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Lestrade Mary McMoePanties

Joined: 04 Dec 2006 Location: Toronto
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Posted: Sat Feb 17, 2007 6:28 pm Post subject: Give Me Less for Less: Thoughts on Downloadable Games |
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I have a copy of Ridge Racer 6 for my Xbox 360 that I haven't played in several months. Every so often I get the "Ridge Racer itch," and can't wait to get home so I can experience that familiar feeling of whipping around a corner at high speed, neck-and-neck with a computer-controlled competitor.
To me, Ridge Racer is all about the now-oft-quoted "30 seconds of fun"—the game is, essentially, that moment between turning into a high-speed drift and overtaking your AI opponent at the last second because of this bout of driving prowess. When I think of playing Ridge Racer, this is what I have in mind. When I daydream about playing Ridge Racer, this is what I want to be doing.
But between me and this moment—the one I've been thinking about all day at work, on a whim—are many obstacles. Loading times, menu screens, myriad options, progress summaries; all these keep me from getting to the moment I want to play.
I'm hoping that downloadable games will change all this.
Right now, Xbox Live Arcade is a haven for ports and updated classics, with few original games slipping through. There are rumblings (and by consensus I suppose we'll all find out at GDC) that Sony is taking a slightly more aggressive approach to downloadable content; they don't just want to make it a second stage item, they want it to be an integral part of the core experience. Sony has, by accounts, key developers working on important titles—some a bit big, some more modest—for the Playstation Network. These developers aren't being treated as second-class teams, nor are they perceived as copping out of the main game. No, it seems that high-def and high-speed are going to be trotting hand-in-hand down a beach sometime soon.
And why shouldn't they? Microsoft in particular should be leading this charge—and some would argue that with XNA, they are. But both publishers and developers need to be made to understand one simple thing: we now effectively have two distribution methods, both of which are perfectly valid.
So, back to Ridge Racer. That Ridge Racer experience is a very boiled-down, core thing, as I've mentioned. I don't see the value in having a full-price disc and case sitting around to accommodate an experience that may only last me 30 minutes at a time. I don't see the need for a "world explorer." Just as I am only too thrilled to have Ultimate Mortal Kombat sitting on my Xbox 360's hard drive, ready for that moment I need to scratch the "freeze a poor sap and bust his icy balls over my shoulders while a disembodied voice congratulates me" itch, I feel that a game like Ridge Racer—an arcade game, remember—only needs to provide me with a beautiful opening cinematic (starring a lovingly rendered Reiko Nagase and, yes, a few cars, I suppose), a handful of vehicles to choose from, and a good selection of tracks on which to race to be a genuinely compelling piece of video game content.
To some people, this might be heresy. But I have this odd feeling that if there was a Ridge Racer equivalent of Gran Turismo HD for the Xbox 360, I wouldn't even touch a full Ridge Racer release. But you know what? I would probably pay five dollars for it.
Now, I'm not talking about demos here. What I'm talking about is a fully-functional game that happens to use a download service as a valid reason not to stuff it with superfluous extras. This hypothetical XBLA Ridge Racer would have, in my mind, a grand prix mode (say, races across eight tracks randomly chosen from a palette of 12 or so), an online versus mode, and a time trial mode. I mean, it's an arcade racing game—what more do you need? Its menus would be beautiful and lean, high-res and minimalist. There would be an image of Reiko Nagase right there on the title screen, the one that begs you to press Start, as if you hadn't thought of it before.
In this new, download-friendly world, developers would rethink the games they're making and the delivery methods they've been using all this time. They would think, "Shit, if we're not going to bother putting anything extra in Virtua Fighter 5, why not just make it a download?" They would stop trying to cram games that take those beautiful 30 seconds and lavish you with them for a half-hour at a time, and they would release them as the impulsive, transient experiences they are.
And they wouldn't have to feel guilty about it. _________________ Illustration Portfolio | The Gamer's Quarter |
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dementia

Joined: 05 Dec 2006
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Posted: Sat Feb 17, 2007 8:29 pm |
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| I think PSN is heading that way what with the bare-bones Tekken DR and GTHD. |
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gooktime

Joined: 04 Dec 2006 Location: no
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Posted: Sun Feb 18, 2007 9:31 pm |
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That was a good read and I like the cut of your jib.
I might get ASSAULTED for saying this, but I kinda liked the 'microtransaction' model used for Lumines Live. You could just buy the minimal amount of content if you can't be bothered with VS CPU and so forth, or buy the whole thing for still only a small cost. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sun Feb 18, 2007 9:44 pm |
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| gooktime wrote: |
I might get ASSAULTED for saying this, but I kinda liked the 'microtransaction' model used for Lumines Live. You could just buy the minimal amount of content if you can't be bothered with VS CPU and so forth, or buy the whole thing for still only a small cost. |
I'd agree with you there, but after comparing it the PSP version (which I had only heard about but never played until recently) I still can't help but feel a little ripped off, because what is there (in Lumines Live) seems to be of mostly inferior quality. That said, I'm sure I'll probably pay for any and all future content packs since I've already picked all of them up so far. </hypocricy>
I do like microtransactions for other things and I think so far XBLA is what has made my experiences with the 360 be mostly positive. I've gotten very strapped for time and have a shorter attention span than I used to these days, and those sorts of titles you can pick up and play and then drop without much commitment are really the lifeblood of my gaming activities lately. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Mon Feb 19, 2007 2:08 am |
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| everybody loves unreal 3 = nothing but good news for this |
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rye
Joined: 06 Dec 2006
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Posted: Mon Feb 19, 2007 5:44 am |
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| dementia wrote: |
| I think PSN is heading that way what with the bare-bones Tekken DR and GTHD. |
Yeah, if anything is going to convince me to buy a PS3, it may ultimately be PSN, simply for this and all of the aforementioned reasons in Lestrade's (excellent) post. PSN seems to have the most potential as an online marketplace at this point.
It would be neat if nintendo did a new bit generations series for virtual console—or just converted the current set into something playable on a big screen. i'd love some more coloris. |
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Mon Feb 19, 2007 6:04 am Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| Lestrade wrote: |
| So, back to Ridge Racer. That Ridge Racer experience is a very boiled-down, core thing, as I've mentioned. I don't see the value in having a full-price disc and case sitting around to accommodate an experience that may only last me 30 minutes at a time. |
Not trying to get personal here, and I appreciate Lestrade's efforts to think about things and sort out new distribution ideas, but...
