Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, January 6, 2018

The 2017 Bit Awards


This past December, the indie gaming scene got to end the year in New York with the second annual Bit Awards presented by Playcrafting. Fans and developers filled the Tishman Auditorium at Parsons for more than just awards being handed out to the best of 2017, but for a night celebrating indie game development and the industry.

The night was hosted by actor Ruffin Prentiss, the voice of Watch Dogs 2's Marcus Holloway, who spoke about as his respect for the artists and developers in the room, and talked about his own gaming history starting from the Atari 2600. He also talked about how much he enjoyed being part of a video game that told a story, and how important it is to see the landscape of the industry and celebrate the creative and development teams that make it happen.

In addition to awards, the audience was brought into the show itself - Colleen Mackin, Parsons Professor and game creator brought her Metagame to the stage with members of the audience. Next up was ESC Game Theater's Pete Vigeant, who led us all in a rousing game of Quiplash with not only folks on stage but with the show's digital audience watching on Twitch.

As it goes for any show, the music is what sets the tone and the mood. And the music at the Bit Awards absolutely killed. The Bits, led by Street Fighter V composer Zac Zinger, kept the night lively with jazz tunes and spot on renditions of victory music from games like Chrono Trigger and various Final Fantasy titles. Boston presenting developer David Su brought music to the show as well, and along with Dominique Star and Laila Smith performed a song from his game Yi and the Thousand Moons.

And let me not forget for you Overwatch fans reading this - Mercy was on call as Lucie Pohl was in attendance to present the Player's Choice award.

The night closed with the year's Game Changer award being given to industry legend Warren Spector. Having his start in tabletop games, Spector was honored as creator of Deus Ex and Epic Mickey, and for his work on System Shock and Thief. Spector gave an inspiring speech about he wanted video games to change the world, and closed by challenging everyone to make video games that made people forget about his generation.

Playcrafting has been on a mission to shine a spotlight on indie gaming and developers. The Bit Awards came just off the heels of the first annual Play NYC, a games convention in August again focusing on indie games. I talk a little bit about it here, and guarantee you it shouldn't be something you sleep on for 2018. Playcrafting provides people with the tools to not only learn the skills needed to develop games, but how to get those games off the ground as well through workshops and game jams. This is an organization everyone should keep their eyes on, and with events like Play NYC and the Bit Awards, they're sure to be responsible for helping a new generation of great indie titles make the scene.

Here's a list of all the winners below. For more info on the other demos and trailers premiering at the show, check out the Bit Awards official site.

Best Student Game - Studio Wumpus, Sumer
Best XR Game - Team Panoptes, Panoptic
Best Style - David Su, Yi and the Thousand Moons
Player's Choice - Mot & Dot, The Ultimate Clapback
Tabletop Game of the Year - Vance Hall, University of Dope
Mobile Game of the Year - Simple Machine, Calculator: The Game
PC/Console Game of the Year - The Deep End Games, Perception
Rising Pixel, Boston - Ryan Canuel
Rising Pixel, San Francisco - Sorob Raissi
Rising Pixel, New York - MaryMartha Ford-Dieng
Game Changer Honoree - Warren Spector

Oh, and let's not forget that fun afterparty - thanks, ESC Games Theater!



Friday, September 1, 2017

Don't Sleep on Play NYC

I've been to a number of conventions for pop culture and games from coast to coast, and there's a certain expectation you have when you attend one. Sprawling crowds, long lines for a panel or trying out a game demo, and of course the arduous trek while dead on your feet just to get some nachos. Sometimes a big con can go from a fun day to an exhaustive odyssey, where dodging the after parties for bed is an all-too-viable option. This year though I got to add a new games convention to my list, which didn't hit me with all of your standard con fare.

That convention was Play NYC, held at Terminal 5 in New York City (naturally). This was the first year this convention took place and I have to say, it was a great first outing from the folks at Playcrafting. They packed 3 floors of indie goodness, including all sorts of games ranging from handheld apps like Mama Hawk all the way up to what i can only call installation art with Salmon Roll. In the middle I even played a bullet hell game on a DDR dance mat. I can honestly say that I was able to pack more demos in over the span of one day than I have been able to in a lot of larger shows.

And that's part of what made Play NYC so great. More than a coliseum hosting upwards of 75,000 people, this was a more intimate environment. There was room to walk, demo in comfort, and talk directly to developers while you played without having to jam elbows to get to where you were going. And what really added something to was how they took care of everyone in the building. On every floor at multiple stations were free lemonade, energy drinks and snacks to keep you on your feet when you start to waver, as we all do. They even had a diet variety of lemonade for those who need and/or want such an option, which made my delicious hydration a bit easier, and was very welcome after walking in the hot sun before we got to the venue.

More then just the amenities (for lack of a better word) this was the first show I've been to that put a focus and importance on indie game development. Howard Zemsky, CEO of the Empire State Development Corporation as well as NY State Senator Martin Golden spoke during the convention on the importance of growing the games development industry in New York, and making it a flagship hub for devs.

And with continued events like Play NYC, I think they have a chance. I myself am looking forward to next year!


Thursday, July 3, 2014

The e-Sports Boy’s Club: Hearthstone, the IeSF and Gender Segregation

Blizzard's Hearthstone
I’m surprised at how long it takes for some companies to learn that the internet is a thing now, and that a good action should be executed before fan or customer backlash forces them to.  This is the case of the male-only championship policy of the International e-Sports Federation (IeSF), how it affected the actions of a Finnish qualifying tournament, and how the internet told them to knock that noise off.

Yesterday afternoon I read some disturbing details on the Hearthstone competition at the Finnish Assembly Summer 2014 eSports tournament coming up at the end of this month.

You had to have two things:

(1) Finnish citizenry
(2) A Y-chromosome

Yes you read that correctly – the Hearthstone tournament was classified as being for Finnish men only.  So all those ladies with their two X chromosomes were asked to hit the bricks.

