The other day, I noticed a game called “Endless Space” on Steam. I’ve been interested in 4x space games since the days of Masters of Orion 2, and I haven’t really been that happy with anything that’s come out since then. (Yes, I bought MOO3, Sins of a Solar Empire, Galactic Civilizations, among others.) I had been preparing to create a 4x space game around the time I was finishing Empires of Steel, but the project was dismissed after failing to earn enough profit from EOS to fund my next project. Looking around the internet and finding some positive reviews of the game, I bought a copy – regular price of $30, but 25% off right now on Steam.
Endless Space is still in Alpha, so take any reviews with a grain of salt. Why exactly they’re selling an Alpha version is unclear. They have a project where people can get vote to guide the development of the game, but it seems a little late to be guiding the development of a game in Alpha. My suspicion was that they are running low on money, and they decided to start selling the Alpha version to fund the project. Continue reading →
A few months ago, Amazon announced that they were giving Amazon Prime customers access to their Video On Demand. I’m not an Amazon Prime member, but I order quite a bit from Amazon. For $80/year, I thought that sounded like a pretty good deal, since I was interested in some of the stuff they had – like Mad Men and some of their movies. I finally went to Amazon today and discovered that only a subset of the Video on Demand is free to Amazon Prime members. More specifically, of the 44,485 Video on Demand items, only 2,386 of them are free for Amazon Prime members. That works out to about 5% of Amazon’s catalog, and it included none of the videos I was interested in watching.
I have to credit Penny-Arcade for pointing this out today. It’s some games made by GameLoft that are basically clones of Blizzard’s games, but they’re built for mobile devices. Of course, all of this is legal — they aren’t using any of Blizzard’s source code, artwork, or product names. (And people say copyright is too restrictive and is strangling creativity. Heh, heh.)
See how quickly you can figure out what Blizzard games they’re cloning. It shouldn’t take too long.
I stumbled on this interesting graphic the other day. They looked at per-capita spending on music in the United States and adjusted for inflation. I think this is interesting on a few levels. First, it shows how the move to digital sales hasn’t rescued the music industry (despite the occasional claim that ‘if you give people a chance to buy it digitally, people will pay’). The movie industry has also taken a hit over the past ten years (a slight decline in box-office revenue of about 15% or so, and a larger decline in DVD sales and rentals). While I think these declines can be traced (at least in part) to piracy, I do wonder why the games industry hasn’t seen a similar hit, though I can think of a few factors that might be affecting things: the increased danger and difficultly of pirating games on consoles (e.g. the XBox requires a mod-chip and you can still get kicked off the Microsoft network, the PS3 wasn’t cracked for years), the increased danger of pirating software (because malevolent software is far more dangerous, since it can infect your computer with viruses), the music industry was generally pretty nasty and unlikeable, the money spent on music wasn’t seen as going to the artist but going to the rich “suits” at the top.
See if you can guess where on this chart Napster was released.
This also makes me think of other issues, like: what is “enough” money needed to sustain an industry, versus when artists/creators are overpaid. Software is something that increases the number of workers (i.e. costs and functionality) as more money comes in. Movies are a bit similar to software, in that, the more money that comes in, the more money is spent creating elaborate special effects. It’s harder to argue that music gets better if a band is paid $1 million versus $20 million a year.
According to the Terminator series, today was the day that the machines attacked humanity. (At least, according to the Sarah Connor Chronicles. The date moved further into the future as the Terminator series progressed.) Be thankful tomorrow that you aren’t waking up in a dystopian future.
In line with “finally checking out some games I missed”, I downloaded the demo to Torchlight the other day. The demo gives you two hours of play time. It was pretty much what I expected: a dungeon crawler with lots of hack and slash. Not much in the way of story, not that I really care. One friend told me that he played lots and lots of hours of it.
I have to admit that these types of games don’t hold that much appeal for me anymore. I didn’t even play any of the Diablo games when they came out. Of course, there was a time when I spent tons of hours playing that type of game. I played the old Dungeons of Moria when I was a kid, and spent way too many hours on it. Here’s what it looked like:
Torchlight felt a little bit like the old Moria game with much better graphics, animation, a little more variety, a few side-quests, and not much story. The problem is that I’m kind of over those types of games. I used to feel a sense of accomplishment when I’d level up my character in role-playing games (a sense of accomplishment that would quickly fade as soon as I walked away from the computer). But, I don’t even feel that with the new Torchlight game. I remember one game developer calling certain types of games “immoral” because they played on our sense of accomplishment to get players spend hours doing tasks by rote. That description applies not only to RPG “grinding” but he was also attacking Facebook games.