I think people who "don't see the value" in having a full "standard" release of arcade style games should go jump off a fucking bridge. Buying into the ridiculous misconception that games that are pure gameplay and can *gasp* be enjoyed in 15 minute increments are somehow less worthy than bloated crap stuffed full of fetch quests and epic stories... I don't even know how to describe how that sickens me.
And really, can't you simplify most games down to such a simplistic interpretation? Isn't Dead Rising pretty much about the tiny thrill of picking crap up and bashing it into zombies? Isn't Gears of War about jumping out from your cover and popping a cap in something? Saying that Ridge Racer's only purpose is for the joy of drifting around a turn is way too simplistic. Why not just turn Halo 3 into a one level "blast the aliens" game and sell it for $5? It seems like what Lestrade is looking for is here already in the form of DEMOS - don't be like EGM and insult any game that doesn't fit into the modern blockbuster archetype. And for the love of god don't let game publishers get the bright idea that some of us would pay $5 for something they give us as free demos now.
I do like having lots of tracks, cars, and music tracks in my Ridge Racer. I like a bunch of single player challenges, I like full featured online modes. The idea that Ridge Racer is somehow less of a game that it deserves to be edited into a 10% chunk of the full release and sold for 10% of the price is an idea that I quite simply hate. And why stop at Ridge Racer? Aren't Burnout, Need For Speed, and Project Gotham the same idea? Quick racing thrills. So why bother making them full games. Shit, you like the idea of GTHD, make Gran Turismo and Forza bite sized downloads too.
If there's one idea from Nintendo that I can truly get behind, it's that simple pick up and play experiences are a complete value. They aren't a lesser type of game than a sprawling sandbox adventure or a 80+ hour RPG. |
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Ebrey
Joined: 05 Dec 2006 Location: Los Angeles
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Posted: Mon Feb 19, 2007 9:01 am |
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Firenze your post is puzzling. One moment you're talking about how much you like extra modes, then you're praising simple pick up and play experiences.
I agree with Lestrade 100%. It'd make more sense to pay $10 or $20 for arcade-style games than buy them bundled with another arcade game or saddled with extra crap. The problem is that most of the extra crap requires almost no effort for the developers to add in, so if they can sell the game for twice as much with the extras they'll want to do it. |
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gooktime

Joined: 04 Dec 2006 Location: no
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Posted: Mon Feb 19, 2007 9:13 am |
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| Quote: |
| I think people who "don't see the value" in having a full "standard" release of arcade style games should go jump off a fucking bridge |
I don't think it's about undervaluing these games, rather that they go hand in hand with modern storage solutions and such.
Lets say Ikaruga is 17mb, why hamper that experience by shipping it on a CD or something, when we can take advantage of being able to launch it in a couple of button presses at any time! |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Feb 19, 2007 11:59 am |
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| I pretty much agree with Lestrade, here. One could sell a barebones arcade racer or fighting game for $5-10 and perhaps go the Lumines route of selling additional content to those that want it. For example, the PS3 version of Virtua Fighter 5 has a fairly heavily cut down training mode compared to that of VF4 Evolution on PS2, but if player demand could directly fund additional modes the players want, people would go for it. AM2 could sell a barebones VF5 for $10-15 (Arcade, VS, Survival, Training) and have the premium content (Quest mode, VF.TV, AI Training) as a downloadable for fans for another $10-15. I think people would be more inclined to a few little amounts over time than be confronted with $60 price tags. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Mon Feb 19, 2007 4:44 pm |
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I think what Firenze is trying to say (correct me if I'm misinterpreting, Firenze) is that pick-up-and-play games shouldn't be considered a seperate category of game, or be looked at as less valuable. That is, it's not fair to a game like Virtua Fighter or Ridge Racer to boil it down and slap a budget price on it simply because you can pick up the game and play it and then leave it behind again. That those games are more than just the thrill of the powerslide or the K.O.
Abruptly switching back to Lumines Live:
Lumines Live was probably really cheap to develop. The existing framework was already there from the original. The original sold pretty well so they had likely already earned back all development costs on that. So they were able to release it in a bite-sized, cheap chunk that delivered the core gameplay and little else. (Now I will admit that I think the amount of skins provided in that core pack is insultingly small, but that's another post). With what I assume is very little effort and cost, they were able to reach an audience they hadn't earlier (non-PSP owners) and generate a little extra profit. To those developers I say 'bravo'. They didn't exactly nail the landing, so to speak, but in general they made a good show of it. |
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Mon Feb 19, 2007 5:00 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| firenze wrote: |
| Shit, you like the idea of GTHD, make Gran Turismo and Forza bite sized downloads too. |
Good idea! I'm kind of disappointed that Sony didn't go this route with GTHD. I like the $5 worth of content that I got for free, and would have gladly paid $5 for just as much more content. If I ended up completing that I would have been willing to pay $5 for just as much more (and so on and so forth).
As long as I have a reason to keep playing I'll have a reason to keep paying.
-Wes _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 19, 2007 7:58 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| firenze wrote: |
| Lestrade wrote: |
| So, back to Ridge Racer. That Ridge Racer experience is a very boiled-down, core thing, as I've mentioned. I don't see the value in having a full-price disc and case sitting around to accommodate an experience that may only last me 30 minutes at a time. |
Not trying to get personal here, and I appreciate Lestrade's efforts to think about things and sort out new distribution ideas, but...
I think people who "don't see the value" in having a full "standard" release of arcade style games should go jump off a fucking bridge. Buying into the ridiculous misconception that games that are pure gameplay and can *gasp* be enjoyed in 15 minute increments are somehow less worthy than bloated crap stuffed full of fetch quests and epic stories... I don't even know how to describe how that sickens me.
And really, can't you simplify most games down to such a simplistic interpretation? Isn't Dead Rising pretty much about the tiny thrill of picking crap up and bashing it into zombies? Isn't Gears of War about jumping out from your cover and popping a cap in something? Saying that Ridge Racer's only purpose is for the joy of drifting around a turn is way too simplistic. Why not just turn Halo 3 into a one level "blast the aliens" game and sell it for $5? It seems like what Lestrade is looking for is here already in the form of DEMOS - don't be like EGM and insult any game that doesn't fit into the modern blockbuster archetype. And for the love of god don't let game publishers get the bright idea that some of us would pay $5 for something they give us as free demos now.