The winner of this tournament would qualify for the IeSF World Championships later this fall, where they will be representing Finland in the contest.  So I get the part where you have to be a bona fide Finn to enter the digital ring here.  But why – why why why in seven hells weren’t women allowed to play?  It’s 2014, and for the life of me I couldn’t figure out why.

PC Gamer, who picked up and later confirmed this information from a member of the Reddit Hearthstone community named Karuta, seemed to be wondering the same thing.  So they asked Markus Koskivirta, the head admin for the Assembly Summer 2014 Hearthstone Qualifier:

"Your information is indeed correct, the tournament is open to Finnish male players only.  In accordance with the International e-Sports Federation’s (IeSF) tournament regulations, since the main tournament event is open to male players only. This is to avoid possible conflicts (e.g. a female player eliminating a male player during RO8) among other things."

IeSF
Oh.  So that’s the issue.  The IeSF championships are men only.  So if a woman wins the Finnish tournament, then they wouldn’t be eligible to compete there.  Further, according to the IeSF’s site and Facebook event page, the IeSF even went as far as to have different games for different genders at the worlds.  Male competitors will be playing Hearthstone, Dota 2, Starcraft 2, and Ultra Street Fighter IV while the female competitors will be playing Starcraft 2 and Tekken Tag Tournament 2.  In this case, The organizers of Assembly Summer 2014 are doing it this way because of IeSF rules, and doing it under protest.

So to make it even worse, women were only to compete in 2 games at the championship level while the men’s division got 4.  And not only that, but while they will both be playing Starcraft 2, it won’t be together.

Naturally this caused some waves in the gaming community, as it damn well should. A number of users took the IeSF to task on their Facebook page, and received some answers explanations thinly sliced excuses for those asking questions.  Direct from their Facebook page:

"Let me elaborate a bit on the decision to create both male and female competitions. This decision serves two main goals of the IeSF: 
1 – promoting female players. We know that e-Sports is largely dominated by male players and females players are actually a portion of the overall player base. By hosting a female-only competition, we strive to promote female gaming on a global scale. 
2 – International standards. IeSF is very close to get e-Sports recognized as a true sports like it should be. Part of that efforts is to comply with the international sports regulations. For example, chess is also divided into male / female leagues.But, we want you to know that we listen to you, and appreciate your feedback! Our efforts does not clash with the community opinion – but on the contrary – we are here for the future of e-Sports and will do our best to promote it as best as we can.”

Ok.

As I tried to bend my head around it all I could come up with were different ways of saying WTF:

Why is an all-female gaming competition the only way one can come up with to highlight and promote female gaming on a global scale?  By making it a different thing, what’s being said is that it’s different than men’s gaming, and in this particular case, unequal as well.  If equality was a factor to the IeSF, then there wouldn’t be male and female brackets in their Starcraft 2 contests.  But there are, and that’s absolutely absurd.  The one and singular reason I was able to come up with was that maybe some female gamers would be more open to joining all-female tournaments due to the boy’s club that is e-sports as a whole and the very real sexual harassment that happens in the gaming community. A lot of these cases began coming to light (well, really coming into light publicly) a couple years ago.  We remember Aris Bakhtanians’ creepy-as-sin antics at CrossAssault and his defense that sexual harassment was “part of the culture.”  And we all remember the steady stream of misogyny and vitriol flowing Anna Sarkeesian’s way just by merely suggesting that the design of female video game characters fit lazy stereotypes and tropes.  Last year Starcraft 2 player Eve retired and deleted her social accounts due to sexual harassment.  So there may be a lot of points leading to a women’s division being a logical thing to make women feel more comfortable at events.  But it still feels wrong.

Then Ben Kuchera over at Polygon actually summed up my thoughts on that far more eloquently than I could: “The onus is on YOU to make every player feel welcome, safe and invited.  Segregating the genders is evidence that you have failed at that job, or simply don’t feel you’re up to the task.”  I can’t really put it any better than that.  Now instead, IeSF had decided to lean into that image and strengthen it further.
Are they trying to do something like weight classes like there are in grappling sports? Is it to make eSports the “true sport” it deserves to be?  Well luckily I have some experience in grappling sports, so allow me some words on the matter.


e-sports. real sports. not exactly the same, kids.
Here’s the thing about e-sports and (hell I’ll say it, someone should) real sports.  They’re different.  I’m into martial arts and have been so competitively in the past, where we’re divided by gender and weight class in competition.  The last time I competed (many moons ago) I fought heavyweight, meaning everyone i was matched up with was like me - men above 219 lbs.  Why?  Because that’s fair, and a fair contest is what it’s all about.  Making me square off against a lightweight weighing in at 130 is crazy, because the odds would be ridiculously stacked in my favor on size and weight.  The thing with games on the other hand, especially one like Hearthstone, is that it’s purely a mental exercise in strategy.  Hearthstone is just about strategy and fun, where a player gets out the effort they put in.  There’s no muscles or weight involved.  It’s mind vs mind.  A match between two opponents of equal skill would not favor one or the other due to physical prowess or strength.  So why can’t everyone compete in an open contest? It’s another message that men and women aren’t on the same level.

Well, with all the posts on the IeSF’s Facebook page and all the backlash on Twitter and Reddit and most social media and the internet at large, As of this morning (Friday July 3, 2014), the IeSF has reversed their position on a men-only championship.  In a release on their site today they publicly changed their tune:
On 2nd of July, 2014, the IeSF’s policy about gender division, which separates the female division and the male division, has been brought into question. The IeSF has listened to the gaming community and has carefully considered their opinions. Upon hearing these concerns, the IeSF convoked an emergency session of the IeSF Board to respond.As a result, IeSF shall have two event categories: “Open for All” events and events that are reserved for women. The events which were initially set aside as the male division will now be open to all genders, and the events which were initially set as the female division will remain as they were. 
The IeSF Board addressed its reason for maintaining events for women, citing the importance of providing female gamers with ample opportunities to compete in e-Sports—currently a male-dominated industry. Female gamers make up half of the world’s gaming population, but only a small percentage of e-Sports competitors are women. The IeSF’s female-only competitions aim to bring more diversity to competitive play by improving the representation of women at these events. Without efforts to improve representation, e-Sports can’t achieve true gender equality. 

