Tuesday, April 30, 2013

Video Games are Not Expensive, Seriously


“Video Games are getting expensive nowadays” is probably something you hear out-of-touch people say, but it does hold some merit. The price points and levels of value are an ever changing element of the games industry, and that roller coaster isn't going to stop any time soon. Between monthly subscriptions, free to play models, sale pricing, and more, figuring out just what you are getting for your money can be a chore, but fear not friends, I, Lance Vance am here to put your mind at ease. Below is my simple guide for determining how much value you, personally are getting from your games!

Video Games are, first and foremost, an entertainment product. You buy video games to be entertained, and how entertaining they are determines how much of your time is spent playing. Each person is going to have their own idea of how valuable their time is, so you’ll have to apply these numbers to your own life, and see what you can find, but no matter how much time you have available to play video games on a weekly basis, you don’t have infinite time, so budgeting how much value you are getting from your games is important. In order to determine how much each hour of entertainment costs you, just follow this simple formula:

(Note: This formula doesn't factor in things like, electricity bills, hardware costs and maintenance, or time spent discussing the game but not playing. These things vary wildly from person to person, and it will be up to you to determine those values for yourself.)

(Cost of game + additional game costs (DLC)) / (Game playtime in hours) = (dollars spent per hour of gameplay) 

Most games and game systems have an internal method of tracking playtime, and keeping track of how much you spend on a game is important anyway. For example, if you bought Bioshock Infinite for $60, and played it for 15 hours, you spent $4 for each hour of gameplay. That may seem like a lot, but let’s check out some other forms of entertainment, so we have a benchmark to go by:

Activity:
Cost:
Time:
Hourly Rate:
Average Movie
$14
1.25 Hours
$11.20/hr
Day at Six Flags
$85
8 hours
$10.62/hr
Average Concert
$46
4 hours
$11.50/hr
Average Brothel in Nevada
$835
2 hours
$417.50/hr

Well the lesson here is that hookers are freaking expensive, but the other lesson is that an average hour of entertainment is going to run you about $10 - $11. Compare this to our Bioshock example above, which is looking pretty good right about now. From this point of view, even if you only play a $60 game for 6 hours, you are still getting pretty decent value out of it. You may not feel like the game was worthwhile, but for sheer dollar value, it isn't too bad.


Let's look at my personal numbers for a variety of games across multiple platforms and genres:

Game:
Total Cost:
Total Playtime:
Hourly Rate:
Borderlands 2
$68 (Including season pass)
138 Hours
$0.49/hr
Bioshock Infinite
$46
14 Hours
$3.28/hr
Fire Emblem: Awakening
$83.50 (So much DLC)
141 Hours
$0.59/hr
Pokemon Black
$35
324 Hours
$0.10/hr
Super Smash Bros. Melee
$50
1265 Hours
$0.04/hr
Dungeon Defenders
$8 (Yay Steam sales)
66 Hours
$0.12/hr
Halo 4
$100 (Worst special edition ever)
66 Hours
$1.51/hr
Tales of Vesperia
$150 (Imported copy and DLC)
477 Hours
$0.31/hr
Metal Gear Rising
$55
6 Hours
$9.16/hr
League of Legends
$180 (LOL free-to-play)
512 Hours
$0.35/hr


Oh. I… wow. Just wow. I don’t even know how… That’s a lot of hours. This is only a handful of games I've been playing lately too. If I add up all the time I've spent on the Pokemon series alone, it comes out to about 3,600 hours. That’s 1.7% of my entire life. I’m going to go lie down.

(Just kidding, I’m playing Fire Emblem right now.)

Tuesday, April 23, 2013

Proof that Video Games are Art


I really don't want to do a “video games as art” post. Seriously. All that will happen is I'll get really mad about dumb opinions and restate points that have been made a thousand times over. Video Games can be art OK? Just take my word for it. Also note that I said “can be”, not “are”. Just like paint can be used to change the color of a wall or to produce a beautiful picture, video games are an artistic medium, and can harbor works of art, utility programs, horrible junk, and anything in between. My point today, however, is that the fact that this argument even exists is because of the way the games industry as a whole has been treating games lately.

Now, I understand that games have to make a profit. Entertainment is an industry, and it takes a lot of money and a lot of people to keep an industry working. The genre couldn't survive if every major game could be made in a basement by one guy like Notch did with Minecraft, and that’s not how it is right? It takes studios of dozens of people literally years to put together the kind of AAA mainstream title that we come to expect. That’s just for linear shooters too, gigantic games like Skyrim or the Fallout series take even longer, and MMOs are rolled out over their entire lifecycle, in some ways they are never not being developed. These kinds of games are a massive investment of time, energy, and money, and that can’t be changed. Indie games like Minecraft must be fluke, and the product of a genius or someone with otherwise superior resources right?

