The SkyLanders have returned!

One controversial game that hit store in fall 2011 was SkyLander. The best description I saw at that time was “Pokémon where you need to buy them all“. This fall, with the release of Skylander Giants, this still holds true. However, It turns out that is not a bad thing. Let me start at the beginning.

SkyLanders, Spyro’s Adventure is a 3D platform game, not unlike previous Spyro games. It is available for most platforms including Xbox 360, Ps3, Wii, 3DS, PC. I should be noted that the 3DS games is very different from the console and PC versions.

Players control Skylanders, warriors of various elemental powers tasked with protecting Skyland. The evil Kaos, bent on Skyland domination, cast a spell to transform Skylanders into plastic figures and banish them to the planet of Earth. If you don’t know where I am going with this, then you haven’t been in a Toys’R'Us in a while.

Players collect these figurines, which are about 3″ in height and sturdy construction. When a player places a Skylander on the Portal, it appears in the game. The figurine itself stores the characteristics of the character, including any level acquired and powers unlocked. This means you can bring you characters to your friends house and play with it, keeping your level and any powers you’ve previously unlocked.

Let’s meet my team: (top) Stealth Elf, Sonic Boom (bottom) Trigger Happy, Flame Slinger, Chop Chop, Spyro, Gill Grunt, Prism Break.

Why so many figurines, you might ask? You can play the whole game with only the three figures included in the starter pack. However, some areas of the game is locked to a specific element: you can’t access that zone without a Skylander of that element. This is incredibly well designed, as it convinces young children that they need more than the basic Skylanders. In my case, this was incredibly convenient, as I had several BestBuy coupons that were going to expire.

There is no denying that Skylander was designed as way to convince kids that they should spent money buying figurines. But the Skylander game itself is pretty good. The mechanics are solid and Kaos is wildly entertaining. Haven’t played most of the big hits in 2011, Skylander rates as one of my favorites. As for the figurines, you can use them in any sequel game. They are even releasing a BlueTooth portal, for iPhone/iPad Skylander games.

The futur of Skylander seems bright and kudos to Toys for Bob and Activision for bringing this game to market, even if the whole premise of having to collect all figures is fundamentally evil.

 

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Still Alive!

Yes, yes, I am still alive! It’s been a busy year and a half.

  • I got married.
  • I bought a house.
  • I got a promotion.

Yeah, it’s been busy. I got married exactly one year ago, and I love my wife as such as I did when I said “I do”, probably more. We bought a house together, a little dream house as far as I am concerned. And I got what I consider my dream job, I love every day, chaos and all.

I’m keeping this post short. I’ve got a couple of article I am working on, so I’ll be posting soon. But I just couldn’t resist telling my precious beloved: I Love You! Happy One Year Anniversary!

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Kindle Fire is running Android 2.1 ???

Amazon is set to shake up the tablet world with its new Kindle Fire tablet. At 199$, it’s an amazing little device with a 7″ inch screen and a dual core processor. I’m not sure if I am a fan of Amazon Silk web browser, which renders web pages using the Ec2 cloud. Seems to me like a privacy issue waiting to happen.

My biggest surprise is that it runs Android 2.1. Really? Android 2.1? A quick look at the Android developer page lists 2.1 as the last supported release of Android. Need a never Android, there is 2.2, 2.3.3, 2.3.4, 3.0, 3.1 and 3.2. The kindle is 5 versions behind in operating systems.

The Kindle Fire is sure to make a big splash in the tablet market. But why Amazon would use such an antiquated version of Android is beyond me.

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This is why I’m afraid of making indie games.

If you haven’t heard the news, Bethesda is complaining about the name of a card game from the makers of Minecraft, Scrolls. Even worse, they’re sending in the lawyers.

I like to work on indie game projects. The first that I released was BlokPanic, on the App Store. I’ve got other game ideas, but I’m always worried. It’s become common practice for game developers to sued each other. I was going to post some links, but I was overwhelmed by the number of cases I can find on the Internet.