I do like having lots of tracks, cars, and music tracks in my Ridge Racer. I like a bunch of single player challenges, I like full featured online modes. The idea that Ridge Racer is somehow less of a game that it deserves to be edited into a 10% chunk of the full release and sold for 10% of the price is an idea that I quite simply hate. And why stop at Ridge Racer? Aren't Burnout, Need For Speed, and Project Gotham the same idea? Quick racing thrills. So why bother making them full games. Shit, you like the idea of GTHD, make Gran Turismo and Forza bite sized downloads too.
If there's one idea from Nintendo that I can truly get behind, it's that simple pick up and play experiences are a complete value. They aren't a lesser type of game than a sprawling sandbox adventure or a 80+ hour RPG. |
While I think it's true that nearly all games have this short term appeal value (though I'd venture that genres like adventure, survival horror, and RPG are exempt), many games are focused on the long-term entertainment value of making progression through a larger story or environment and building your avatar up. There's a spectrum, with, say, Oblivion or GTA at one end, Ridge Racer at the other, and things like Dead Rising in the middle.
I love Ridge Racer 6 but I would've felt ripped off paying more than $30 for it (got it for $20, actually). I certainly haven't felt compelled to complete every little box on the grid but I did get worthwhile entertainment out of it. While some people are, I reckon the vast majority of people don't really feel the need -- and for those people, having a stripped down, more arcade-like version for a $5-$10 download would be very appropriate. _________________
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Mon Feb 19, 2007 8:04 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| SuperWes wrote: |
| Good idea! I'm kind of disappointed that Sony didn't go this route with GTHD. I like the $5 worth of content that I got for free, and would have gladly paid $5 for just as much more content. If I ended up completing that I would have been willing to pay $5 for just as much more (and so on and so forth). |
Sony already tried to go that way with the vaporware GT4Online as well as the "real" GTHD they promised. Who would want to unlock these cars via driving if they can buy them immediately? Of course, everybody was against such a blatant rip-off and wouldn't have bought it.
However, I wonder if we'll see GT5 pulling that stunt off and charging you for things like tracks and cars and whether these people claiming to be put off by such "evil plans" would still refrain from buying it if it's out with it's shiny GFX... _________________
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Mon Feb 19, 2007 8:21 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| Gironika wrote: |
| Sony already tried to go that way with the vaporware GT4Online as well as the "real" GTHD they promised. |
See, I'm convinced that it was never as bad as everyone thought it would be. I'm guessing Sony just didn't explain things very well. Sure, if they charged $60 for the engine and then another few bucks per car people would be pissed, but if they released a free HD concept and then let you build on it however you'd like while still giving you reasons to get through the game I think people would have been pretty happy.
The problem is, any time anyone mentions charging for downloadable content people flip out and assume they're going to get ripped off. I paid $50 for Gran Turismo 4 and only saw 10% of the content (if that). I'm not complaining about that because I know the 100% of the content is there if I'm willing to work for it. Using my experience as a basis, I wouldn't have had a problem paying $10 for 10% of the content even if it meant 100% of the content would have cost me $100. If I'm going to play through enough of the game to actually use all of that content, $100 is a bargain!
-Wes _________________
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aerisdead
Joined: 17 Dec 2006 Location: Toronto, Canada
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Posted: Mon Feb 19, 2007 8:57 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| SuperWes wrote: |
| I paid $50 for "game" and only saw 10% of the content (if that). |
This is the important core of any discussion on this matter
let us all read this sentence and reflect _________________ "Did you read that mr. ignorant new games journalist? YOU JUST DON'T FUCKING GET IT. "
-Alex Kierkegaard, better known as "Pikachu", irrationally responding to the wonderful gentleman who wrote the post you just read. |
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Shapermc crawling in his skin

Joined: 04 Dec 2006 Location: Chicago via St. Louis
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Posted: Mon Feb 19, 2007 9:29 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| SuperWes wrote: |
| The problem is, any time anyone mentions charging for downloadable content people flip out and assume they're going to get ripped off. I paid $50 for Gran Turismo 4 and only saw 10% of the content (if that). I'm not complaining about that because I know the 100% of the content is there if I'm willing to work for it. Using my experience as a basis, I wouldn't have had a problem paying $10 for 10% of the content even if it meant 100% of the content would have cost me $100. If I'm going to play through enough of the game to actually use all of that content, $100 is a bargain! |
So, lets turn this around to a game you actually HAVE finished and spent a lot of time with. Let's pretend that at the end of every chapter of FFXII that you had to buy the next section for $5 or $10, at approximately 1$ an hour, and it's a $20 game to buy. The game is 80 hours and you get about the first 10 for free. Many people who aren't people that would enjoy FF would say "Hey, this is a fantastic idea! I never play further than the first 5 hours anyways." But how would you feel paying $90-$100?
You can't make a grand sweeping statement like this just because you don't use 90% of a game, the point is that others do. Many others.
On top of all this I want to agree with aerisdead.
Also, with the model that Sony announced for GTHD it would have cost those people who do want to get 100% over $400 to get. _________________
The bad sleep well at The Gamer's Quarter |
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Mon Feb 19, 2007 10:10 pm |
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| Mikey wrote: |
| I think what Firenze is trying to say (correct me if I'm misinterpreting, Firenze) is that pick-up-and-play games shouldn't be considered a seperate category of game, or be looked at as less valuable. That is, it's not fair to a game like Virtua Fighter or Ridge Racer to boil it down and slap a budget price on it simply because you can pick up the game and play it and then leave it behind again. That those games are more than just the thrill of the powerslide or the K.O. |
Yes, you did correctly understand my feelings on this.