Wrong.


That there is a mod for Just Cause 2, a mod that was created to fill a gap left by the original development team; the lack of a multiplayer mode. Now Just Cause 2 is a massive game, like really massive. There are games with larger maps, sure, but Just Cause 2 has a map that is fully rendered in high definition, and not at all barren, with transports, traffic, and other elements running all over the place. In the process of developing a landscape, and game, of that scale, at some point the multiplayer was dropped from development, which left its fate up to the modding community.

People have been making mods for games since the 80's, and the things that can come from the community at large are impressive to say the least. This Just Cause 2 mod though, is blowing my mind. Most games that have multiplayer have a player cap, usually an even number so there will be even teams, (16, 32, 64, etc.) but these numbers rarely hit triple digits. It was a really big deal a few years ago when MAG came out on the PlayStation 3, and offered 256 player multiplayer on a console. Even in MMO's, where a server can play host to thousands of players simultaneously, the game is sectioned off into areas, and player characters don’t really interact with each other beyond text unless they start an interaction like a party or a duel. This Just Cause 2 mod, however, supports a whopping 1800 players. Actually, is may support more than that, that’s just the highest number of people they could get online at once, and according to the developers, the server has “yet to reach any real barrier or limitation preventing us from reaching an even higher player count than the previous public tests”. Best part? It was created by five friends, in their spare time, and it only took them about “700 hours” each (or about four and a half months working at forty hours a week).

How is this even possible? This is the kind of feat that isn't even supposed to be possible, much less by a team of relative armatures, and sure, the game engine was already in place, but they had to reverse engineer the whole thing in order to figure out how to make it run anyway. If a group of dedicated friends can put out something this impressive, then why does it take the big name studios years to put out a title that barely pushes envelope of established video game standards? One word my friends: bureaucracy.

The corporate bureaucracy that enables the gigantic companies to function is ironically the thing most impeding progress. Accountants from one department will cut the budget while marketers from another department will push up the launch date, and it’s the game that suffers in the end. That’s how I know video games are art, because while they can be beautiful, innovative, deep, and amazing, in the face of a corporation that is trying to trade creativity for profit the whole process falls apart. Name me one form of art in all of human history that hasn't had a group try and fail to market it as a business, I bet you can't.

Tuesday, April 16, 2013

Why Microsoft’s Next Console Won’t Always be Online (And Why it Doesn’t Really Matter)


There have been a ton of rumors and plenty of drama floating around lately about Microsoft’s next console, codenamed “Durango”. The most prevalent rumor is that the new console will always be online, with rumors even circulating that the console cannot be played offline at all. A Microsoft employee took to Twitter to defend the idea of an always on console, and subsequently left Microsoft, although it is unknown if he was terminated, or left of his own volition. Public opinion is varying wildly, with some people claiming that this “always on DRM” won’t matter in the long run, and others believing that it will lead Microsoft to its doom. There’s obviously a lot of conflicting information, and until E3 everything should just be taken as a rumor, but I thought I should weigh in.

Microsoft’s next console will not require a constant internet connection to simply play retail games. I’ll bet money on that, but even if it does have a system where it is constantly using the network, it would not be for DRM. See, the Durango already has a system in place for always on DRM, the PlayStation 4 will have it too, and it’s already in place for the Wii U, Xbox 360, PlayStation 3, and every other home console on the market. This DRM is called using physical media.

The bane of hackers since the dawn of time.

Look familiar? These little guys are what make sure you actually paid for the game you are playing. Both the Xbox 360 and the PlayStation 3 offer the ability to install physical games to their internal hard drives, but still require the game to be in the disc tray in order to actually play the game. See, game discs are incredibly hard to replicate. You can’t just burn the image of a game onto a blank DVD, pop it in your Xbox, and boom, free games. You have to mod your console first, which, in addition to voiding your warranty can go wrong very easily and lead to you destroying your console. We’re not talking about just downloading some files and sticking them on a flash drive either, we’re talking about soldering stuff to your Xbox’s motherboard. The idea of “always on internet connection DRM” is fine on PCs because:

A) PC architecture is very open-ended and in some cases open-source, which can lead to people creating workarounds and mods with comparatively little effort, and

B) Anyone who is downloading full sized games from say, Steam or Origin, has a stable enough connection for a 10+ gig download, and most PCs never move from somewhere they have a connection, so they more than likely have the stability for DRM.