I think if Torchlight was a little more challenging, I might’ve enjoyed it more. Admittedly, I started the demo on “easy” because I’m never quite sure what to expect in a new game and don’t want to get in over my head while I’m still figuring things out. I played the full two-hours of the demo, and my whole strategy was simply to walk into every group of enemies and start slashing. Heck, I didn’t even have to attack. I could just turn-on my shadow armor, and it would automatically attack enemies next to me until they were dead. I was basically Superman. It worked really well. I accumulated something like fifty heal potions, and only needed to use one of them in the whole two hours I played. The main challenge seemed to be sorting out my inventory – I could only carry so much stuff, so I needed to sell off my stuff every twenty to thirty minutes. The other “challenge” was that my mouse-button finger got really tired of all the mouse clicking I had to do. It was interesting to see some new enemies and dungeons as I progressed in the game, but none of them were challenging.
Getting back to Moria and the issue of strategy: it was really easy in Moria to get yourself killed. You had to be careful, and you had to run away. I remember when I first encountered dragons in the game. They were far more powerful than I was. I eventually figured out how to create a trap for them. In moria, you were able to cut through the rock and carve out your own tunnels. I eventually figured out a way that I could carve my own tunnels to trap them and then kill them with ranged weapons without taking too much damage. Of course, there’s no sense of strategy or creativity needed in Torchlight; you can just rush forward and start clicking to swing your sword around. Even if I had played on difficult, I think the strategy would merely consist of drawing one enemy away at a time, and using ranged weapons while staying outside the enemies’ attack range. All the enemies seemed to move slowly, so it’s pretty easy just to back up and take some more shots at them. You don’t even have to use ammo in Torchlight – you’ve got an infinite amount of it.
I’ve been spending some time checking out some of the games I missed out on the past few years. I missed out because I was always working on my own game, and my laptop didn’t have much graphics power. But, now I’ve got a little more free time and a good laptop.
One thing that astounded me was that Fallout 3 didn’t have a demo. I was talking to a friend of mine recently about having played the original Fallout 1 and 2, and was curious about the newer games and whether they did a good job with them. He said Fallout New Vegas was really good, but there were some problems with the game at release. Specifically, he mentioned this video, which is actually a pretty odd glitch in the game:
Anyway, Fallout New Vegas doesn’t have a demo, either. At this point, I won’t even bother buying a game without a demo. I want to see if the game is done well, whether I’m into it, whether there are a lot of bugs, whether it runs okay on my machine before I buy it. It’s shocking to me that they wouldn’t release a demo. Anyway, my friend said he’s loan me his copy of the game so I could check it out. I tried to install it tonight and got this error:
Duplicate Product Code
The product code you’ve entered has already been activated by an existing Steam account, and is therefore invalid. Your activation of Fallout New Vegas Retail has not been completed.
I have to admit: when I watch videos like this, I can’t help but think about game ideas. Like the video I posted a few weeks ago with the pencil-sketch war tribes, this makes me think of a civilization-style game where people control tribes, each with their own unique personality, culture, and appearance.
All I can say to this is wow! I’m shocked that he can play games, and also a little surprised that Abe’s Exoddus contains enough sound clues to allow someone to play it without seeing the screen. I’d have to imagine that games like Super Mario Brothers couldn’t be played like this, since there are moving enemies and a lot of small, moving platforms.
This is a pretty impressive tech demo from the Crytek team. I’ll be looking forward to seeing more 3D Engines capable of this kind of thing in the future.
Just recently, the Unreal Engine changed their licensing cost. Now it’s 25% of all revenue after the first $50,000. That seems like a decent deal, especially for small game companies who’d never be able to afford the flat rate of $350,000 or more. (All the good 3D Engines over the past 10 years would cost a flat rate of $350,000 or more, which always put them out of reach of any small company.) Although, I suppose a 25% cut could get pricey for bigger-budget companies that are bringing in millions.
I’ve been working with an open-source 3D engine for work, and it has me itching for a commercial engine that runs fast, has advanced features, and has the glitches worked out.