I'm buying Virtua Fighter 5 for my PS3 this week for $60. I guarantee you I will spend more time with it than any other PS3 game currently released. Yet it's a rather bare bones game in which "all you do" is fight 30 second rounds for a quick thrill. I've enjoyed Ridge Racer 6 more than any other 360 game (and RR7 is my favorite game on my expensive new PS3). I think Street Fighter Alpha 2 and SF3: Third Strike are the two best video games ever, any genre. All of these games can be completely enjoyed by playing for 10-15 minutes. I would gladly pay the same amount for them that publishers are charging for Lost Planet, Gears of War, etc. So yeah, it's insulting to hear that simply because a game is accessible and offers pick up and play fun, that it needs to be relegated to either the bargain bin or a cut-rate download.
Also I still find it somewhat odd that most here strongly support Nintendo in their recent "gaming for the masses" attitude. The majority of their current Wii philosophy is founded on games you can play for 10 minutes. Wii Sports, Wario Ware, Excite Truck, Mario Party, etc. But I don't hear people grumbing that Excite Truck should cost $6 (nor do I think it should). And it's essentially the same damn thing as Ridge Racer.
Maybe you're not really into arcade style experiences - at least not enough to warrant paying $60 per game for them. That's fine. I'm not really into GTA style sandbox games or FPS games. I won't be willing to pay $60 for Halo 3, but I'd buy it if it was a $5 download with less features. Maybe 5 levels, no co-op modes, etc. Since, you know, I'm not going to get my $60 worth and play 100% of the full game (I don't even play online FPS). It's all about just the simple mechanic of dodging and shooting, right? And I can get that in a miniaturized downloadable version.
That seems to be what you're saying - because you don't enjoy a particular style of game enough to buy it at full price or play it to completion, it would be better if it was cheaper. But every style of game has its own fans, and the game that you hold up as worthy of full price purchase is somebody else's "not until it hits the $9.99 bargain bin" title.
And this "essence of the gaming experience" thing is sort of silly to me. You can break any game down to its essential elements. And if that's all you care about, you CAN get miniaturized versions of the essential gameplay experience already. They're called demos. We get them for free. So are you really advocating stripped down games sold for less online, or enhanced demos that you pay for instead of getting them for free?
I'd gladly pay $6 for 10% of Oblivion because I don't want to bother with the whole bloated thing. But you see, it costs money to develop this stuff too. 10% of Oblivion (or 10% of Ridge Racer) doesn't cost the developers 10% of the retail versions that were released. You have to make your graphics engine work, make AI, do character models. The hard expensive part is there whether you make a huge epic game or a "bite size" version of the same game. So the way developers make that money back is by throwing in features as an offering to the reviewers and kids who think more = better. Then selling the game at full price.
And specifically to Tekken 5 DR - it isn't a good example of cut-rate downloadables at all. It's a tweak to a game that was released a couple years ago. Two new characters, some new moves, some upgraded resolution. They had no choice but to release it as a budget title if they wanted it on consoles at all, or else the bad press would be an avalanche. Compare with VF5, which since it's a legitimate full blown sequel gets a full release, along with great reviews that don't complain about it selling for normal retail price. But hey, both games are just about two people punching and kicking each other in an arena, right? And you can jump right in and play both for 10 minutes, right? So should they both be cheap downloads? I can't agree with that logic. |
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Mon Feb 19, 2007 10:19 pm |
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| gooktime wrote: |
I don't think it's about undervaluing these games, rather that they go hand in hand with modern storage solutions and such.
Lets say Ikaruga is 17mb, why hamper that experience by shipping it on a CD or something, when we can take advantage of being able to launch it in a couple of button presses at any time! |
The problem is that people, even those advocating downloadable games in this thread, seem to think that downloadable = worth less and should cost less. Ikaruga might not take up much storage space, but that doesn't mean it's worth less than Night Trap because Night Trap fills two CDs.
And how does Ikaruga being on a disc in any way "hamper" the experience? Downloads might make it easier to buy, but is a game any less playable by virtue of being on physical disc media?
And frankly I'm not jumping up and down with joy about getting rid of pesky physical discs. With stuff like Nintendo's "if your Wii breaks or is stolen, tough luck" stance, I'm not 100% comfortable with giving my access control away just yet. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Feb 19, 2007 10:27 pm |
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| firenze wrote: |
| And specifically to Tekken 5 DR - it isn't a good example of cut-rate downloadables at all. It's a tweak to a game that was released a couple years ago. Two new characters, some new moves, some upgraded resolution. They had no choice but to release it as a budget title if they wanted it on consoles at all, or else the bad press would be an avalanche. Compare with VF5, which since it's a legitimate full blown sequel gets a full release, along with great reviews that don't complain about it selling for normal retail price. But hey, both games are just about two people punching and kicking each other in an arena, right? And you can jump right in and play both for 10 minutes, right? So should they both be cheap downloads? I can't agree with that logic. |
It's logical because it would probably get more people playing those genres, which are already marginalised by big, so-called epic games. These games thrive in arcades because it takes a minimal investment to see if you like the game or not, and you can try out a few characters for a while for a couple of dollars. A "Basic" edition of VF5 at $10-15 is an attractive price to people for what is essentially a free play version of the arcade cabinet. Coupling this with, say, a free demo with a handful of characters to mess with would raise the profile of these titles immensely. An example of this would be to launch a free demo a month or two before the release of the downloadable basic edition, then give 2 or 3 weeks for people to see what they think before the full edition is released as both a downloadable and in a retail boxed copy. Word of mouth is one of the most important factors in game sales among the wider market (GTA3, Brain Training). It makes more sense for a game to have a month or two of consistent market presence through demos and other limited release options than to throw all your money trying to maximise the first week of sales. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Feb 19, 2007 10:44 pm |
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| firenze wrote: |
The problem is that people, even those advocating downloadable games in this thread, seem to think that downloadable = worth less and should cost less. Ikaruga might not take up much storage space, but that doesn't mean it's worth less than Night Trap because Night Trap fills two CDs.
And how does Ikaruga being on a disc in any way "hamper" the experience? Downloads might make it easier to buy, but is a game any less playable by virtue of being on physical disc media?
And frankly I'm not jumping up and down with joy about getting rid of pesky physical discs. With stuff like Nintendo's "if your Wii breaks or is stolen, tough luck" stance, I'm not 100% comfortable with giving my access control away just yet. |
Downloadable games should cost less though, because manufacturing costs for a disc (no matter what size of game you're putting on it) will be more expensive than throwing them onto the Xbox Live servers. The only notion of perceived value that matters is that of the company selling it. Ikaruga being on a disc "hampers" the experience because people have to store the disc/box/manual somewhere in their home and dig it out when they want to play it. Also be aware that read times from a HDD are superior than that of a disc, so.
