Posts Tagged ‘ gaming

Study: Influence of review scores on game purchases 06 July 2010 at 2:00 pm by Admin

Study: Influence of review scores on game purchases screenshot

EEDAR and the Guildhall at Southern Methodist University recently conducted a study to measure how professional game critic review affect game purchase behavior. As you’d expect, there’s a strong connection between what we say about games and how many copies gamers buy.

I read the entire study. [I loved that a mock Mass Effect 2 box featured a Destructoid quote on the box in the study data.]  While I wasn’t surprised at any of the results, there were some pretty interesting findings. Participants were divided into three groups, and each were given an informational packet about PopCap game Plants vs. Zombies to read before playing 20 minutes of the game. One group’s packet contained high review scores and write-ups for the game, another had low scores, and a third control packet featured no reviews at all.

Participants that read the “good” packet before playing rated the game highly, giving PVZ an overall score of 85. The low score people gave it a 71/100. The control group gave it a score right in the middle: 79.

To measure purchase intent, those in the survey were asked to pick between $10 cash or a copy of Plants vs. Zombies. The group exposed to the high review scores were more than twice as likely to take a copy of the game over the money. The low review score guys? Over 80 percent of them took their ten bucks and ran.

Jesse Divnich, vice president of analyst services for EEDAR: “The study findings clearly indicate that properly leveraging game reviews to form a positive anchoring effect can dramatically increase consumer’s perception, adoption and willingness to recommend a game title.”

Some days I can almost feel the influence that we and other game reviewers have. It’s like holding a dangerous weapon. Even as someone who writes about and reviews games for a living, I hope that gamers will still seek out these games to judge for themselves if they’re worthy of purchase.

+ AAA: Our habit of associating budget with game quality By Admin 09 June 2010 at 11:00 am and have No Comments

AAA: Our habit of associating budget with game quality screenshot

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

Before you continue reading, list five of the best games from 2009. Are games like Uncharted 2, Assassin’s Creed II, or Batman: Arkham Asylum amongst your faves? Your individual lists may vary, but I guarantee that most or all of your picks will be titles widely considered to carry AAA status.

It’s understandable. As informed as we may be, we are every bit as susceptible to hype and advertising as John Q. Public. Additionally, our time and finances are limited, so we can’t be expected to pony up for every piece of software that tickles our curiosity. We buy the landmark games because we’ve convinced ourselves that they are more deserving of our investment.

This time, list five of your most anticipated 2010 releases. If we consider games that have already come out, your lists might include Final Fantasy XIII, Super Mario Galaxy 2, Splinter Cell: Conviction, or Red Dead Redemption. Over the next few months, we can look forward to StarCraft II, Dead Space 2, or a number of bombshell E3 reveals. Yep, expect some big names just around the corner.

This generation has been marked by one major title after another at regular intervals. That may be satisfactory to you, but it’s disappointing to me. The small yet ambitious titles that thrived in previous generations are subconsciously ignored because our scope of awareness no longer registers them. We only pick up the “go big or go home” bogeys on our radar. 

For many of us, the number of AAA titles is the only statistic that matters.

But what exactly is a “AAA” game? Publishers like to showcase a portfolio of AAA content, while message board warriors trump a hardware platform’s raw count of AAA games as a measure of console superiority. These are the projects that dev teams wish would fall in their laps, the ones that fill rabid gamers’ hearts with anticipation. Yet few can agree on a solid definition.

Does it refer to Metacritic rankings? I’m certain there have been several high-profile bombs as well as a generous helping of critically acclaimed downloadable games that don’t fall under the AAA umbrella. No, AAA games can’t simply be “good games.” They are the games that garner the most exposure, command the greatest mind share; they are the games that companies bank entire fortunes on. Their release dates are observed as though they are national holidays.

In this 1998 article from software developer Stardock, “AAA game means games that have almost unlimited budgets and are media events.” All the hype and fanfare surrounding these games’ developments and releases would not be possible without large sums of cash money changing hands. The greater the investment, the greater the potential gains.