Consoles, however, are not subject to either of these. Most of the firmware elements of the current generation of consoles still have not been broken to the point of infinite free modding (although the Wii totally has). As long as hardware manufacturers are able to develop new, stronger methods of encryption, home consoles will probably never be fully broken during their lifecycles. I know home consoles are moving more and more towards the digital marketplace, but digital games on current systems already have DRM, and it works fine. There is a way bigger problem with websites generating codes for Microsoft Points (which I will not link here, seriously, do not download one of those things) than there is with people pirating Xbox Arcade games.

The other claim I hear is that this “always on” system will be used to eliminate the used game market, by locking copies to consoles. The problem with this theory, of course, is that Microsoft literally cannot afford to do this. GameStop owns a pretty big chunk of the market share, and their business is heavily dependent on used game sales. If Microsoft decided to literally destroy the used game market, GameStop could simply choose to not carry their new console. This would be a way bigger blow to Microsoft than it would be to GameStop, because Microsoft needs a big install base of early adopters in order to compete with the Wii U and PlayStation 4. Additionally, they are well aware of how many of their users do not use the internet features of their systems. By their own admission, there are about 76 million Xbox 360’s in the world, but only about 46 million Xbox Live accounts. Microsoft is not about to alienate nearly half of their userbase.

If Microsoft’s next console does have some form of constant internet connection, it will likely be used for background downloading and updating, so you can set a schedule and have things download while you are at work/school/whatever. It is possible that as long as the internet is connected, it will be searching for updates and downloads, but let’s not forget that Nintendo has already been doing this for years. I don’t think WiiConnect24 did the Wii any harm at all.

Tuesday, April 9, 2013

I'm Going to TRY to Explain Bioshock Infinite to You.

This is going to be one hell of an endeavor though. Let me start by saying that Bioshock Infinite is a fantastic game. The story is something to behold really, a fantastic roller coaster ride that never slows down. The excellent writing and atmosphere is punctuated by some fantastic vocal performances and an unparalleled soundtrack. The gameplay itself if fairly standard FPS faire: recharging shield, limited gun capacity, minor weapon upgrades, etc. The sky-lines and the vigors add some nice variety to gameplay, and there are more than a few different enemy types and bosses to face. Overall an above average game with an amazing story, which I will try to explain the intricacies of:


SPOILERS FOLLOW. Seriously, if you haven't beaten the game, don't read this. It's the kind of thing that you need to experience for yourself. Also, a lot of this is my interpretation as a result of playing the game and talking with other people who have done the same. I've found some theories online that have been pretty comprehensive, but this is what I got from it. Of course, Ken Levine could come out a month from now and tell us that the whole thing was about aliens, so who knows.

Imagine this, but with Ken Levine (I'm bad at Photoshop)

Where do I even begin? The "beginning" of the game isn't really the beginning of the story, so I guess some background would help. The story of Bioshock Infinite isn't even really about Booker DeWitt, the protagonist, it's about Rosalind and Robert Lutece, the twin physicists-turned-demigods and their quest to right their wrongs and satisfy the insatiable boredom that comes with quantum immortality.


Wow, that's one hell of a topic sentence.


The "original" Lutece is Rosalind, who was the physicist funded by Comstock and the United States to develop the technology that led to the creation of Colombia. She discovers through quantum physics the existence of the multiverse, and the infinite spectrum of worlds that exist there. She soon makes contact with "Robert", herself from an alternate universe that is nearly identical, except that she is born a man. The Colombian propaganda machine hand waves Robert as being her brother, and the two go on to study the effects of quantum tunneling, the process used to see and travel to other universes.


As a direct result of the quantum research, Comstock is rendered infertile, and suffers from premature aging. Needing an heir, Comstock petitions the Luteces to find an alternate universe in which he had a child, and acquire that child for him. The Luteces find protagonist Booker, buy baby Anna from him, and give the baby to Comstock, who is raised as Elizabeth. As Elizabeth grows up, it is revealed that she has the power to manipulate quantum tunnels, or "tears" without the use of a machine. The Luteces suggest that her abilities result from the loss of her finger during the transition from her original universe. The Luteces reach an impasse, however, when Robert insists that Elizabeth be returned to her original universe, as her powers could lead to widespread destruction. Comstock learns of the reasons for Elizabeth's powers, but wants her to remain, so she can fulfill a prophecy he saw involving Colombia and the destruction of modern society, so Comstock decides to kill everyone who knows about where she came from, his wife and the Lutece twins. He murders Lady Comstock by his own hands, and blames it on Daisy Fitzroy, the leader of the Vox Populi, a band of revolutionaries and a convenient political scapegoat. Meanwhile, he has one of his subordinates, Jeremiah Fink, sabotage one of the Lutece's experiments, which causes their consciousness to be scattered across the multiverse.