Well damn.

Is it the ideal scenario?  No, not really.  I mean don’t get me wrong, I’m very pleased that the main championship is now open to all and that everyone has a chance to play for the title.  But it still classifies a women’s division as a separate entity from the main championship.  Arguments can be made for it along the same data I presented a little ways back up this page, but it’s a band-aid on a much deeper wound.

The problem is a culture that prevents everyone to feel safe and included as part of that culture.  While change – albeit very slow change – is happening, that culture has a long way to go for real intrinsic transformation into a self-policing community where everyone feels welcomed, and more importantly, safe.  And until that’s achieved, more and more of these band aids will have to be applied.  And while yes, they may stop the bleeding for a short time, the underlying cut will still remain.  I wish there were answers for an easy fix, but systemic change is anything but a speedy process.

While the IeSF made a change for the main championship, it took a great amount of internet backlash to do it.  The fact still remains that without input from the masses, they themselves thought a men only championship was a good idea.  So I’ll call this a good step in the right direction, but with a long way to go for the community.


Monday, April 21, 2014

PAX East 2014: Serious Games and This War of Mine


It’s not all about killing bad guys and saving the princess anymore.

When you take a look at media as a whole – books, comics, movies, games – and take a step back to see how they’ve evolved over time, you’d see a pretty interesting evolution.  Over the last few decades look at the changes that we’ve experienced – not only the ability to be immersed into graphically realistic depictions of different environments, but the type of ideas that they can convey to the reader, viewer and player.  Take the graphic novel as an example – once upon a time it wasn’t considered a medium that could convey serious thoughts, then came works like Art Spiegelman’s holocaust survivor story Maus and Joe Sacco’s journalist comic Palestine.  These are only two examples in a number of titles that are more than superheroes and traditional good versus evil.

Games have been a little bit slower to evolve on that front – there’s a field generally referred to as “serious games” out there but a lot of times that focuses on using the platform for interactive learning more than gaming in a traditional sense (… is there even a traditional sense of the word anymore?).  What I’m talking about here though is a little bit different. I’m talking about games that through the very story and gameplay put the player in a position to wrestle with difficult decisions and make them think about more than just what’s on the graphical surface.  Look at Papers Please, for example, a game where the player is an immigration official.  Your job as said official is to decide who is allowed and denied entry past your checkpoint based on information your supervisor has given you.  Simple enough right?  What do you do when a elderly couple can’t come through together because one’s papers are right while the other’s aren’t? Do you let them both through and face a violation that prevents you from feeding your own family?  How do you choose?  There’s a whole other side to the traditional “war games” we see that is represented here in the moral quandaries regular people are put into during hardship.

And that other side, inspired by Papers Please, is where we find This War of Mine.

When you play a lot of big studio titles on the topic of war, you’re going to find a lot of common themes.  First person shooters and real time strategy games are focused on peace through superior firepower.  These games all tell stories from the viewpoints of the commanders, or the soldiers themselves.  This War of Mine on the other hand focuses on everyone else that is still impacted by the conflict, exploring war with the focus shifted away from the soldiers and tanks, and onto the people suffering from the fallout, just trying to survive.

You begin in a besieged house with a group of survivors.  Because of snipers outside, you’re trapped where you are.  Immediately you have to salvage for anything in the house – spare parts, food, wood, medicine – anything that can be used to help your party survive.  These materials can be put together to provide needs for the house – beds for sleeping, drinking water, wound dressings.  At night you can leave the house to salvage at nearby locations to bring back more materials to use the next day.

In  addition to salvaging you also decide who sleeps (on or off a bed) and who stands guard.  The problem is that your backpack is extremely limited, and you have to prioritize what you bring back for the good of the party. Scavengers and guards don’t sleep.  If you haven’t made a way to prepare food then they go hungry, making it easier to get sick and need medicine.  All of the needs of the survivors must be juggled to survive.

Let me give you an example.  During the first night I sent one survivor to scavenge and brought back materials for making beds for proper sleep.  During the night, the house was attacked.  My guard was hurt and the other survivor fell sick.  I didn’t gather enough to be able to collect water for drinking or preparing food. OK, now what?

The next night I have the sick survivor sleep in bed while I send a scavenger out again.  I pick up enough materials to construct a water collector – but that doesn’t leave me enough for picking up medicine.  I made the decision to drop water filters for medicine.  Now she had medicine, but no one got food or water.  I now had 4 hungry and thirsty survivors. 1 was injured. 1 was sick and not getting better.  None of them were rested.  All of them hiding from snipers.  The following morning, my sick survivor succumbed to illness ad died.

All because I had to make a choice between medicine and clean water.

It was a difficult and dark experience to have to go through those kinds of decisions, even if the characters were virtual people on a screen.  And that was 3 days of virtual time (about 30 minutes real time) with me comfortable at a computer with a mouse and keyboard.  I was forced to think about the hell someone in that situation must be in somewhere in the world at this very second.

I got to speak with 11bit’s Pawel Miechowski about the game, who said that while the game has gotten huge positive feedback there’s also been some negative backlash, complaining that games can’t handle serious topics and are for entertainment only.  “I believe that games are perfect for talking about important things,” he says, “because they’re interactive.”  And I totally agree.  It’s the perfect vehicle for expressing thoughts and ideas, and this game forces the player to think.  “Imagine yourself in a city under siege, and your mother is dying of sickness.  How would you treat her?  Would you be willing to kill someone to steal antibiotics to save her?”

To drive the point home Pawel decided not to name the city the game takes place in, to remind people that “it could be your city, your country – it could happen anywhere.  And when it happens it doesn’t matter if you’re American, Indian, Polish, or Russian or whatever, because you’re a human being and you have the same needs.”

To those who say games are no place for tough topics, he says that as developers they feel that like movies, games have grown up.  And the same way directors now make movies about love and hate and deep topics more now than years ago, so too can depth be found in games like This War of Mine.  “It’s natural evolution.”

