayer networks, such as Xbox LIVE, a new level of interactivity in gaming has been possible. In the past the only way to enjoy a console game in the company of your friends was to do so together, in the same room using split screen multiplayer games such as Golden Eye (007) on the N64. This had its own charm, of course, not least because it meant you would be spending time with your friends whilst engaging in some co-operative team based mayhem or simply blasting each other into the Stone Age.

With Xbox LIVE came in-game chat. Players could now have the same joshing banter with their friends while enjoying a game, despite being geographically separated. This doesn’t mean an end to groups of friends convening at one place to play, just an addition to the gaming experience.

However, with in-game chat came a problem: strangers. It is entirely possible to converse, in-game, with people you have never met, and who aren’t even on your “friends” list of gamer-tag contacts. As you can’t see the person you are talking to, and don’t know them, this could open up a Pandora’s box of multiplayer problems. Although a vast majority of gamers are at least polite and congenial during heated exchanges of gunfire or whilst sneaking up on an unsuspecting guard from two flanks, frustratingly, some of the people encountered in the game-o-sphere can be most politely described as idiots. There are those who are simply abusive; who curse vulgarly and launch violent verbal assaults upon anyone they deem to be lesser gamer, or who has simply done something, in-game, that they didn’t like.

These angry shouting morons are one of the main reasons that many people choose not to use their console’s voice chat feature and play muted. This doesn’t entirely remove from their gaming experience, but they aren’t then able to interact with other human players, for the banter, for the tactical exploitation of information that they wouldn’t otherwise have, or just to gloat (in a Gentlemanly/Lady-like way, of course) after a particularly spectacular kill/stunt/crash. There are also idiotic tendencies with regard less experienced gamers playing co-operative games. Very often the infamous words are heard “Help me, I’m over here!” without reference to where “over here” is. Unlike in real life a comrade’s panicked voice doesn’t come from any particular direction that you can follow, it’s transmitted directly to the ear. Where are you? I want to help, but you aren’t helping me to help you!

Finally, although there are many other examples, one of the most annoying traits of uncouth chat fiends is the unacceptable practice of male gamers being abusive to female gamers on the basis of gender. Some male gamers seem to think that they have an inherent right to gaming and if they get “humiliated” online by the superior skills of a “mere girl” then they retort with a torrent of inexcusable insults.

The idiocy plaguing multiplayer chat can be stemmed with the judicial application of etiquette. Be polite, don’t be overly aggressive or abusive and treat other gamers with the same respect with which you would wish to be treated. Above and beyond all of that, even if you are losing, remember: It’s only a game.

Id like to tip my figurative hat to a gentleman friend of mine with whom I have spent countless hours enjoying multiplayer gaming using in-game chat, and whose drunken suggestion led to this article. I salute you, sir.