Mashing Buttons – DUST 514

I’ve always been fascinated with the EVE Online universe. Talking to anyone who plays that game is a delight, but I always come away with two thoughts: 1) “This sounds like the craziest experience you can have with a video game.” 2) “This sounds nightmarishly difficult to get into.” CCP Games is very aware that Thought #2 crosses many people’s minds and, in an effort to rope new players into their crazy universe, they have released a F2P FPS that interacts directly with EVE Online called DUST 514. How does it fair? Watch the video about to find out.

You can find me on Twitter (@martyhess) or send me an e-mail (check the About page) if you have any questions or want to yell at me. Also, be sure to comment/like/subscribe on YouTube to stay up-to-date on what’s going on in the world of video games. Enjoy, and thanks for watching!

Two Cents – Kickstart my Heart

Precursor GamesI will admit, I’m as big of a sucker for nostalgia as they come. I totally get the desire to see modern reimaginings of or sequels to the beloved games from my youth. As I type this, I can see the now-dusty 3DS I bought at launch just so I could play Ocarina of Time in 3D. I didn’t care that there were no other games I wanted to play for the system or that there was a price drop mere weeks later; I just wanted my sweet Zelda fix. Nintendo made some money, I got my game, and everyone was happy.

In my experience, the power of nostalgia can lead to some poor financial decisions. However, one I’d recommend you to think twice about is backing the Kickstarter for Precursor Games’ Shadow of the Eternals, a spiritual sequel to Eternal Darkness by Silicon Knights. From Polygon:

“Silicon Knights, still battling a $4.45 million judgment that favored Epic Games, is down to just a few employees, has closed its office and has sold off office equipment and game assets, Polygon has learned.

The company laid off most of its employees last summer, a source tells Polygon. Around the same time, a core group of Silicon Knights employees, including founder Denis Dyack, created a new studio: Precursor Games.

Precursor Games, formed about 30 miles west of the now-empty offices of St. Catharines, Ontario-based Silicon Knights, also purchased some of Silicon Knights’ assets, including art assets, desks, chairs and even computers, a move that spurred an examination by Epic Games attorneys, according to court records.”

Yes, Eternal Darkness was a fantastic game and one that deserves a sequel, but it seems odd that a company (or what remains of one) is trying to raise $1.5 million to make a new game when they already owe $4.45 million to another developer. It becomes even more peculiar when you consider the state of things at Silicon Knights before its “transition.” From Kotaku:

“The former employees [of Silicon Knights] I spoke with painted a very different picture: an environment in which one man wields absolute power over everything that went on within the studio’s four walls. One source described SK president Denis Dyack as a man who has ‘repeatedly stated to the company that artists are ‘a dime a dozen’ and can be replaced.’ The same source described Dyack as a man who “proudly smiles in staff meetings and describes his role as a ‘benevolent dictatorship.’… Dyack is SK; SK is Dyack. They are one and the same — a single unchanging entity.

Former employees also described Dyack as aloof and disconnected from the development process. Some posit that he refused to read the game’s design documents, its script, or play any builds of the game himself, yet this seems a little far-fetched considering the game’s two-and-a-half year gestation.

‘I distinctly remember a theater review of the ‘Chinatown’ level, which was so broken that it was completely unnavigable, even by the lead designer playing it,’ a source says. ‘Dyack’s only note was that the ‘lights should be more red.’ In another instance, he thought the final boss fight should be interrupted by ‘a challenge room’—his favourite thing from Too Human.’”

This doesn’t exactly sound like a guy that I want to give my money to in the unguaranteed hopes of getting a worthy sequel to one of the best horror games ever made. Despite how badly I want this game to turn out well, it’s tough to look at the evidence and imagine everything going according to plan. Precursor Games claims that Dyack is not in any leadership position at the company, but it seems like everything he touches turns into a lawsuit or a 47 on Metacritic. Buyer beware.

To read more reasons why you should probably not give Denis Dyack and company your money, check out these in-depth articles from Polygon and Kotaku.

Two Cents – The Parlance of Pirates

priate-message

Making video games is difficult. Hundreds upon hundreds of hours are poured into engine building, map editing, art, animation, debugging, promotion, and more all in the name of creating something that people will want to experience and, yeah, maybe pay a few bucks for in return. How must it feel, after all that work, to watch your game soar to the top of the charts? I’m not talking about sales charts; I’m talking about the top seeder/leacher charts on The Pirate Bay.

No video game developer is a stranger to piracy and every one of them is sure to have a tale to tell. Young startup Greenheart Games recently released their first title, a video game development studio simulator called Game Dev Tycoon, and their story is the most unique one yet.

“When we released our very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, we did something unusual and as far as I know unique. We released a cracked version of the game ourselves, minutes after opening our Store.

I uploaded the torrent to the number one torrent sharing site, gave it a description imitating the scene and asked a few friends to help seed it.

The cracked version is nearly identical to the real thing except for one detail… Initially we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers. So, as players spend a few hours playing and growing their own game dev company, they will start to see the following message, styled like any other in-game message:

‘Boss, it seems that while many players play our new game, they steal it by downloading a cracked version rather than buying it legally. If players don’t buy the games they like, we will sooner or later go bankrupt.’” – Patrick Klug

Once the pirates started to experience piracy firsthand, comments like this one started to crop up on message boards:

itruinsme

“Not fair.” That made me chuckle. It turns out that the day the game launched, 214 people paid for the full version while 3104 people downloaded the cracked version. That means 93.6% of players actually stole a game about the hardships of being a video game developer. Yeah, that doesn’t sound quite fair, does it?