“Games are 30 years old, most of us have grew up with games and we treat them as a natural way of storytelling.”

Now for those with positive feedback about the game, Pawel did say that many survivors of conflict that are willing to help spread the word about the game, and are very supportive about it because it’s so important to talk about.  He made sure to mention by name former Marine Corpsman John Keyser, who through what he saw during his time in Fallujah became anti-war, and is serving to help Pawel with this game.

“I’d like to send my greetings to John and thank him for his help.”

With the countless number of games glorifying war, in my opinion this is a very important game that through its story reminds us that in war there are no winners.

This War of Mine is being developed for Windows, Mac and Linux and 11bit will have something sometime this year, with a mobile experience coming too.  As Pawel says though, “not a free to play ruined mobile experience with microtransactions.”  It’ll be a pay-once, get it all from A to Z premium experience. 

Wednesday, September 4, 2013

PAX Prime Part 1: Intel and Square-Enix

Let me tell you, I was glad to get to Seattle a night early before the festivities of PAX 2013 started Friday morning.  After the flight from east coast to west it was weird (yes, weird) to see the Pacific Ocean on the weather map on the local news instead of the Atlantic hazing on the time difference but hey, I was there for PAX so it was cool.  The Penny Arcade Expo spanned the total volume of the Washington State Convention Center with exhibits, vendors and meeting rooms scattered not only throughout the place, but the nearby Sheraton for panels and another building across the street for BYOC gaming (yeah, that’s “bring your own computer”) and press.

Intel

The day picked up early – instead of taking advantage of media getting an hour early access to the floor, I opted to go across the street and check out Intel’s press event showing off some gaming laptops and mobile devices from partners that were packing Intel parts.  The Razer Blade we’ve already seen, but this was the first time I got to get my hands on its rival from MSI, the GS70.  The GS70 has all the bells and whistles of a gaming machine at 17 – nVidia graphics, the latest i7 inside, 16GB memory and huge storage space – but weighs less than 6 pounds with its ultralight aluminum chassis.  Before i got to play with it i picked it up and kind of moved it around in the air (under the watchful eye of the Intel folks) and can tell you the weight’s no joke.  And they had it running Final Fantasy XIV: A Realm Reborn, which looked all sorts of candy-like delicious.  The chips inside ran with Intel’s Iris graphics built in, which are reported to support 4K Ultra HD (on up to three screens) and much quicker video editing and processing than the 3rd generation i-core chips that came before.  I can’t really vouch for how well my eyes can tell that precisely, but they can tell that the screens looked pretty damn good.

They were also showing off their Next Unit of Computing (NUC) devices – tiny little boxes (as you can see from the image) that pack some power and seemed to have grown since I saw them at PAX East earlier this year.  Instead of Ivy Bridges, the guts of these units were running i3 and i5 Haswell core chips (with turbo) and Intel HD graphics 5000, which isn’t bad for starting at $400.  The outside featured network, USB 3.0, HDMI and DisplayPorts.  So what did they do after showing us the specs on these units?  We got to game on them.  There were a few stations there that were driven by a NUC stuck to the back of the monitor, that still provided a high-grade gaming experience that I would expect from a desktop build.  They mentioned that they were going to release a Pro edition, which we’ll keep an eye out for.  To be honest I’d consider using these in the enterprise too in pro mode. On a personal note, what was probably the nicest part of the Intel show had nothing to do with going over specs or gaming on their ultrabooks – it was the business card raffle from which I won an i7 4770K processor.  So guess what kids? It’s build time.

Square-Enix

S-E had a decent amount of stuff lined up for PAX goers – I didn’t check out all of them because there were a couple reruns from PAX East but there were still some things worth seeing.  First and foremost we know they’re big on remakes and remasters, so there’s no surprise thatKingdom Hearts 1.5 HD RemixFinal Fantasy X/X-2 Remaster and Deus Ex: Human Revolution – Director’s Cut all made appearances at their booth.  KH 1.5 and Deus Ex were reruns from PAX East, so I started by taking a look at the remasters of Final Fantasy X/X-2.  The gameplay graphics are definitely sharper and a cut above how they looked on the PS2, when back then they were amazing.  The CG cutscenes also looked pretty good, but not as much of an improvement from S-E’s PS2 edition of the game.  Otherwise, I heard mumblings of rumors that the remaster would be delayed from this year to next.  While it makes sense, I’m not going to say it’s true since I didn’t hear it straight from Square-Enix.

The other game I was glad to finally get my hands on was Final Fantasy XIII: Lightning Returns.  Having played the first and second one through, the series kind of grew on me, and Lighting became one of my favorite Final Fantasy characters of all time.  I knew the gameplay on this one was going to be a little bit different than the previous games in the XIIIuniverse, and did like what I saw.  Lightning is a solo player (at least in the demo) and the overworld work that has to be done is more than just walking around and only being able to jump where there’s a flashy spot on the ground.  The demo featured a slice of the game where you have to chase Snow down, of course learning the mechanics of the game on the way.  Similar to paradigm shifts Lightning can switch between classes on the fly to unleash a broad range of attacks.  These classes each have a different orientation – in the case of this demo it was defense/life, attack power and magic.  It almost reminded me of the dress spheres in Final Fantasy X-2, just done a lot better in the combat style of the XIII universe.  Staggering your opponents changes a little bit, but the core concept is similar.  I for one enjoyed it, and as I am a glutton for completion, will definitely be picking it up to close out the trilogy.

They also showed some trailers for ThiefFinal Fantasy XV and the Kingdom Hearts 1.5/2.5 HD Remixes in the theater section they had set up.  I’m going to link you the one for Final Fantasy XV.  It’s a rerun from E3, but boy is it delicious.