The massive productions, when they push just the right buttons, are nothing short of phenomenal. Since gamers ideally should only care about the end result and not the business hurdles along the dev path, why wouldn’t we want all games to be as high-end as they can be? A little extra time, money, and polish can only make good games so much better. Regrettably, that is not a realistic scenario, but it makes me wonder.

When did we start caring about how much games cost to make?

I blame the need for full disclosure. The industry today is a lot more transparent concerning business proceedings than they were just 15 years ago. Spokespersons and project leads are more than willing to share financial data when it benefits their company. It’s another way in which gaming tries to emulate the film industry — consider how freely data like movie budgets and ticket sales are available to anyone who wants it. The game industry still holds a few cards to its chest (e.g. the NPD Group stopped providing raw numbers for games past the top five starting just last month), but you can clearly see the push towards transparency.

Remember how we were kept in the dark just two decades ago? The Internet was not in wide use, so all our ancillary information came from print media like Nintendo Power. While NP was tops in dropping gaming strategies and building anticipation for upcoming releases, very rarely did it offer insight into how the cogs meshed together; the rare developer interviews carefully avoided sensitive topics.

There have always been expensive high-profile games and moderate efforts, but budget concerns never crossed our minds because the gulf between the top and bottom wasn’t as wide as it is today. Graphically, the difference between high and low-budget games wasn’t quite as stark. Most games were given a fair shake at the market — aside from Nintendo’s own stable of marquee titles, NP did a decent job of giving all games equal exposure.

In fact, other than the company name on the game packaging, we were clueless as to the individuals responsible for our favorite titles. This was an era in which dev teams did not receive proper recognition in the credits. Staff members were instead identified by cryptic nicknames (e.g. Kinuyo Yamashita, female composer for the original Castlevania, was given the handle “James Banana”).

When did production values and grand budgets become major selling points? I’d wager it was near the start of the 3D movement, specifically with titles like Final Fantasy VII and Metal Gear Solid. The way they were marketed as more than simple videogames drew in the summer film-loving consumers who would have otherwise continued to hang out on the fringes of interactive entertainment. That kind of exposure does not come cheap.

From there, it wasn’t much of a leap for publishers to get in their heads that consumers were attracted to ostentatious displays of wealth. I liken it to what runs through the mind of a smooth-talking barfly. Looking to score with that lovely young thing by the counter, he offers to buy her and her friends several rounds, deliberately flashing the crisp Benjamins lining his wallet as he pays the barkeep. It’s the mistaken notion that your average consumers are so shallow that money is their prime motivator.

Now we arrive at the present. Companies freely express their desire to hit the AAA track hard. Publishers have gotten into the habit of flaunting their running tab for all to see (e.g. the budget for Gran Turismo 5 jumped from $60 million to $80 million over the past couple of years). Essentially, budget is no longer a piece of private investor data but an advertisement for the game itself.

Meanwhile, consumers have grown accustomed to these escalating expenditures to the point where they gauge quality according to how “significant” a release is. And when I say “consumer,” I’m actually referring to us, the enthusiast gamer minority — we are not free from the influence of the marketing machine. The AAA moniker is the new quality seal, and those without it are relegated to “maybe if I get around to it someday” status.

The big-budget outliers have painted our perception of value, leading us to believe that anything that doesn’t meet those lofty requirements is somehow low-class or of lesser importance. Big blockbuster X has bells and whistles and a prime-time ad campaign, so I’d gladly pay $60 for it! Under-the-radar release Y looks enjoyable, but I’d prefer if it was discounted. Uh oh! Side-scroller Z is in 2D, and I refuse to pay more than 20 bucks for a 2D game in this day and age!

We measure the impact of a console generation by how well we enjoy the AAA titles while skimming over the lesser releases. Even if we admit that the smaller games are strong standalone products, we face difficulty in weighing their influence against the top dogs that everyone seems to talk about. It’s a habit of undervaluing perfectly legitimate games because their budgets didn’t allow for cross promotions with 7-11.