As I understand it, to get sued because of similarities to another game, the similarities must be such that a consumer might get confused between the two products. In the case of Scrolls, this might be complicated. However, the definition is vague enough that lawyers don’t need to aim that carefully when firing law suites. And how can a part-time Canadian indie game developer defend himself from a law suite in the states?

I’ve say it before, I’ll say it again, law suites stifles creativity. There are cases when law suites are needed. However, using law suites to bludgeon competition is unethical and immoral.

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They’re selling videogames the wrong way …

Okey, so the title might not be original. However, the idea for this article came to me after reading this article on Kotaku, where the authors describes the problems with buying comics on the iPad. At the same time, Dragon Age 2 is featuring a pre-pre-ordering purchase bonus, where you get a special DLC for free if you pre-order before a certain date.

The model for selling videogames has changed quite a bit in the last 20 years. When I was young and had an Atari, I would go to Zellers with my brother and we would look at the back of the video game boxes. If something looked interesting, we would buy it. It wasn’t too much of a problem as 10 CAD wasn’t too much of an investment.

When the Nintendo came out, this strategy wasn’t as effective, as games would cost around 40 CAD. In that case, we would go to the Nintendo Corner and rent games there, as to try them before we bought them. The rental would cost about 2-3 CAD for a day, and discounts would be offered for multiple rentals. Even more innovative, the place had game stations where you could play the game directly in the store for about 2 CAD for 15 minutes.

For years, the model didn’t change much. We would buy video game magazines to learn about new games, rent them to try them out, and buy them if we liked them. When the Internet came out, we stopped buying the magazines, but we still rented the games.

Fast forward to a time where game consoles are connected to the Internet and people can purchase games digitally from their home. Yeah, were talking Ps3, Xbox 360 and Wii. At the same time, Steam was gaining popularity on the PC market. However, the videogame market had two big problems, triple-A games were freakishly expensive to develop (millions of dollars) and stores like GameStop were drastically cutting into the revenues of game makers with used games, as game makers make no money from the sale of a used game.

It took a couple of years, but the video game industry is reacting to this. Unfortunately, the solutions aren’t always to a players advantage.

At first, the concept of pre-ordering bonus is cool, you get extra feature for ordering the game early. The reality is more nefarious, by not ordering the game early, you are punished by having less content than someone who would. It’s a kind of extortion, buy the game before it’s done, or don’t get feature X. It’s gets more complicated as each store want a different bonus. You are then forced to choose your retailer based on the bonus you want. In this scenario, you will not get the complete package, as each retailer holds a piece of the puzzle.

At the same time, DLC has evolved a lot in the last few years. Initially, DLC was designed to enhance the gaming experience, with new costumes and extra weapons. Nowadays, DLC is also used to sell extra game content such as chapters or new areas to explore. These add-ons are pretty important if you want to get the whole story. I can understand selling add-ons for the game experience, but it’s frustrating when content is kept back to be sold as DLC. The more glaring example is Assassin’s Creed 2 where two of the middle chapters where omitted from the game and released as DLC. This means event bargain shoppers buying the game at 20$ will have to shell out an additional 10-15$ to have a complete game with all the chapters.

Finally, digital distribution has revolutionized how games are sold. It has also redefined the notion of owning a game. For example, when buying a game several popular digital distributors, you do not own the game per-say. Instead, you are given a non-transferable license of the game. You are not allowed to sell the game or your account. You are not even allowed to lend your game to your friend. This hurts the consumer because he is not able to do anything with a game he has finished. He can’t even give it to his friend. Worst is the fact that the digital distributor retains the right to cancel the player’s account (thus taking away his digital property) if he feels the player has violated the distributor’s agreement. The distributor has all the rights and there are no appeals.

The game distribution war has gotten very ugly. Between the used sales, the software pirates and the rising costs of putting games on the selves, game developers and distributors have gotten very aggressive protecting their revenues, often at the expenses of the players. But what are the rights of the player? Who protects their rights? Who will champions their cause? Or, as Gundam Wing taught us, is it the responsibility of the people to rise and face their oppressor?