As for Final Fantasy XIV: A Realm Reborn, S-E seemed have a good (maybe?) problem, actually suffering downtime because they weren’t expecting as many western players as they have.  Director Naoki Yoshida admitted this freely, that he thought players would let others giveFFXIV:ARR  a try first before jumping in.  The server loads were supposedly spread out properly as of today, and more importantly to some, the restriction on YouTube playthroughs and videos has been lifted.  Other than that, new updates will bring more Primal fights, the Gold Saucer in-game (once they get three mini games to kick it off, woot!), and maybe some new jobs and classes.  On that as far as class mounts go for the hopeful, not much more information has been revealed  - but if you want a unicorn, roll a conjurer.

Stay tuned for the next segment tomorrow featuring my faves from the Indie Megabooth and a gameplay review of Dying Light.  Also later in this series will be the 2K roundup featuring X-COM and Borderlands 2, as well as my pick of the litter for the best of PAX 2013.

Tuesday, May 21, 2013

OK Kids, Let's Talk Xbox One

Just a little while ago from their Redmond campus, Microsoft finally pulled the curtain and gave us all the big reveal on their successor to the Xbox 360 – The Xbox One, announcing that it will be available later in 2013.  Not to be confused with the old classic Xbox 1, the new unit is geared to be an all-in-one box as described by Xbox exec Don Mattrick.  Sitting next to the this all-in-one box was a new Kinect sensor, as well as the newly designed controller.  I watched the live stream (well as much as I could) and while it didn’t provide a ton of helpful information, there was some.

What was Covered:

What was showed off was voice control – with the unit being powered on by a user simply saying “Xbox on.”  Using voice, the controller, or gesture commands with the Kinect sensor, the user can easily switch between the Xbox Live UI and Live TV.  The UI itself is is very Windows 8 in the sense that there’s tiles for a lot of things on the interface.  This isn’t really that surprising considering that with Windows 8 Microsoft was pushing a lot of their services and devices into a connected ecosystem, shoving Xbox under that umbrella as well.  Part of that is pretty sweet connectivity, with special software designed to be able to connect between a Windows OS as well as the Xbox interface.  It also seems that Microsoft  has learned from their HD-DVD missteps with the 360, giving the One an optical drive that supports Blu-ray discs.  The unit handles games, internet and web apps, Skype functionality as well as live TV.  That seems pretty close to the “all-in-one” description that Mattrick was talking about, adding that it must be “simple, instant, and complete.”  I guess “complete” also means that the system can pick up and measure your heartbeat while you exercise.

There was also some description on the controller, designed with improved ergonomics and a new D-pad, designed with gamers helping to make it better for gamers.

As for the rest of the livestream itself, there was a big to-do about the partnership between Xbox and EA, showing off a bunch of games from EA Sports including FIFA, UFC, Madden and FIFA, all to be released over the next year.  The EA montage came with the unveiling of EA Ignite, an engine designed “specifically to help us blur the line between the real and the virtual,” according to Andrew Wilson.

The Xbox folks also announced that there would be 15 exclusive titles for the Xbox One over the year, showing one of them (presumably) as Quantum Break, which appeared to focus around a kid with superpowers.  Claiming that they’re investing more in a bunch of studios around the world to create original content, they say that these 15 exclusives will cover 8 different and brand new franchises.

Next came some celebrity guests from different areas of entertainment.  Steven Spielberg joined via teleconference to talk about a new Halo live action television show, broadcast as “premium television” through the Xbox One.  I for one don’t really care, but if that’s you’re thing, well there you go.  Roger Goodell, commissioner of the NFL, also stopped by on screen talking about the partnership between Xbox and the NFL: “You’re going to change the football in a way that is so dramatic.”

They closed out the livestream with a preview of Call of Duty: Ghosts, focusing a great deal on the fact that the game has dogs in it, at which point my stream started flipping out, but it seemed like they revealed very little information on it as well as other games for that matter.  I guess they’re saving it all of e3.

Funny sidenote about the stream flipping out – I lost the stream 3-4 times through the whole proceedings, one of them being just as they were talking about how they have 300,000 servers to support Xbox Live.  Unfortunately none of them allowed xbox.com to get through 15 minutes of stream without crashing.
Oh right – machine specs:

  • Processor: Custom AMD chip, 8-core GPU, DirectX 11.1, 32MB ESRAM (28nm chip for those interested in fabrication)
  • Memory: 8GB RAM (DD3)
  • Storage: 500GB internal hard drive
  • Audio/Video: 1080p and 4K support, can do 7.1 surround
  • Connectivity: HDMI 1.4 output/passthrough, USB 3.0, WiFi Drect
What Wasn’t:

While they kept saying that the Xbox One was connected, they didn’t explicitly address fans’ concerns about “always on.”  I had to get intel from other sources who had a more hands on experience with the One for that.  According to Wired, the One will not be always on as was heavily rumored.  Which begs the question, how did THIS WHOLE NONSENSE even occur in the first place?  I don’t know.  I guess folks can get a little nuts in the twitterverse.  But I found out some other things too:

While it may not be always on, game discs will all have to be downloaded to the console’s internal hard drive (which makes me really worry about only a 500GB hard drive).  But once the data is on said hard drive, the user can play it whenever he or she chooses, and it will be connected to their XBL gamertag.  But if that disc is used with a different account, the person holding that second account has the option of paying a fee to install it to his or her hard drive and play.  Without that download though, play with just the disc and not copying anything to the hard drive is restricted.  According to Wired, Microsoft didn’t have an answer as to if or even how this policy would potentially be altered for the used games market or players that rent games.

As far as the “always” on rumors?  Yes and no.  Game developers making games for the One have access to use Microsoft’s Azure cloud services platform to bump some of the game tasks to the cloud.  In this case yes you would require an internet connection.  If a game in question does not actually utilize Azure, then no, you will not need a connection.  I have no basis to make a prediction on what percentage of Xbox One games will utilize Azure, but my guess is that Microsoft is really going to try and push it.

So there it is in a nutshell kids.  I’ll keep my eye out for further details to keep you in the know.