I don’t think we mean to do this. I think we recognize this problem in ourselves and champion the efforts within the industry to turn off this high-stakes highway. Nonetheless, the effort should come first and foremost from ourselves — we are the ones who ultimately dictate our entertainment choices.

We need to train ourselves to be a little more receptive to small-scale projects and reduce the unhealthy amount of attention we award blockbusters that may or may not deliver on their promises. We have to realize that the AAA titles are neither the be-all-end-all of gaming evolution nor are they what all developers should strive for. If we can agree that not every game has to or should be a global event, perhaps we can also agree that the ones we overlook can in fact be the higher quality products.

Quality is subjective, but we can’t make fair assessments if the big games have a leg up before we even pop in the disc.


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+ THQ drops more details on Red Faction: Armageddon By Admin 07 June 2010 at 6:00 am and have No Comments

THQ drops more details on Red Faction: Armageddon screenshot

We caught the premiere of Red Faction: Armageddon this weekend, but today THQ has dropped details on the upcoming title, slated to hit PlayStation 3, Xbox 360, and PC next year.

Armageddon will take place 50 years after the Red Faction resistance liberated Mars; the years haven’t been kind — the planet has become a battlefield. Colonists are then forced underground, as the surface of the planet has become uninhabitable. The game puts players in the shoes of Darius Mason, the grandson of Red Faction: Guerilla’s Alec Mason. Unwittingly, Mason releases a “long-dormant evil,” leaving him and the Red Faction to clean up the mess and save mankind. Battles are said to take place across a variety of environments, including lava and ice caves.

The game will make use of the Geo-Mod 2.0 technology introduced in Red Faction: Guerilla, putting physics-based weapons into the hands on players. As seen in the trailer, Darius will be able to use his Nano Forge abilities to reconstruct objects; he’ll have a “Magnet Gun” in his arsenal as well.

Armageddon will ship in March 2011, and THQ is promising cooperative modes in addition to the single-player campaign. Let’s hope we see even more at E3 this year.

+ Activision announces Independent Game Competition By Admin 02 June 2010 at 6:00 am and have No Comments

Activision announces Independent Game Competition screenshot

Activision has announced the first Activision Independent Game Competition, in which the publisher is putting a call out for submissions from indie game developers in the United States.

The contest will allow either individuals or teams to submit either completed or in-development games, the winners taking home cash towards development as prizes. Round one of the competition starts today, and goes through August 31; the first place winner will get $175,000 towards development of their title, with the second place getting $75,000 in assistance. Winners will be announced in October, with details on “round two” being announced at a later date.

The idea, says the publisher, is to “help foster creativity and innovation from rising talent in the independent game development community.” Even though it has released some excellent titles over the years, I’m not entirely sure the words “creativity” and “innovation” to the minds of many gamers when thinking of Activision.

Any indie developers out there looking to jump on this opportunity? Think Activision can help make your game a reality?

+ Gaming’s musical history via Mario Paint By Admin 31 May 2010 at 6:00 pm and have No Comments

Gaming's musical history via Mario Paint screenshot

I spent many a day and night reworking popular videogame tunes in Mario Paint’s composer section, so this 2009 video brought back not only memories of those times, but also of the classic games that it pays tribute to.

You might have seen this “Evolution of Video Games” before, but it’s too great not to share again for those who haven’t, and is perfect “content” for a holiday where not much else is going on.

It’s over 9 minutes of 22 tunes recreated with the Nintendo sounds in mariocomposer.net, by a guy named Aldofo Baez.  From a musical standpoint, there’s some nice transistions and sound effect use (rock those laser cat samples!), and a purist wouldn’t use the accidentals, but the retro tunes are what is going to win you over anyway.

