Showing posts with label stranger. Show all posts
Showing posts with label stranger. Show all posts

Friday, July 6, 2012

Opinion: It's Time To Switch Off The Hype Machine




Notice anything strange about this year’s E3? Stranger than usual, that is? More than any other show in recent memory – even E3 2011, which was similarly afflicted – it was dominated by games that we’d already seen many, many times before.  One of the only notable exceptions was Watch Dogs, one of the biggest excitements of the show – but if the recent spate of delayed games is anything to go by, it probably won’t be anywhere near us before 2014, which means another year at least of following it pre-release.


Increasingly, we have to stew in our own juices for a near-interminable length of time before we get our hands on titles which we already know, or think we know, a lot about.  This is as much to do with publishers’ marketing approach as it is with the age of the Internet putting all imaginable information about a game at your fingertips.  And the problem is that having to wait a number of years for a game you want usually leads to the accumulation of mountainous unrealistic hopes for how it will play on release.  This wealth of expectations that games companies are allowing to develop unchecked in their customers isn’t helping anyone.  It’s time for a change.







The past few years have been littered with titles that have spent a long time in development, before being released to heartfelt disappointment from even their most ardent supporters.  Whether you look at Final Fantasy XIII, Resident Evil 5, Mass Effect 3 or the beleaguered Duke Nukem Forever, all these titles met a rather sour reception from many gamers, especially considering the high hopes that were held for them pre-release.  Whilst some commentators have attributed this to the rise in perceived “gamer entitlement”, another potential cause is the manner in which publishers build hype relentlessly whilst the game is under development.  The longer this gestational period goes on, the higher expectations can get – and the more bitterly disappointed players can be.


One of the most pertinent recent examples of this phenomenon is Bioware’s Star Wars: The Old Republic.  Whilst the initial reaction to the game when it launched in December 2011 was positive, it’s since seen its sub numbers crumble as fans increasingly admitted to feeling let down by the title.  When the game was first revealed in October 2008, gamers united across genre-divides to share their joy and speculate on what the final product would offer.  Some were hoping for a title based on earlier builds of Star Wars Galaxies, the now-defunct MMO that was also built on Lucas’ IP.  Others had no interest in the multiplayer component, but instead wanted a continuation of the events depicted in the Knights of the Old Republic series.  Still more began chanting about the imminent arrival of the fabled “WoW-Killer”, praying at long last that Blizzard’s behemoth would be dethroned.








Who in their right mind would admit to fans: "That thing you're really excited about? It's not going to happen."





At first, these conflicting viewpoints weren’t a problem - but then this continued for four, long years. Expectations were allowed to snowball relatively unchecked; after all, what company in its right mind would openly admit to fans: “That element you’re so excited about?  Well it’s just not going to happen.”  Through omissions, Bioware hyped up story, customisation and companions while implicitly suggesting the game could be all things to all men.  If players had only been getting psyched for a year, it probably wouldn’t have been so bad.  But that wasn’t the case and, as a result of the overhype, many were left feeling bitterly displeased.


Bioware is far from the only company to have misjudged the benefits of hype in the age of the Internet.  Amongst a myriad of others, Blizzard also fell foul of heightened expectations with the release of Diablo III.  While it’s admittedly hard not to disappoint people with a game they’ve been awaiting for 12 years, the stakes were raised further by announcing so far ahead of release.  If the company had only revealed the game a year before it hit shelves, perhaps expectations from fans of the original titles would have been kept more restrained.  But that isn’t what happened.







After it was announced in June 2008, details of Diablo III were drip-fed to the slavering masses over four entire years.  For a title of this magnitude, the gaps between new information being released were agonisingly large for fans.  So, naturally, many began to speculate about what they wanted, what the game needed, and what Blizzard would surely do to make this the best game EVAR.


In these periods where hype wasn’t shaped by Blizzard, players were building an image of the game that awaited them even whilst some of its fundamental aspects weren’t set in stone.  You could argue that premature reveals such as this are irresponsible, like letting the horse bolt from the barn unchecked. When Diablo III eventually launched, it rocketed off shelves, but there were problems.  Partly due to the franchise’s history and partly due to the fact that so much time had elapsed since the game was announced, a chunk of fans were expecting a different title to the one they received.


There’s a difference between building awareness and building hype, companies too often pursue the latter to their eventual detriment.  Whether it’s by opting not to correct gamers’ assumptions, or by allowing expectations to snowball through premature announcements, the end result is a disappointment for all.  It’s a not a phenomenon unique to games either, as the reaction to Ridley Scott’s long-awaited Prometheus shows.