Friday, April 5, 2013

Microsoft Creative Director Doesn't Deny Always-On Rumors, Tells us to #dealwithit



Remember when I told you kids about the rumor that the next iteration of the Xbox console would require an always-on connection?  Even after those rumors have spread like wildfire, drawing a collective “WTF guys?” from the gaming community, Microsoft is still unwilling to confirm or deny an always-on requirement to operate their next-gen Xbox, codenamed “Durango.”  In my opinion it is that same refusal that is keeping the rumor alive and drawing gamers’ ire.  It’s really simple fix – all we want is a straight answer.  Yes or no, that’s all it would take.

But instead of real answers from Microsoft to their customer base (that pay hundreds per console and upwards of $50 per title) through a statement or press release, what we got instead was arrogance, ignorance, and insult from Microsoft Studios’ Creative Director Adam Orth (@adam_orth).  Over Twitter.  After going on about how he doesn’t see the big deal about always-on devices and software, he added one choice hashtag to the proceedings:

#dealwithit.

That was his answer.   Classy, man.

After BioWare’s Manveer Heir (@manveerheir) cited the always-on issues that arose with Diablo III and SimCity, Orth quipped that “Electricity goes out too” and sarcastically followed up with “I will not buy a vacuum cleaner” and other assy things of the like.   His twitter feed has since been protected (uh ohhhhh I think the boss may be angryyyy), but of course a number of screencaps were taken around the web to let everyone know how it went down.  For someone who really loves always-on that much, I figured he would have known that stuff you put out on the internet can last forever.  Thanks to HuffPost Tech UK by the way for this lovely capture.

As far as the validity of the always-on rumors, it was Kotaku who finally furnished an answer for us.  Their sources say that the answer is not only “yes,” but that it will only take 3 minutes of being offline to not be able to play anymore.   So why not just tell us that in the first place?

I’m surprised that Orth, someone who’s been in the industry for a while (he’s spent time with SCEA and LucasArts), could make such a shortsighted comment after the very public fiascoes concerning Diablo III last year and SimCity just last month.  The comment shows an alarming amount of industry ignorance for someone in such an important position, and says to me that Microsoft is catering only to users that have stable always-on broadband connections, telling those who don’t to deal with it.  There are a number of areas in the United States that either don’t or have spotty service.  You guys ever use Skype internationally or to someone in the remote USA?  play World of Warcraft or any other MMO?  Then I’m sure you noticed that some players would lose connection and drop wayyyy more frequently than others.  If that’s the case, then your wiped raid is evidence of this fact.  For those users, a 3 minute timer would render this console unplayable.  And that’s just in the United States.  What about American military personnel that game during deployments to remote areas?  In remote areas they’re running on connections reliant on satellites in geosynchronous orbit, where some areas can only be reached by certain satellites, possibly giving a skewed signal on a flatter-than-optimal angle.  So there are definitely potential issues with that setup.

And what about international users?  A lot of those users may find similar problems.

Working in IT I get that Microsoft’s plan forward on their enterprise side is pushing everyone cloud-ward with SkyDrive and their 2013 line of Office.  Given that they’ve been talking for a while about a Microsoft “ecosystem” that would combine Microsoft OS’es with Xbox, their moves including this one don’t seem so shocking.  But aside from that, they need to understand that this business model going forward is not only going to hurt their users, but their own brand.  Sony has made no such assertion that the PlayStation 4 would have an always-on component, so this helps them too, potentially giving them the opportunity to take some ground and have a chuckle at the same time.   But we still don’t have a straight answer.  So it looks like we’re going to have wait until E3 to see any sort of confirmation from Microsoft.  Meaning they have until June to get it together with a unified front and message to users, without rogue employees going berserk on social media.

Let me be clear on my stance on this sort of business practice in case you don’t know already.  I am against always-on.  In my opinion it’s a form of DRM that is sharply anti-consumer, especially now that we have laptops that have the graphics card juice to play modern games.  Always-on means I can’t play Diablo III on a flight, or SimCity on a long train ride.  And dictating when and where we can play our games just isn’t right. We’ve been burned with it more than once.  But the problem is partially us.  Always-on seems to be the way the industry is going, and we tacitly support it by still buying the games knowing the potential issues going in.  At that point, they already have our money, so why should they care?  They’ll move on, and quickly.  And we’ll be left wondering what to do when they finally shut down those connection servers.

Tuesday, April 2, 2013

nVidia at PAX East: Project Shield Hands-On

Back in January we saw Project Shield from nVidia making its debut at CES in Las Vegas.  It was shown off as a mobile gaming device that looked like an Xbox controller with a screen conveniently attached to it for gaming on the go.  There weren’t many details available at the time aside from touting Steam streaming, gaming from the Android market, and streaming games from PC’s running nVidia cards.  Outside of that there wasn’t much else available, but suffice it to say that I was intrigued and looking forward to getting my hands on it.

I was able to do just that at PAX East a short while ago, where the nVidia crew gave me a hands on tour of their still-in-development foray into mobile gaming.  While they were getting a unit ready for me to test drive we got down to the brass tacks of system requirements and capabilities.  The Shield is packing a quad-core Tegra 4 and GeForce graphics on a 5″ 720p multitouch HD display on the visual front, with Android Jelly Bean running the unit’s software guts.  A micro USB port and wi-fi run the connections for charging and streaming, and the unit is capable of playing any Android game that supports a controller, anything from nVidia’s TegraZone,  and anything streamed from a PC running at last a GeForce GTX 650 video card.  OK, basics gotten.  Now to sit down and see what this handheld could do.

We started the session with PC streaming, the part I was most looking forward to seeing.  There was a PC sitting next to me running the appropriate spec running Skyrim in HD.  I picked up the Shield and started moving around with the control sticks and could see the controls being sent to the PC at the same time as they were taking effect local on the handheld unit.  The graphics and textures looked great on the small screen and the control was smooth.  But above everything else, the most pleasantly surprising part was that the lag between PC and Shield the two was impressively negligible.  As it was explained to me, the Shield plugs in with nVidia’s GFE (GeForce Experience) and employs their Kepler hardware, which includes an H.264 encoder that helps reduce latency and lag time with low power consumption while streaming.  That’s why you need at least a GTX 650 to get it going.