I would dearly love to have all my 2D fighters on a HDD in one console instead of spanning an xbox, a PAL PS2, a JP PS2, and a Saturn. If Capcom/Sega had a brain in their head they'd have a good CPSII/Model 2 emulator ready for all the next-gen systems with a decent once-monthly schedule of releases, and the minimal marketing push it takes to let people know that these games are up for download. As it stands all of the download services are pretty tragic in their own ways (though I'll give the PSN a free ride because they seem to actually be trying, there). That Steam outclasses every console service is a disgrace given how decentralised the PC market is in relation to a heavily controlled enviornment like Xbox Live. Get your shit in gear, publishers. |
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JamesE banned
Joined: 05 Dec 2006
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Posted: Mon Feb 19, 2007 10:47 pm |
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| Steam is bad, bloated, crashy shite |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Feb 19, 2007 10:51 pm |
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| JamesE wrote: |
| My computer is bad, bloated, crashy shite |
Steam works fine nowadays pilgrim |
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JamesE banned
Joined: 05 Dec 2006
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Posted: Mon Feb 19, 2007 11:25 pm |
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Oh fuck off
Steam is a stupid, unecessary program. It exists only as a draconian anti-piracy measure. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Feb 19, 2007 11:45 pm |
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| JamesE wrote: |
| Steam is a stupid, unecessary program. It exists only as a draconian anti-piracy measure. |
And, you know, for Valve(and Activision, Popcap, 2K Games, Majesco, Firiaxis, BioWare, Introversion, even Garry) to sell their games on. Here's the thing, see: it has a lot of games on it, at a decent price, with free weekends and price cuts and nice little offers like that. I'd wager it was quite a bit more work for Valve to put all that together on PC than the shambling mess that Nintendo's service can be (God, knowing how long it takes to load the Shopping Channel is enough to put me off checking for new games sometimes), and the mostly-pap Live downloads.
All these console-based services have individual good points but there is just so much that is missing that really shouldn't be at this point in time. |
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Tue Feb 20, 2007 12:21 am Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| Shapermc wrote: |
| So, lets turn this around to a game you actually HAVE finished and spent a lot of time with. Let's pretend that at the end of every chapter of FFXII that you had to buy the next section for $5 or $10, at approximately 1$ an hour, and it's a $20 game to buy. The game is 80 hours and you get about the first 10 for free. Many people who aren't people that would enjoy FF would say "Hey, this is a fantastic idea! I never play further than the first 5 hours anyways." But how would you feel paying $90-$100? |
Actually, as I played through Final Fantasy XII I kept telling myself, "Holy shit! I can't believe they put this much love into something you can buy for $40!" I would have had no problem paying $100 for it if it was something I got $100 worth of entertainment out of (I easily have, which is ironic given that I was paid lots of money to play it).
| ShaperMC wrote: |
| Also, with the model that Sony announced for GTHD it would have cost those people who do want to get 100% over $400 to get. |
And these people would have gotten over $400s worth of use out of it. To get 100% don't you need to play the game for like 400 hours? Also, these people have 100% unlocked but how many cars do people who got 100% really use? I'd say 20 tops. Doesn't that lower the cost considerably? Doesn't it make it more like $100, with a game that's been totally customized to their play?
Also, your example lists a $20 downpayment on FFXII. It would more likely be free for the first 2 hours with the remaining content spread out over an average of $1 or $2 per hour after that.
I don't understand why people who are against downloadable content use enormous sums of money to try to make a point. Blatantly ripping off the customer has no place in the discussion since for all intents and purposes it doesn't exist. When someone puts a high price tag on something, people aren't going to buy it and it fades into obscurity, making no money for the publisher, thus forcing them to rethink their strategy. Take a look at the video tutorials EA puts up on XBL Marketplace, or the $15 "relit" maps on Ghost Recon. Other than people bitching about their existence I haven't heard anything about them since. I didn't know it until reading a thread on the upcoming Rainbow Six: Vegas maps, but the Ghost Recon maps went down in price shortly after they were released because nobody bought them.
So yeah, $5 for a 3-map Ridge Racer with mirror-maps, variable difficulty, and online play? I'd say bring it on!
-Wes _________________
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Tue Feb 20, 2007 9:40 am Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| SuperWes wrote: |
| So yeah, $5 for a 3-map Ridge Racer with mirror-maps, variable difficulty, and online play? I'd say bring it on! |
Still neglecting the fact that you're asking for a price that is less than 10% of the original sales price of the game for this mini version. But the cost to develop something like this would almost certainly be well over 50% of the development cost of the "full" game we got (hell, likely over 75%).
Making an extra 12 maps isn't really that time/cost intensive compared to original development that requires physics and graphics engines, basic interface design, AI, online infrastructure, etc. So saying 1/10th the maps should equal 1/10th the cost is sort of insane from a developer's standpoint.
And yes, I realize that several months after launch RR6 was selling for $20-$30 in US stores. But it did get that initial full price sales window (sold not so well in the US, but excellent for a 360 game in Japan). And we all know that first month is where games make the vast majority of their money.
You aren't going to convince a lot of developers to create new content that's really of the same quality as something like a newly developed arcade racer or fighter, then sell it for $5. Newly developed games that are $5 are lower budget games. If you expect Namco, Capcom, Sega, etc. to make you a game that rivals VF5 in sheer gameplay quality, then sell it for $5? I think that's unrealistic.
| 1up.com's PS3 Virtua Fighter 5 review wrote: |
| feels kind of bare bones in the grand scheme of things. Fortunately, VF5 doesn't succeed by throwing tons of superfluous Tekken-esque modes on a disc. It succeeds based on the merits of its infinitely replayable, highly finessed fighting engine. |
I think that's a salient point. VF5's strength is a subtle and refined fighting engine. You get something like that when you have time and money spent in the development process. If you give a game the budget of something that has a $10 downloadable release planned, you aren't going to get that level of sophistication. SSBM, VF5, SF3: Third Strike. Full scale development, and you can see the results when you play the game. For a budget game, you get something like Small Arms on XBLA. Fun enough game, it has the same essential characteristics as SSBM, but it obviously doesn't have that same level of subtle polish. And it's to be expected - it was treated as a $10 download and that's what we got.