Put this on in the background while you surf, as it’s pretty long. I mean, it takes five minutes to even get to Star Fox. At eight minutes you’ll get to some Super Smash Bros Wii. Then Super Mario Galaxy. It’s all pretty great.

[Thanks, Dexter]

+ Redbox game rental kiosks now in Orlando too By Admin 27 May 2010 at 9:20 am and have No Comments

Redbox game rental kiosks now in Orlando too screenshot

Redbox is blowing up these days for DVD rental. It seems like the machines are everywhere and they always have lines at them. While I’m all for the newfangled digital rental of movies, I have to admit that Redbox is easier and cheaper.

I want the same for games, but not too many places have the game-focused kiosks available. There’s some in Reno, Nevada and Wilmington, North Carolina, but now we can add Orlando, Florida to the list. An Orlando resident has noticed that Redbox has set up shop in his home town, offering game rentals at $2 a pop. He says that hey had Red Dead Redemption available for PS3 last week. Nice! They also had UFC Undisputed 2010, and I see Alan Wake in his picture.

Redbox expands game rental program to Orlando [Joystiq]


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+ Review: Red Dead Redemption By Admin 24 May 2010 at 1:00 pm and have No Comments

Review: Red Dead Redemption screenshot

After a week of being asked, “Where’s the Red Dead Redemption review,” by damn near everyone, here’s the answer: It’s here. Are you vultures happy now?

Red Dead Redemption is, of course, Rockstar’s latest epic sandbox adventure. Wild West, gunslingers, horses. There’s a tale of vengeance and enemies both in man and nature. Like I said, epic stuff. Now that I’ve had time to play through the game in its entirety, I’m ready to lay down whether or not you should do the same.

Red Dead Redemption

Red Dead Redemption (PlayStation 3, Xbox 360 [reviewed])
Developer: Rockstar San Diego, Rockstar North
Publisher: Rockstar Games
Released: May 18, 2010

The plot of Red Dead Redemption’s single-player mode revolves around John Marston, an outlaw forced to hunt down his former partners to save his family. Set in 1911, this is the very end of the Wild West era and civilization is encroaching upon the frontier. This sets a wistful tone that permeates throughout the generally satisfying story.

Marston is exceptional as a leading man. His history is typical for a story by Rockstar — the troubled criminal who wants to redeem himself — but that’s where most similarities end. He’s bound by a personal code and respectful to others, even when he’s about to gun them down. Women, in particular, are on the receipt of no small amount of kindness. You always know where you stand with John Marston, but he’ll be considerate about it when he tells you.

If only the supporting cast were as strong. The game’s opening hours build up a lot of hope for the title, as you meet interesting, dynamic and realistic characters in local ranch owners the MacFarlanes, and the marshal of the town of Armadillo. Sadly, these more complex characters are eschewed early on for a parade of caricatures and comic relief. About half of the people you meet along the way seem like real people with real problems and the other half make you question how they would have ever survived in this world.

It’s not limited to the main quest characters, either. You can accept side missions from strangers you meet in your travels. These are more passive quests that can be completed at any time alongside your weightier concerns. It’s all very simple fetch quest stuff, but the people you meet all appear to be deranged in some way. Perhaps there’s a metaphor at play, but their presence really seemed unnecessary and I would have much rather enjoyed more people who seem sane when Marston leaves them.

Red Dead Redemption

Overall, the story is enjoyable and will take players through the fictional state of New Austin, down into Mexico and back. There’s a healthy level of mission variety paced throughout and there’s rarely time to become bored with it. Things do peter out a little bit on the long side towards the end, however. Players will probably already be aware of the game’s inevitable conclusion well before the game finishes dragging out its final act. Short of that and some rather awful characters, it’s good fun.

When you aren’t trying to redeem yourself, there’s plenty enough to do in the world. Red Dead Redemption features the most active sandbox I’ve ever encountered. Everywhere you turn, there’s something to shoot. The environment positively teems with life of all varieties and hunting that life is a fun way to kill an hour or two. Some of the game’s regions can be downright dangerous to walk about in, with bears and other forms of wildlife capable of taking you out instantaneously.