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MMOG from Old to New, and still Addictive

Addiction: The condition of being habitually or compulsively occupied with or or involved in something.

I started this post about 5 years ago, in 2006, as I started to play Guildwars. This game intrigued me, as it was a complete change for every MMOG I ever played. I started asking myself, what makes an MMO addictive? Why would someone spend so much time on a computer game? I have heard so many stories from friends and students suffering dramatic drops in their school grades because of an online game.

A little history

Computer games have existed ever since we have had computers. Even before there was Pong, there was text-based RPGs. An several of these RPGs were cooperative. This is not surprising, given the strong basis of cooperation in society. Massively Multiplayer Online (MMO) games, computer games where thousands of players share a common world, are an extension of this. These players all contribute to this world, shaping the economy and helping each other. MMO games also have strong communities, often reflected in guild-like structures.

By integrating thousands of players into a virtual environment, they create a virtual communities of people sharing their love for a game. It’s easy to lose yourself in such an environment. In addition, the more time players spend in the game, the more they are rewarded. This results in a lethal combination : group acceptance and constant positive reinforcement.

First MMOG experiences

My first introduction to MMO was Ragnarok Online, an anime-based hack-and-slash RPG game. Ragnarok is insanely popular in Korea and has a pretty strong following in America. I played Ragnarok for about 6 months, until I learned a deep dark secret about MMO games. In Ragnarok, the level cap is 99. This means that a character will reach the maximum of his abilities at level 99. Back then, the first 30 levels of a character were pretty easier to achieve. However, the effort required to gain a level increases exponentially.

Ragnarok is a MMO which rewards you for investing your mind, body and soul into the game. To get some serious character progression, expect to spend a few hours everyday just to level your character. As the end of the week, this easily amounts to 15 to 25 hours. This is known as the level grind. One of my friend, who still regularly play, told me the game only really opens up at level 85. Reaching level 99 can easily take over a year of work.

After playing for 6 months, my level progression slowed to a crawl. I was only playing 4 to 6 hours a week, which is not enough to achieve a serious progression. In addition, MMOG games often carry a monthly subscriptions, which can quickly add up.

Looking for Alternatives

I tired of the game and decided to look elsewhere for my MMO fun. I tried several other games, including Dofus, Everquest, Eve Online, Mapple Story, Rose Online. I also played World of Warcraft for a month. The game itself was pretty impressive and I instantly fell in love. I also realized that I could easily lose myself in the game, so I made sure the game would not renew itself once my trial was expired. Smart move.

Then, I was introduced to GuildWars, which provides a dramatically different play experience. In Guildwars, you only need to buy the game itself, there are not monthly fees and very little value-added products. The game itself has a very low skill cap, which means players reach their maximum skill level in a couple of months. However, Guild Wars is a game where player define themselves by their skill or creativity.

Time for a change

It’s five years latter and the MMO scene has completely redefined itself. Monthly subscriptions are no longer the norm, and are used only by the most popular MMOGs like World of Warcraft and Rift. “Free-to-play” is the new experience: players can play the early stage of games for free and are encourage to pay for value added services.

You might scoff at the statement that Free-to-play, also known as Freemium is the new standard. However, during first six month of 2011, over half of the top grossing applications on the Apple App Store have been Freemium titles. The exact numbers are staggering, customers are spending millions of dollars in value added services for Freemium games.

But what about addiction?

When I started writing this article five years ago, I wanted to point out how some people were a slave to these games with monthly subscriptions. Many hardcore players would own more than one game account, paying for several monthly subscription fees. People vulnerable to addiction, also expressed as addictive personality, are easily drawn to these games. Stopping to play these games can be has hard as stopping any addiction, such as alcohol or smoking. The fact that the addiction is with a game does not make it any less serious.