Tekken 5 DR - another example. It's a port of a game that already had a full scale development cycle. Well, actually it's a port of a somewhat minor (though significant to fans) upgrade to an arcade game that had already had a full scale development cycle. It wasn't a big risk to put it on PSN for $15-$20. It's essentially all just gravy, as the development was done already.
But are you gonna get a brand new Tekken 6 as a $20 download? We all know it's positively silly to expect such a thing. And why should we? Because it's got pick up and play style? Hmph. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Tue Feb 20, 2007 10:23 am |
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firenze, these games are declining in sales year-on-year. Ridge Racer used to be a high water mark for not just driving games, but the industry in general. If your $60 game was selling horribly then that means that a) people weren't acknowledging its existence or b) nobody who really matters thought it was worth $60. Most people here will agree with you that yes, VF5 and the Ridge Racer games are high quality products that are more finely tuned than most of their peers, but that doesn't matter. What matters that your game is being put under the noses of as many people as possible. If that means demos, price slashing or moving it to prominence as a Live Arcade game, then they should go for it. Every one who would have bought Ridge Racer was a guaranteed customer anyway, and a cut-price edition coupled with a free demo to get the ball rolling would be far more effective in bringing in outsiders, than, say, taking out a print ad in EDGE. Everyone who reads EDGE has made their mind up about Ridge Racer probably a decade ago!
In conclusion: people here are not demeaning your hobby or anything, but the games industry is pretty fickle in terms of market trends and where all the real money goes. Arcade racers and fighters are not what they were. You cannot sell a console purely on the strength of those games anymore. The companies involved need to attempt to grow their market, or else they'll find their software increasingly marginalised into what the shmup scene is now. By that point they won't even be able to put money into developing a full-price game even if they wanted to. |
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klikbeep

Joined: 30 Dec 2006 Location: Tokyo
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Posted: Tue Feb 20, 2007 11:14 am |
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For a while, I was actually thinking that the downloadable market might be the injection point for the cure. Fans of action titles would be able to demonstrate to a jaded public that technology flogging and EpicNess aren't the only ways to make a game fun and attractive. Developers of shrinking genres (adventures, shooters) could get a nod. Weird one-offs (visual novels, rhythm, Sexy Beach) could give the market a feel-up without necessarily having to call the next day. And so on.
Except I kinda realized that The Man has got this locked up, too . . . the market's limited by the console bases of the respective systems, which means it's going to be really really hard to have anything catch like wildfire. Format competition is a nightmare for buyers, and the gaming industry has been an endless parade of them. I guess that PC downloads could provide a large enough user base to give small games a chance, except that the vast amount of shareware development means that it's hard to filter and promote your small game over another small game . . . maybe in that sense, as a spotlight, Steam makes some kind of sense. Then again, that might just be a case of some games shouting louder than others.
I keep feeling like there needs to be a universal format for this stuff: getting a game should be like getting a DVD or a CD. Those formats are shifty enough as it is.
Maybe what we need is a new stage for games. New expectations. Like, you go to the Game Center, and you put down your $20, and you get a 5-hour gaming experience. I guess that's another topic, though.
I guess I'm just kind of saying that I don't think this is going to be the blessing that it could be . . . whatever additional innovation and flexibility that downloading affords is just going to get scooped up with the rest of the mess.
Oh -- I kinda disagree on reducing the games to their basic points. Maybe other people don't care, but that's what Saint's Row did, and it was terrible. Smacking zombies with no context is basically the game from Elephant -- white sand and dying, but nothing to hang it on. |
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gooktime

Joined: 04 Dec 2006 Location: no
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Posted: Tue Feb 20, 2007 1:22 pm Post subject: Re: Give Me Less for Less: Thoughts on Downloadable Games |
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| SuperWes wrote: |
Actually, as I played through Final Fantasy XII I kept telling myself, "Holy shit! I can't believe they put this much love into something you can buy for $40!" I would have had no problem paying $100 for it if it was something I got $100 worth of entertainment out of (I easily have, which is ironic given that I was paid lots of money to play it).
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I must say, this is frequently my justification for the 'expense' of this hobby. Say you pick up a movie you enjoy on DVD for £10-20, unless you're a demented fanboy you're only going to get a certain amount of time out of that purchase, say, what, 10 hours if you rewatch the thing a few times?
Wheras FFXII, which I got 80 hours out of, was £35. Back to Lumines Live! Disregarding that Live isn't perhaps as good as the PSP version, which isn't an issue if you don't have a PSP, that basic 800 points pack can be a lot of hours of entertainment.
I do hope that Nintendo and Microsoft move away from this whole 'points' thing though. They likely won't, with it being profitable and all, but that's one big sore point for me. You very rarely cleanly spend an entire points balance. |
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Feb 20, 2007 3:12 pm |
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There are kind of two schools of thought on this kind of thing.
The first is the package deal, where you get the ZOMG HUGE DOWNLOAD. The other is a smaller deal, usually cheaper, where you get small "instances" of a game.
A third might be something like Fly for Fun or Gunbound, where the game's based, to some extent, on a point biased system. However, these two both fit into the above two categories, just that you can buy into them more or less.
Personally, I like all three systems, as they're both useful for different types of games. For games like Civilization IV, I'd kind of expect a massive download. For something like a Half-Life expansion... eh, not so much. For games like Lumines, about the only thing I'd realistically expect might be new play modes or different music; somewhat more limited, but still potentially interesting.
I don't think any one of these systems is really better than another, I personally think that the application of each is just rather poor, because the industry has been VERY SLOW to get the idea that downloadable content can make money (and by VERY SLOW, I'm talking fucking tree amber).
As someone previously said, Valve really has done it the best of those that I've seen. Sure, it's basically like putting spyware on your computer, but hey, it's not disgustingly malicious, fairly easy to turn off (I don't like the fact that it installs to the startup folder, and I don't recall it giving you an option to not do so), and provides you with lots of opportunities to help keep Valve happy by giving them your hard-earned buck.