Towns offer their own diversions as well. As you travel, new mini-games open up for gambling. As you might expect, there’s poker to be played, as well as blackjack. Liar’s Dice is one of the more strategically fun games of the bunch and there’s even some rhythm offering in Five Finger Fillet, where you dance around your digits with a knife. You can accept bounties to hunt in the wastes and, of course, engage in good old-fashioned duels.

Not only that, but random people will approach you and ask for favors. They might need a ride back into town or ask you to chase down a horse thief. Some out in the world will wager against you in shooting and hunting contests. Sometimes what looks like a broken down carriage hides a bandit ambush. You really never know what you’ll encounter as you explore and the constant level of activity keeps everything feeling fresh and exciting.

Red Dead Redemption

Travel in the world has been made very convenient as well. While the game’s map is not exceptionally large, traversing it on horseback is time-consuming, especially with all of the distractions on offer. Thankfully, fast travel has been implemented in a convenient manner. Building a campsite just about anywhere in the world will allow you to directly travel to places you’ve visited. Buying maps of the various regions lets you set checkpoints and even fast travel directly to those.

Which isn’t to say that you won’t want to ride your horse everywhere. Riding horses is wonderful. It takes a little bit of getting used to, however, and your early horses won’t have a lot of patience for you. But once you’ve found yourself a good steed and have the hang of spurring him effectively, they are a joy to ride. 

Combat is very streamlined and accessible. Aim assist is there to lock you on to an enemy target if you need it and just about anybody can be a competent shot. It works very well on foot or on horseback, and is just a pleasure to use. There is some variety to weapons, but they all feel much the same in application and having all of the different sorts of guns in each category (rifles, pistols, shotguns, etc) isn’t really necessary.

In addition to your standard shooting capability, you can also attack enemies using “Dead-Eye” mode. This ability evolves over the course of the game, starting out with a simple slow-motion and eventually allowing you to designate where you want your shots to land. Fanning out the full cylinder of a revolver and obliterating all in your path is a highly satisfying endeavor. You are limited in the use of Dead-Eye by a meter, but it restores quickly and expendable items to replenish it are cheap and plentiful.

Red Dead Redemption

Beyond Red Dead Redemption’s single-player campaign is a multiplayer component. Loading it up will place you in Free Roam mode, which allows you to travel throughout the whole world with other players. It’s just a simplified version of the game’s map and is considerably stripped-down to accommodate the presence of more player-controlled characters. Gone is the lush wilderness teeming with life, and it’s a little lackluster by comparison.

There’s some stuff to do in Free Roam, but not a lot. You can posse up with other players, enact your own gang fights and so forth. You can also team up to take on the various bandit hideouts. Doing these sorts of activities gains you experience points that unlock new character models, weapons and mounts, which can be used in all the multiplayer modes.

From Free Roam, you can enter into more structured games. There are team-based and solo games to play. Shootouts are deathmatch modes and can be played solo or in a gang. Grab the Bag and Hold Your Own are capture-the-flag variants for teams that have you fighting with another team over a bag of gold or each defending a bag from the other team respectively. And Gold Rush is a solo mode where the object is to grab bags of gold and drop them off in chests. 

All of the modes are fun, though Gold Rush doesn’t work well on all maps and you’ll occasionally have a dud game of that. The action is quick and the pace can be breakneck with a full game. I was pleasantly surprised by how effective you are made to feel even when you aren’t doing particularly well. The combat is so easy to play that success feels within your grasp with a little practice. Map design is strong with plenty of great cover and vantage points.

All told, Red Dead Redemption is a stellar title. While I have some issues with the story and characters, the simple joy of interacting with this world more than makes up for those complaints. Add in a compelling multiplayer component and you have one hell of a game. 

Score: 9 — Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won’t cause massive damage to what is a supreme title.)