On top of this, knowing too much about a title can wear out its appeal thanks to over-exposure.  The companies out there that seem to recognise this, such as Nintendo and Apple, surely owe at least some of their success to the air of secrecy surrounding their products until shortly before release.  Nintendo doesn’t really participate in the preview cycle; we traditionally see a game once or twice before it hits shelves, although multiple showings of Skyward Sword and New Super Mario Bros U suggest that the reticent Japanese giant might be getting at least slightly more generous.  (It’s still far from the two-year-long series of marginally differing demos that Square-Enix chose to show for Deus Ex: Human Revolution.)  Apple, too, shows us fully functioning hardware, then launches it swiftly after; the first iPad was announced in January 2010 and was in shops by April that same year.


So what’s the solution?  Should publishers only be announcing their games when a launch date is fixed and within sight?  Should there be an increase in honest dialogue with customers to excite them more responsibly?  Or do we, as gamers, need to check our expectations every now and then and appreciate that maybe a game won’t be everything we want it to be, and that it’s not the end of the world if it isn’t?








It's possible to go too far in keeping games under wraps





We already know it’s possible to go too far the other way when it comes to keeping games under wraps; the concept of ‘Valve Time’ is well known. Valve was also the recipient of a fan petition in January over their continued refusal to discuss the future of the Half Life franchise.  Such silence fosters resentment in those getting excited about the title, and leads certain gamers to feel justified in pirating; a poor decision that ultimately hurts anyone who truly cares about the medium.


Talking about “gamer entitlement,” meanwhile, is a sure way to polarise people, but it’s at least partially relevant to this discussion.  The issue at hand is not so much whether we feel we deserve more from a company we admire, or whether they’ve misled us; it’s how we deal with a game that doesn’t quite manage to tick the boxes we thought it would.  Going forward, that’s what we need to take away from the recent string of disappointments we’ve had.


But then, it’s not entirely gamers’ fault that we get so caught up in the ultra-hype.  The solution has to be bilateral: publishers and platform holders need to rethink how they manage expectations, even as we need to work on managing our own.  Nintendo of America boss Reggie Fils-Aime recently said that gamers are insatiable, always wanting more regardless of how much we’re given.  It’s easy to see where he’s coming from, but that hype cycle is something that the games industry itself has created.  If it’s going to change, it has to change from both sides.



Source : ign[dot]com

Friday, June 22, 2012

Stranger's Wrath HD Devs "Given Up on Microsoft"




The developer behind Oddworld: Stranger's Wrath HD has "given up on Microsoft" over the company's failure to digitally release the game.


Speaking to VG247, Just Add Water head Stewart Gilray clarified earlier remarks which led many to believe that the XBLA port of the title had been cancelled.  In actual fact, he suggests Microsoft's lack of co-operation is all that has kept the game off the platform.








What I said was that we’d given up on Microsoft, not that we’d given up on 360. What I meant was that we’d given up on Microsoft doing anything with it.





He explained, "What I said was that we’d given up on Microsoft, not that we’d given up on 360.  What I meant was that we’d given up on Microsoft doing anything with it."


The code for an Xbox 360 HD port of the game, which originally launched on Xbox in 2005, has been complete for a while.  Gilray is especially disappointed by the company's unresponsiveness as it was apparently Microsoft who approached JAW about bring the game to its console shortly after a PS3 version was announced.


"Two weeks [after announcing the PS3 version] Microsoft contacts us and asked if we wanted to a 360 version," he noted. "We said yes.


"Just before Christmas, they came back and said that they didn’t want it because it’d already been on a Microsoft platform. We said, ‘Hang on a minute. We didn’t come to you. You approached us.’ They said, ‘Yeah, but politics here says that we don’t want it on XBLA.’"


To try and resolve the issue, the idea was then floated that Stranger's Wrath HD could be distributed via the Games on Demand service rather than the XBLA.  This fell apart, however, when it became clear that the game would have to retail for $20; a problem, given that it was already available on the Playstation Network for $15.


A last ditch effort to get the game out on Xbox 360 happened in January 2012, but JAW was told that Microsoft's team had gone off the idea as it had already been released on the PS3 some months earlier.








We can’t wait forever. If we did, PS4 and 720 would be out.





"We said, ‘We’ve been talking to you for over 15 months now’,” explained Gilray. “‘We haven’t stalled. You’ve been stalling us. If you’d had come to us six months ago and said fine, we would have held back the PS3 version until the 360 version was ready.’


"We can’t wait forever. If we did, PS4 and 720 would be out. We have to, at some point, say, ‘We tried. End of.’ And that’s sooner rather than later now. But people can’t accuse us of not trying.”


JAW is currently in negotiations with two publishers who are said to be interested in helping them get the game out on the XBLA, but nothing concrete has materialised as yet.  If the game does ever get to see the light of day on Xbox 360 it may not be the version we're used to, with Gilray explaining, "because Microsoft dragged us along for 15 months, we’re now having to add new content to the 360 version."


Oddworld: Stranger's Wrath HD was announced in 2010 and launched on PS3 in December 2011.  A PS Vita version is still in development, with no set release date.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com