It’s easy to point out that people with addictive personality can become addicted to any games, not just MMOGs. However, MMOGs are often created with addictive attributes, such as gradual progressive positive reinforcement, or large-scale peer validation. These attributes are inserted into the game to encourage players to keep their subscriptions active, thus generating a continual revenue stream. This also makes it very difficult for people with addictive personality to stop playing.

What if we remove the monthly subscription

Many years ago, I would have thought that removing the subscription on these games was the solution. However, the monthly subscription is a way to draw money from a problem, and not the problem itself. This is illustrated with Freemium games, which lower the entry barrier for players by providing the game for free. Only 2% of the population on the Apple Store will actually spend money on value-added services in games. However, as mentioned previously they account for a large part of the revenues in the Apple App Store.

The same transition can be seen in almost all MMOG games. Many popular MMOGs, such as Dungeons and Dragons and Lord of the Rings have switched to Free-to-Play, with many more key players like StarTrek in the conversion process. Even World of Warcraft, king of the subscription model is Free-to-Play until level 20.

It’s in the game play

It turns out the game play has been the problem all along. While monthly subscriptions and micro-transactions are often blamed, it’s the specialized gameplay that create the addiction. It then becomes a case of morality when designing the game. And since it is well known that people can become addicted to any type of games, can designing this type of game be considered amoral? What would be different between an addicting game and a game that is engaging and engrossing?

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iPad – How to get a job

Last summer, when I got back from Taiwan, I purchased a 3G iPad. My reasoning was simple: as my PhD was near completion, I wanted to find a job as a network programmer. I’ve found that it’s always easier to get hired if you can show something. Having done a lot of Objective-C programming, I decided to do 2 things:

  • create an iPod/iPhone game and release it on the App Store
  • create a network demo of the 3G network to demonstrate the effect of latency.

The first part was accomplished when I released BlokPanic. I’m particularly proud of this achievement, even considering that only a few copies of the game sold. I understand now that with hundreds of new games released each month on the App Store, success is highly related to your reputation as a developer, or the amount of marketing you can do.

The second part was a prototype of multiplayer BlokPanic, that I never released to the AppStore. The prototype was mainly to demonstrate that understood the concept of latency and how it affects game development.

Armed with these 2 demos, I went to an IDGA round table on network programming. I received a job offer that night and another one a couple of days latter.

This is the number one lesson I’ve always given to my students: build yourself a portfolio. For game developers, it means building a game. If you want to be hired as a web developer, go build a few sites. An so on. If you can carry it around with you, even better. This is where a tablet device like an iPad really pays off.

The idea is being able to show off your talents, especially during first contact or the first interview. Be careful with this though: take it too far and you will appear arrogant. It’s a fine line to walk.

Now, you don’t absolutely need a tablet device to demo a project. I once presented a GameBoy Advance game I had designed on the hardware itself. I also recorded some YouTube videos of other project I’ve done. Most of my employers have given me positive feedback on my blog during the job interview (yes, employers do use Google to learn about you). However, human resources will not download and install games.

The iPad is the perfect platform for demonstration. If you’re serious about finding a job and being able to present demos on the spot, I highly recommend it or any other reliable tablet device.

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DCMAed … no more recipees

Tonight, I received a DCMA warning that one recipe I posted violated copyright laws. Even though I went to strong effort to quote my sources for every single recipe, this person did not want their recipe reproduced.

Now, I can appreciate some of the nuance of intellectual property. However, sending a DMCA violation warning to my hosting provider was pretty harsh. I consider myself pretty easy to reach, I don’t understand why that person couldn’t reach me. If emails are not working, please just leave a comment on the website.

I guess it’s a very different Internet from what I was surfing on 15 years ago. Web pages still had background images and Geocities was the number one place to host a website. For now, I’ve completely removed the cooking section from the Blog. I like sharing recipes I love with my reader, but I just don’t want to deal with copyright complains. I’m sure there is a legal way I could run the cooking section without worries, but I just don’t have the energy to invest in that.

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