 


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+ Bit Transmission recording episode 8 this weekend By Admin 21 May 2010 at 10:00 am and have No Comments

Bit Transmission recording episode 8 this weekend screenshot

It’s that time again.

On this episode of the show, we’re going to discuss videogames. Specifically, we’ll spend some time talking about Fragile Dreams, a little Alan Wake and a few other spooky-type games we’ve been playing. There will also no doubt be some discussion on poorly naming games because Jonathan seems hyped up about that for some reason.

Anything you think we should be addressing? Put it in the comments below and we may just talk about it.

+ EA Sports Online Pass: Buy new or pay $10 to play online By Admin 10 May 2010 at 12:49 pm and have No Comments

EA Sports Online Pass: Buy new or pay $10 to play online screenshot

Last year, EA Sports introduced the long-awaited Online Franchise mode in Madden NFL 10. But if you wanted to play it, you had to either buy the game new and type in a one-time-use code that came in the box, or pay $10 for a code. This year, EA Sports is extending that policy across all of its games, and now, the code won’t merely unlock a single online mode — it’s a gatekeeper for online play altogether.

You may not know Electronic Arts’ “Project Ten Dollar” initiative by name, but if you’ve bought an EA game in the past year, you’ve probably dealt with it. It encourages gamers to buy EA games new — as opposed to renting them or buying them used — by offering bonus content with a pack-in code; used buyers and renters have to purchase a code for $10 to $15 in order to access the content. Examples include the Cerberus Network in Mass Effect 2 and the “VIP” content in Battlefield: Bad Company 2, both of which cost $15.

Starting with the release of Tiger Woods PGA Tour 11 on June 8th, all EA Sports games going forward will include a code in the case, and you’ll need to type in that code in the menu in order to enable online play. If you buy an EA Sports 11 game used, or if you rent one, or if you borrow one from a friend, you’ll have to buy a code from the Xbox Live Marketplace or the PlayStation Store for 800 Microsoft Points or $9.99, respectively. Of course, EA Sports will still afford you the privilege of purchasing DLC (or downloading free DLC) for its games, but without an Online Pass, you’ll only be able to use the content offline.

Thankfully, EA Sports has included a provision for renters and borrowers: if you don’t want to buy a code, you can activate a free seven-day trial of online play — but you can only do it once per EA Sports game. Surprisingly, GameStop is on board with the EA Sports Online Pass — the retailer will be selling Xbox Live Marketplace points and PlayStation Store cash cards alongside the 2010 EA Sports games.

Frankly, I don’t have a problem with publishers trying to incentivize new purchases, and I’m not surprised that EA Sports is going as far as preventing renters and used buyers from playing online. As EA Sports’ Senior VP of Worldwide Development, Andrew Wilson, notes, “We think it’s fair to get paid for the services we provide and to reserve these online services for people who pay EA to access them.” I bet they’ll see a marked increase in new purchases of their 2010 games. What do you guys think of this?

To find out more about the Online Pass, check out the FAQ here or the tutorial embedded after the jump.

+ Actor Sir Ben Kingsley is in Fable III By Admin 06 May 2010 at 1:30 pm and have No Comments

Actor Sir Ben Kingsley is in Fable III screenshot

How…royal! Actor Sir Ben Kingsley has confirmed that he’s part of Lionhead’s Fable III cast, joining other Brit celebs in this year’s release.

Kingsley told CVG: “I’m a voice in a new video game shortly – Fable III. I’m a wonderful wizard character who is the king of Mist Peak.”

Kingsley is getting around games, isn’t he. He’ll also star in a game movie, this month’s Prince of Persia film.

“It’s very energising and good for us actors to realise that [acting] is so diverse now,” the actor tells CVG. “[Games] are as big a jump now as I suppose when cinema was invented, when people went from the stage to the cinema thinking: It’s not really acting, is it? Now, it’s video games – and it is acting. It’s very demanding.”

We’ll get to see and hear Ben Kingsley’s work when Fable III is shown off during E3 this summer.