Next I took at look at how it ran on the Android side with some Grand Theft Auto: Vice City.  The game felt good to play and the controls were very responsive.  There were a few graphical glitches though, where sometimes building edges would bend or ramps went through other structures.  It didn’t affect the gameplay, but it was definitely noticeable during gameplay.

Aside from that there were a few issues with navigation through the menus on the home screen getting between Android, TegraZone and PC stream, but the unit is still under development so I’m not going to hold that against them too much.  What I wanted to see was a success – and that was the PC streaming.
What I really liked about the Shield was how it opens up some options for you.  If you look at iOS or Android as a gaming platform you’re pretty much restricted to what’s available on the App Store and Google Play, assuming you already don’t have access to TegraZone with your Tegra-powered device.  Even units like the DS are limited to some extent.  The Shield’s real power is availability – on the go you can get stuff from Google Play and TegraZone, but once you get to your wireless network and your entire game library is now available to you, including what you have on Steam.  On other specifics, the folks at nVidia weren’t ready to comment on specs like internal memory and gave me a Q2 release date range.

All in, I’m curious to see what the release model can do.

Wednesday, March 27, 2013

PAX East Panel Postmortem: Game Designers are Defining the Next 50 Years of Education



Off the top of your head, could you tell me what the atomic weight of lead is?  Come on now, no peeking at the periodic table.  How about telling me who invented the cotton gin?  OK, let's try something else - what would you use to deal with a dark-type Pokémon to be super effective?  How about what kind of chocobos you need to get a Golden one?  I'm guessing there's a better chance of you guys knowing the answer to one of the latter two than the first.  Why do you think that's the case?  Maybe it's because some people have more fun playing games than memorizing information from Chemistry class.  Or maybe there's more to it than that.

If you ask Steve Swink, which PAX East goers filling the Merman Theater did on Friday morning, he has a more simple explanation for many of the world's ills.  He ran a panel called "Game Designers are Designing the Next 50 Years of Education."  While talking about healthcare and other complex problems we are currently facing, he mused that "healthcare is fucked, and education prepares no one for anything."  In his opinion, the current educational system treats students more like hard drives by using memorization over teaching problem solving and thinking.  And I can't wholly disagree - I remember a lot of memorization in middle and high school and regurgitation for exams.  Personally, working through puzzles in the Legend of Zelda or figuring out what enemies were weak to what in Final Fantasy for me was more thought-provoking than school was a lot of the time.  I mean we had those old MECC games like Number Munchers, Oregon Trail and Rainbow Trout but still, those were supplemental to our curriculum, not actually a part of the core.  It's true - games help people understand complex systems.  Try to explain a game like a Civilization title or any Final Fantasy universe, and you'll see that while it seems tough and complex to others, you seem to have a pretty solid grasp on it.  I honestly feel I'm smarter and that my brain tweaked itself for problem solving because of the games I played at a young age.

According to Mr. Swink, there's some support on making games part of core curriculum from some groups, like the Bill and Melinda Gates foundation.  Part of what they do is making educational games so when students "exit school they feel empowered" to understand complex systems.  To show this concept he showed us an educational game he developed called The Doctor's Cure (Plague: Modern Prometheus) which you can see at Atlantis Remixed.  It's a 3D game run on the Unity platform where students take on the role of an investigative reporter learning about a visiting doctor's methods of finding an antidote for a plague that has struck town.  Playing the game helps the students (through their journalist role) put together persuasive arguments.  To do this they find and collect quotes as evidence and put it through an analyzer, which you can see on the right, building causal chains to make a solid persuasive case.

Pretty slick, right?

The game is designed to be part of core curriculum that the teacher can run in the classroom, where he or she plays the role of Scoop, the town newspaper's editor, with their own back end and control panel to set rules and take a look at their students work.  And there's evidence that the program is working.  Sunnyside school district in Arizona, a district where 70% of students are on the subsidized lunch program and 50% of the students speak English as a second language, raised $16MM (that's million) so that they could build infrastructure and give every student a laptop to take part.  As a result, even ESL students that didn't like to write before were producing good persuasive essays using Doctor's Cure.  Which is an amazing thing.

Mr. Swink has the right idea - to give kids a virtual world with the ability to change things and see the consequences by providing them a safe place to fail - and more importantly - understand.  When the students make their persuasive arguments, they vote whether or not to keep the doctor in town or to kick him out - each decision having  its own ethical quandaries.  I'd call that a better way to help kids understand complex systems and spin up some critical thinking, wouldn't you?  Because as he accurately stated, "kids aren't hard drives, and we have no idea what the world is going to be like in 50 years.  Even 5."

And for the record,  the answers to those questions at the top of the page are: 207.2, Eli Whitney, fighter type, and mating a black and a wonderful with a Zeio nut and some luck.

To find more information, you can visit Atlantis Remixed and the Center for Games and Impact.

Saturday, January 5, 2013

Does Sony's PS4 Sound the Death Knell for the Used Games Market?


When I was younger, maybe back in college or so, video games were sometimes a little cost prohibitive to buy.  $50-$60 bucks a pop for games for our favorite consoles was a little steep for us that had an income of roughly nil accompanied with tens of thousands of dollars in debt to repay when we were done our fancy book learnin'.  Doubly so for a house of nerds that decided that they could run a game review site without time and without money.  So sometimes we would rent, sometimes we would borrow, and sometimes we would buy used to save money whenever stuff went on sale.  Granted for PC games we couldn't really do that (those had, well, different methods of acquisition) but for consoles it was no issue - we grabbed the disc, popped it in our Xbox or PS2 and when we turned it on it worked.  Scratched media excluded, there were never really any issues.