I certainly think a more regular format for downloads could be reached, but regularity comes with cornering a market, and no one has been able to do that for the games industry. _________________
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option
Joined: 06 Dec 2006
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Posted: Tue Feb 20, 2007 3:13 pm |
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Though Firenze might be taking it a little personal I agree with his point about not treating the games like 2nd rate just because of more simplistic gameplay.
I dont think a cost is the issue for me at all when it comes to the games I love. I bought Ikaruga at full price when it came out on the cube and never thought once that it should be a bargain download because the gameplay isnt as bloated as say... Metal Gear Solid 3.
The real plus side of downloadable games is that it gets rid of having to load up the disc...but really isnt that a good thing for any game?
| klikbeep wrote: |
I keep feeling like there needs to be a universal format for this stuff: getting a game should be like getting a DVD or a CD. Those formats are shifty enough as it is. |
I've been saying this for a while now.
Back when I was much younger I remember reading joke bios for each gamer stereotype in ... EGM I think?... maybe gamepro...
Anyway, they had the Casual Gamer as one of them, and one attribute was that he wanted a console that would "play all the games". I completely cracked up at this. N64 game on the PSX?! HAHAHAH! What a fool!
Now that I'm older I agree with him... Formats are getting to be some real bullshit as more and more console generations come out. |
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Lestrade Mary McMoePanties

Joined: 04 Dec 2006 Location: Toronto
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Posted: Tue Feb 20, 2007 4:11 pm |
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I didn't even realize anyone had read this.
I must say, I'm surprised at some of the reaction to my thoughts. I don't mean to imply that a game like Virtua Fighter is a lesser experience because it doesn't say "90 hour quest!" on the box. Rather, as others have clarified, I feel that some games—arcade-style games—are better distributed as a download and are kept simple.
As it's been said, so many developers feel the need to cram a game with tonnes and tonnes of extra things, and make you jump through hoops to unlock "bonus content" to justify the games' retail price. So why not side-step all that and offer the core game, minus the extras added for the sake of value-perception, for download at a reduced cost?
I am often more fond of arcade-style games than huge epics, as I have a hard time putting up with all the filler content used to, say, pad an RPG to ungodly lengths. So I'm not belittling the pick-up-and-play experience. And I do of course realize that some people do enjoy the large amount of content and modes offered by, say, Gran Turismo. And to these folks, a $60 disc that they can sink their teeth into is grand.
But as I mentioned, I wish there was a choice. Keep in mind that I am the kind of person who does not keep superfluous things. If I know I will never watch a particular movie, or play a particular game, ever again, I will get rid of it. I don't buy and buy and buy and maybe enjoy 30% of what I actually purchase, and just let the rest sit there. No, if I feel like I'm never going to get into a game past a certain point, and have no reasonable expectation of wanting to pick it up again in the future, I trade it in. I don't stockpile or keep clutter.
So, with that in mind, it can be better understood, I think, why I would want to have "core" versions of some games in downloadable form, if I am never going to want to, say, unlock every license in a racing game or somesuch. Demos do, to an extent, satisfy this, but sometimes I'd like to, you know, pay a developer for their time without having the feeling that I've got an "unfinished" game sitting there near my system, mocking me.
Anyway, there is a very odd, unnecessary air of vitriol in this thread. _________________ Illustration Portfolio | The Gamer's Quarter |
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gooktime

Joined: 04 Dec 2006 Location: no
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Posted: Tue Feb 20, 2007 4:22 pm |
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| Quote: |
| The real plus side of downloadable games is that it gets rid of having to load up the disc...but really isnt that a good thing for any game? |
Of course! Just right now, it's more feasible for people to grab as an example again Ikaruga, at 17mb or however large the Dreamcast version was with super compression, than it is for them to download Oblivion at 8gb.
I might be over-zealous in wanting downloads to be a serious distribution method as I'm a tech nerd and love the convenience this stuff affords, though. |
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Tue Feb 20, 2007 7:48 pm |
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| Maztorre wrote: |
| stuff about how Ridge Racer and fighters are just a dying genre |
Like I said before, different people have different tastes. There's certainly one territory in which these games aren't budget only releases. Japan. What was the best selling 360 launch game in Japan? Why, Ridge Racer 6. And what was the next biggest early release? DOA4. And hey, look - Ridge Racers on PSP was also the biggest selling system launch game for that platform. And, shock, Ridge Racer 7 was right up at the top for PS3 launch.
So whether you want it or not, there are certainly people somewhere in the world who do. As long as there are still people who are paying for these games, why should a publisher decide to change to a cut-rate business model that's planned pre-development? And if they already have a Japanese version, does it really cost them much to release it in the US or Europe? Even if the game only sells 10k copies, it's all extra money on top of the real target audience. Sell it in standard form, cut the price when sales run dry, and make the most money you can from a game that's already developed (as a "full" release that does get marquee billing in at least one territory).
Still nobody really addressing the concern that development cost isn't scalable in terms of percentage of content. It's simply not economically viable to sell 10% of a racing game for 10% of the cost. I think that the real choice is release it at full price or developing the game won't be profitable in the first place - cut rate OR full priced version. And given that choice, I want full price because I want the games to exist rather than never be developed. Even if you don't feel like paying the initial retail price, there are people who will do so (publishers get the full price from those willing to pay it), then the price of the game will drop to "bargain" levels and those of us who are willing to pay the new lower price will buy them. Pretty standard price skimming setup that we're all used to.
Maybe that's a solution too - don't buy games at full price since they all drop. Then you get a cheap price and all the content you can shake a stick at, whether you use it or not. I think that's better than giving people who want mini versions what they want, and giving nothing to the people who actually do want a full version of the game. Especially considering that we do have a reliable downloadable mechanism for getting a taste of these games (demos), I don't really want a middle ground between that taste and full fledged releases.
| Lestrade wrote: |
| As it's been said, so many developers feel the need to cram a game with tonnes and tonnes of extra things, and make you jump through hoops to unlock "bonus content" to justify the games' retail price. So why not side-step all that and offer the core game, minus the extras added for the sake of value-perception, for download at a reduced cost? |
Unfortunately, because filler and unlockables are only put there in the first place to appease idiots. The core game is what costs the developer money to create. The developer wants to release the core game itself for the full retail price they need to make their investment back. But if they release that core game, it gets slammed by the current "filler is good" culture among media and most mainstream gamers. So what's a dev to do? Throw in a couple unlockable characters, some minorly different modes, a couple more bland tracks whipped up to give a racing game a suitable number of courses. This stuff costs only a tiny bit more after the main development expenses, but it makes the core game palatable to the majority of the audience today.