Still with me? Good, because this is where it gets nuts.


Rosalind and Robert are now literally demi-gods, able to see across time, space, and multiple universes simultaneously. The reason they seem so disjointed in their speech throughout the game, is because they have to really focus in order to communicate their ideas to one person in one universe. It would be like trying to explain tax law to a four-year-old, you would have to talk slowly and use big easy concepts because you would have no way of knowing what the kid understands and doesn't understand, there's no frame of reference for someone so beneath you on an intellectual level. They are also "immortal", since they exist "outside" time. That doesn't really explain it well, but there really isn't a way to explain being "outside" time. The closest example would be the ideas explored in Edwin Abbott's "Flatland", a novella about a two dimensional world called Flatland, which is occupied by people who exist as a variety of shapes and lines. One day a sphere comes to visit Flatland, and tries to explain the existence of Spaceland, a three dimensional world, but the citizens of Flatland cannot even comprehend the idea of a world that exists "beyond" theirs.


Being "outside" of time, the Luteces have an opportunity to think, and come to the conclusion that Elizabeth needs to be returned to her own universe, as her powers are highly volatile. Well, honestly we don't really know why the Luteces take the actions they do after this point. The prevalent theory is that they feel guilt over stealing Anna/Elizabeth from her original universe, but the fact of the matter is that they are so beyond mortal reasoning that no one really knows. What we do know is that they come to the conclusion of letting protagonist Booker loose in Colombia, with the mission of getting Elizabeth back from Comstock, but leaving him unaware that she is his daughter. Thanks to the scene with the coin flip (the Luteces appear before protagonist Booker and ask him to pick heads or tails on a coin flip, the coin comes up heads, and a mark is added to the tally, which shows 122 previous flips, and results), we know that they have made multiple attempts to "fix" Elizabeth with different Bookers, but this is where things get really hazy:


If the Luteces can see "outside" time, and all eventualities, are they aware of the way the end of the game plays out? Was their plan for Booker to rescue Elizabeth and return home no problem, or were they trying to get booker to destroy the Siphon, so Elizabeth's power would be unleashed, and the events at the end of the game would take place? After the Siphon is destroyed, Elizabeth seems to be similar to the Luteces, in that she can "see" across time and space, and she causes the events at the end of the game to play out the way they do directly. She is even the one who personally drowns Booker. Is this caused by the ability to see across universes, so she has the same goal as the Luteces, or is she simply going along with the idea to kill Comstock before he ever existed? If she is just going along with her own instincts, did the Luteces' know that she would reach that conclusion, and is that why they sent protagonist Booker to free her? If the Bookers of many worlds all make different choices in Colombia,  which leads to their varying levels of success and failure, are all of the events of the game simply the latest set of "constants and variables" being tested? It seems so, as evidenced by the coin flipping scene, but shouldn't the Luteces' know when and how the various Bookers with succeed or fail, by virtue of being able to see everything? Are they creating new universes by manipulating the Bookers? If so, why not create a universe where Booker would clearly succeed, or one where he has ALREADY succeeded. Perhaps they tried this, but still found the results inconclusive. The objective is apparently to stop Comstock from ever existing, but the Luteces' presumably can't take care of him themselves, or they could risk undoing their own existence, but Elizabeth does it anyway, and they don't stop her. Thanks to the after-credits scene, we know that life goes on for at least one Booker somewhere, but doesn't that mean that the capacity for Comstock still exists too?


I don't even know where to begin untangling these ideas. Multiple universes AND time travel? I'm going to go lie down.


Totally check out our new YouTube channel though, fun people playing games, and NO quantum physics.

Tuesday, April 2, 2013

A Brave New World

Check this shit out!


Let's Play Some ARAM


That's right! We've got our own video series now! New capture card fresh out of the box and HILARIOUS commentary locked and loaded; we're good to go. Expect lot's more of these in the future, we're going to try to keep making them pretty consistently, and they're fun to do too.

For now we're going to be doing a bunch of games that we have wanted to make videos for, but in the future  I may be taking suggestions for new games for us to try. Enjoy!