But selling those copies back for store credit and having someone else pick it up used doesn't make publishers happy.  It's money they could have had with a new sale that they've lost, and at the same time it creates a big market that they can't get their hands in at all.  So now it was time for them to get creative.  These days in our digital age,  with the popularity of DLC for content delivery and online play, publishers are more than ready and able to do a lot of things digitally to pick up additional revenue streams.  Let me give you an example - I own a copy of Dead Or Alive 5.  If I get bored of it and sell it to a shop or to a friend of mine (let's call him Sven), that money goes to me, and not Tecmo.  So they added a little hook in the pricing model.  My new copy came with a key that allows me to play online.  But that code links itself to my Xbox Live ID.  So having bought my copy, Sven now has to pay for an online pass to play DOA5 to link to his Xbox Live ID.  See what Tecmo did there?  They put a method in place so that someone buying the game used still had to pay for certain elements of the game.  And in this case it's the online pass.  And Sven might even go on to buy some of the DLC character costumes, so look at that!  Money Tecmo made on a used game where they would have made none before.

original comic here from Penny Arcade
So what's the next step in how publishers can monetize used games?  There could be other methods like the one above that could help publishers extract money from the used games market.  But then there are also more extreme options... like trying to kill used games outright.  Recently on the NeoGAF forums, we found that the legal eagles at Sony filed a very interesting patent (which you can see here) regarding console games and rights.  When it broke, the news of this patent application was received so poorly that GameStop's stock price actually dropped on the day, with GameStop shareholders selling like mad out of fear of losing one of their core businesses.  Funny thing, the internet.

Don't worry kids, you don't have to read through that ridiculous amount of text.  I'm here to do that for you - and strangely actually kind of like reading patents.

The patent more or less states that this technology would lock a disc to a specific player ID, the same way my DOA5 online pass has a lock to my Xbox Live ID.  If this goes through and is implemented in the PlayStation 4, then a disc, once authorized to a single player, wouldn't be able to be played by another player, nullifying any value it potentially had in a used games market or sale.  How would they do it?  The console would write info to a designated blank part of the game disc, putting that link on there.  It may sound pretty Spartan in its method, but it's not really a stretch, seeing as that's how most digitally delivered games work these days.  Just take a look at Steam's model.

But does this mean that they're actually going to use it?  It's true, applying this technology to the PS4 would indeed lock out a used games market, but there were also rumors that Microsoft was talking about doing something similar a while ago with Project Durango (or Infinity, or 720, or whatever).  A lot of companies file for patents that they don't actually implement.  And I have to believe that they know implementing this would shoot themselves in the foot, and they would be giving up more benefits than they would be getting gains, including but not limited to a ridiculous fan backlash.

The whole thing adds a bit more murk to the waters of DRM and used games, especially when an increasing percentage of software doesn't actually exist on physical media.  But one thing I will admit, Sony's come a long way on their protection technology from being able to be beaten by scotch tape and Sharpie markers.

Thursday, December 27, 2012

First Look - Lightning Returns: Final Fantasy XIII


Final Fantasy XIII was a little... well, different, than its predecessors in the Final Fantasy heritage.  They changed whatever was left of the classic formula from soup to nuts, from the overland battle encounters to the new ATB fight system, the whole stagger tactic, the Eidolon system and gestalt versus summons, bloopity blah, bloopity blergh, bloopity blooey.  The list goes on.  And as expected, most of that held into Final Fantasy XIII-2 starring Lightning's younger sister Serah.  But in Lightning Returns, the latest game in the XIII universe, Lightning takes a page from Vincent Valentine's book in Dirge of Cerberus and flies solo as the only playable character.  There are no parties of three or team paradigm shifts in the sense we're used to, just Lightning being a badass starring in a one woman show.  Seems a little strange for a Final Fantasy title, but if any of you unlocked her Army of One ability in FF XIII, then you should find it wholly believable.

... Even though you (well I) had her in Commando mode all game only to find out that this ultimate ability of hers is in her Ravager tree and then you have to switch up your parties and ALL your paradigms to re-align stuff with a crystarium points farm and...

Sorry.  Got kind of carried away there.  But while I'm on that point, come on guys. Come on.

At any rate, the video (which you can see here on IHOGeek's YouTube channel) and screens for Lightning Returns provided by Square-Enix show our heroine jumping from ledge to ledge and over/through obstacles to get around on the overworld map instead of just running around to the next checkpoint, more the way Dante or War would in Devil May Cry and Darksiders.  And that mechanic is both the reason I'm looking forward to it as well as the reason I fear for it.  I'll get into that in a bit.

Once in a battle Lightning seems to be freer in her movements and attacks in taking on enemies - able to issue commands and change up style on the fly.  So while there's still some of the elements of the XIII universe that we know and love left untouched, in battle mode it looks like menus and auto-attack has been replaced with assigned commands, with each of the four main buttons on a Xbox 360 pr PS3 controller mapped to something different.  An example from one of the fights in the trailer, the player has the four commands set as Light Slash, Heavy Slash, Evade and Blizzaga.  Each of these four commands look like they will change when Lightning changes paradigms - and from what we can see so far those are called Divinity, Enchanter and Cerberus corresponding to defensive, magic and physical styles.  Seems to me like that would provide a ton more options that a single character has, which is a direction that needs to be taken when she's the only one you've got.   An arsenal at the ready and tweakable skills look to make it so that players can make Lightning their own.

Now back to what I was saying before.  As I mentioned, the action/platformer element of this game is both the reason I want to play it and the reason I fear for it.  Square-Enix did the same kind of thing in their Final Fantasy VII universe - spinning off a different genre of a game with Dirge of Cerberus.  DoC featured Vincent Valentine in a first person shooter style game, and while it was fun, I felt like they didn't go all in with it, and it was enough of a departure from the lore to seem like an attempt to expand the franchise.  Now in that sense, Lightning Returns isn't in the same boat.  It's a legit part of the FF XIII continuity.  My hope is that these elements are added the right way, and act as an enhancement instead of simply another method of trying to keep the franchise fresh.  Either way, I'll be playing through Lightning's final journey for sure.

Oh, and by the way kids - the game will limit you to 13 days of play time to get it done.  Secret methods notwithstanding, finish in 312 hours or the world ends in chaos.  Have fun!