I don't think it's realistic from an economic standpoint for developers to cut out the filler and give you a stripped down game for a cut rate price.
[EDIT: this whole discussion is a sad reminder of how publishers are tricking you in the first place. The very idea that the "bonus features" are something of substantial value that can be cut out and result in a pared down playable game that shouldn't cost as much shows that we are being fooled into believing that useless filler features add some quantifiable value.]
I completely identify with your desire for more focus on the FUN aspects of the core gameplay. I never play the goofy bonus modes in Tekken, I go straight to arcade mode and screw the rest (except Tekken Bowling in TTT because that's just fucking fantastic ;P).
So yeah, by reducing the need for filler and "extra content", costs could be reduced and maybe we get a little bit more savings as consumers. But it's not going to go from $50 to $5. More like maybe knocking average game prices down $5-$10 if you can radically change the beliefs of the masses and get them to accept games without a dozen useless bullet point "features" on the back of the box. And I don't think changing the attitudes of the world is really what publishers are going to want to do. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Tue Feb 20, 2007 8:49 pm |
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| firenze wrote: |
| What was the best selling 360 launch game in Japan? Why, Ridge Racer 6. And what was the next biggest early release? DOA4. And hey, look - Ridge Racers on PSP was also the biggest selling system launch game for that platform. |
The actual numbers involved in the Japanese 360 launch are utterly meagre, and in fact within 3 months of the JP launch play-asia were selling RR6 for $20. DOA4 and RR6 sold "relatively" well because they were pretty much the only semi-appealing games to Japanese 360 owners. Ridge Racers was the only decent game on the PSP at launch.
You're making it out as if I've written off fighters and racers whenever I enjoy the hell out of VF, Sega's arcade racers and the RR series. My point is that there aren't enough people buying them. Why? The barrier to entry for the typical consumer is too high to justify taking a "risk" on something like VF. I don't think you understand; I want more of these games to be made!
| Quote: |
| As long as there are still people who are paying for these games, why should a publisher decide to change to a cut-rate business model that's planned pre-development? |
The number of people paying is decreasing.
| Quote: |
| Still nobody really addressing the concern that development cost isn't scalable in terms of percentage of content. |
It isn't scalable for the most part, but when your game is initally distributed via an online model (no manufacturing overheads, less expensive advertising) at a highly appealing price, chances are it will pull in a sizeable number of players, of which another sizeable percentage would cough up for deluxe content. Then drop a full-price premium retail version on shelves which pulls in the more traditional revenue stream as well. The more places a game is put, the more opportunities there are to sell it. The more opportunities, the greater the chance of extra sales, which leads to more profits, and more demand for games within these genres.
| Quote: |
| Even if you don't feel like paying the initial retail price, there are people who will do so (publishers get the full price from those willing to pay it), then the price of the game will drop to "bargain" levels and those of us who are willing to pay the new lower price will buy them. Pretty standard price skimming setup that we're all used to. |
You do realise that whenever a game drops into bargain pricing in fairly short order, that means it has failed to meet sales targets? If you're an Okami or a Virtua Fighter, you have two, maybe three weeks to make your mark before the bottom drops out of your product lifecycle, unless you are suddenly, massively successful. After that, you don't really matter. The marketing build up is gone, people who never heard of the game will more than likely never hear of it again. Your major licensed software is protected by its brand and the more-often-than-not sizeable marketing push even after the opening sales. In fact the only big shock to this market in a long, long time is Nintendo's Brain Training and general lifestyle software which sell extremely well throughout the year. Why? Because Nintendo packaged the right amount of content, presented it effectively and priced it effectively. In fact, these games share a lot with their arcade brethren in that there is immediate access to straightforward, fun content without being dressed up in bullshit.
Some nice commentary on the issue here |
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JamesE banned
Joined: 05 Dec 2006
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Posted: Wed Feb 21, 2007 1:19 am |
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| Maztorre wrote: |
| JamesE wrote: |
| Steam is a stupid, unecessary program. It exists only as a draconian anti-piracy measure. |
And, you know, for Valve(and Activision, Popcap, 2K Games, Majesco, Firiaxis, BioWare, Introversion, even Garry) to sell their games on. Here's the thing, see: it has a lot of games on it, at a decent price, with free weekends and price cuts and nice little offers like that. I'd wager it was quite a bit more work for Valve to put all that together on PC than the shambling mess that Nintendo's service can be (God, knowing how long it takes to load the Shopping Channel is enough to put me off checking for new games sometimes), and the mostly-pap Live downloads.
All these console-based services have individual good points but there is just so much that is missing that really shouldn't be at this point in time. |
I have no objections towards a shop client, or some form of intelligent patching.
I have plenty of objections to one of the most inconsistent, prima donna pieces of needless shite ever to clog my hard drive. Good riddance. Good riddance steam.
nb: One of the guys who codes on Steam (and used to have his name on Old Man Murray) banned me from his website after I pointed out he was ranting about the evils of piratebay while running a google ad-rammed "portal" site crammed with illegitimate ripoffs of puzz loop, space invaders and asteroids, etc. I feel I should declare this, even though it has nothing to do with my objections to Steam. My objections are it used to work, now for NO REASON it freezes up and refuses to run. It's a peice of fucking shit, you've just had good luck with it. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Wed Feb 21, 2007 1:30 am |
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| there are 139,504 players having good luck with it too at the moment |
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JamesE banned
Joined: 05 Dec 2006
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Posted: Wed Feb 21, 2007 1:37 am |
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And once in a blue moon, I'm one of them.
This still doesn't excuse it being unstable and poorly thought out, and it doesn't explain why you're trying to cover for it. It just isn't needed. |
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JamesE banned
Joined: 05 Dec 2006
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Posted: Wed Feb 21, 2007 1:38 am |
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(Steam as a persistent tray item, I mean)
Just let me buy your games then get the fuck off of my runtime, assholes |
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