As I get older and further understand how my actions can affect others (like, for example, pirating a game and being the reason someone loses their job), I find things like piracy harder and harder to swallow. I’ll admit, I’ve burned a CD or two that didn’t belong to me, but there is no justification to the logic that you should be allowed to steal something just because you can. That is a lesson I learned long ago and it’s refreshing to see a new generation of developers trying to teach that same lesson to a new generation of pirates.

You can read the full breakdown of the situation on Greenheart Games’ blog here.

Mashing Buttons – Pizza Hut

In a bold attempt to promote corporate synergy, Microsoft has released an Xbox 360, Kinect-enabled app that allows you to order Pizza Hut pizza. Why order a pizza by shouting at the TV and waving your arms around in the air for 10 minutes instead of picking up a phone to have a 45-second conversation? Because the future. Watch, and enjoy!

Also, the pizza was mediocre.

You can find me on Twitter (@martyhess) or send me an e-mail (check the About page) if you have any questions or want to yell at me. Also, be sure to comment/like/subscribe on YouTube to stay up-to-date on what’s going on in the world of video games. Enjoy, and thanks for watching!

Mashing Buttons – Dishonored

Life has a funny way of preventing me from playing video games when they first get released. For example, sometimes life makes me find ways to pay rent instead of playing games. This has resulted in a healthy backlog of video games to play (a fact I’ve mentioned on this blog before). Luckily, fate has brought me back to Dishonored, an interesting “first-person stealther” released in October 2012. I teamed up with my good friend Brad to find out what’s up with teleportation, accidental murder, audio glitches and more!

You can find me on Twitter (@martyhess) or send me an e-mail (check the About page) if you have any questions or want to yell at me. Also, be sure to comment/like/subscribe on YouTube to stay up-to-date on what’s going on in the world of video games. Enjoy, and thanks for watching!

Two Cents – AAA Development with FFF Management

Tomb Raider

It’s really unfortunate that I’ve had to rewrite this post three times before actually publishing it. Originally, I was going to talk about this Joystiq news story from last week:

“Square Enix announced a massive restructuring today, which included the dismissal of president Yoichi Wada, but we really hope the company takes a long look in the mirror about its sales projections. Buried within the briefing of the consolidated results forecast, the company had a slide expressing the ‘weak sales’ of three of its games.

These allegedly anemic sales involve three games that will have sold millions of units by the end of the company’s fiscal year on March 31. It seriously raises the question: how broken is Square Enix’s business if Tomb Raider‘s expected 3.4 million units sold (not including digital distribution) is considered ‘weak?’” – Alexander Sliwinski

Then, just a few days later, Square Enix laid off a number of staff at its LA office, as reported by Polygon:

“Square Enix’s Los Angeles, Calif. office has been hit with a new round of layoffs in the wake of a company-wide restructuring, according to the company.

‘We can confirm that Square Enix’s Los Angeles office has eliminated a number of positions as part of the corporate restructuring announced last week,’ Square Enix senior director of public relations Reilly Brennan wrote in a statement to Polygon.” - Mike McWhertor

Then, before I had a chance to write a response to THAT news, Disney shuttered the legendary development studio LucasArts. From Giant Bomb:

“Word surrounding LucasArts, the once dominant, but more recently dormant video game publishing and development arm of the house that Star Wars built, had not been good of late. After a strong showing at last year’s E3 with an intriguing new Star Wars project, 1313, radio silence kicked in immediately following the sale of all things Lucasfilm to Disney late last year, and rumors began to swirl that the project was dead. That news has been all but confirmed, alongside news of the publisher’s effective closing today, as announced by Disney in a brief statement.” – Alex Navarro

Listen. I’m no MBA, but I’m pretty confident in my understanding of how businesses make money. I also like to think that I have a decent handle on how the video game industry works. It doesn’t seem like this business model is working.

AAA development is difficult, make no mistake, but there are sustainable ways of doing things even if you don’t sell Call of Duty numbers (read: 22+ million copies). Publishers need to sell a lot of copies of a game to recoup the cost of lengthy development cycles, yes, but if those cycles were a bit shorter or if studios worked with a smaller, leaner staff, maybe they wouldn’t need to sell 22+ million copies to be considered a success. No one knows what Square Enix expected Tomb Raider to sell, but the fact that they think 3.4 million sold in roughly four weeks is “weak” means those expectations were grossly mismanaged.

Star Wars 1313

LucasArts, on the other hand, was a slow motion train wreck filled with sadness and wasted potential. There were warning signs all over the place; the telling phone call to Disney investors about moving away from console development, the frequent management overturn, and Star Wars Kinect. Who knows what could have been if the higher-ups had been able to focus their efforts and actually ship a quality product. Maybe Star Wars 1313 would have turned out OK! Between imploding projects and undermarketed gems, Disney and LucasArts just couldn’t get the “making video games” thing to work out for them.

While not necessarily the only reason for these layoffs, these mismanaged expectations and mismanaged studios cost talented, hard-working people their jobs. I truly feel for those who feel spurned by the industry and I hope they stick with it, land on their feet, and come back to make great games. With word that Doom 4 is in a similar boat on the sea of mismanagement, this probably won’t be the last we hear of these woes in 2013.