Category: Games (Page 6 of 8)

Don’t Box Cost Me, Bro

I recently had a conversation with a friend about picking up Tera, an MMO from En Masse that was making its way to the States. Tera’s big sell is a combat revamp from the typical MMO. Gone are the days of tab-targetting. Tera requires that you actually be facing your target in order to land your skills. It’s a nice concept, and it plays fairly well, but I still can’t justify buying the game. In a world of free-to-play, microtransaction games, the box cost just doesn’t play anymore.

Gaming is a zero-sum hobby at this point. If I want to pick up a game like Tera, it means subbing one of the games I’m currently enjoying out of rotation. Strangely enough, it hasn’t always been this way. Ten years ago, there just weren’t as many high quality games. With the proliferation of quality indie titles and the accessibility of those free-to-play games, though, I have plenty of titles to play. So why pick up a game like Tera?

This may seem a little clinical, but it’s the best system I’ve been able to devise. When I’m considering a new game, I basically break down the game’s entry cost. It’s not just the monetary cost. I also consider the amount of time I need to invest learning the game before I can really enjoy it (for some games this is a fair amount of time). For Tera, it looks a little something like this:

$50 box cost
$15 monthly fee
5+ intro hours

Is that really worth it? When I consider it against another game I’ve been playing lately, it becomes pretty clear. For Tribes Ascend, the cost looks more like this:

1 intro hours

And even that is a little aggressive. I was having fun with Tribes in the first 30 minutes, but if you haven’t played any of the previous titles you might take a little more time. Now granted, Tribes and Tera aren’t exactly analogous titles, but the list of top quality games with low entry costs continues to grow. And that says nothing of the changing face of the MMO. Players aren’t as dedicated to single titles, so does it really make sense to charge a box cost and a sub? Not to me.

I realize publishers want to recoup some of their investment with an initial return, but the box cost is actually keeping me from buying the game at all. I’d gladly throw $15 at the first month of a game, but $50 on top? I don’t think so.

As more games embrace MMO-style play without MMO subscriptions, the box + sub model just won’t be sustainable. Take a look at Diablo 3 – Blizzard could easily ask a sub for that game, but it’s box cost only. They aren’t even working in a microtransaction model (granted, they’re looking to get a cut of the real money auction house). It’s not just top-tier publishers; even the alpha-funding model upstages Tera-style pricing. I can pay as little as $10 to fund the development of an indie title and receive the full thing on release.

As the quality of games continues to improve, publishers are going to have to consider more flexible pricing structures. Like I said, gaming is a zero-sum hobby. I only have so much time to dedicate to games. When the low-cost games are outperforming the high-cost, you can guess what I’ll be playing.

Captain Morgan gets into social gaming with “Captain’s Conquest”

The makers of Captain Morgan Original Spiced Rum are setting sail on a brand new adventure, and this time, it involves a mobile device instead of a shot glass. The first of its kind for a spirits brand, “Captain’s Conquest” is a mobile social game that rewards players for real-life exploration, adventure and social influence by transforming cities into the open seas and encouraging players to navigate Captain Henry Morgan’s world.

The goal of the game is to rise through the ranks – from a Stowaway to the Captain of your own powerful fleet – ruling the high seas and reaping rewards through skilled digital gameplay and adventurous behavior in the real world. Players will earn points and gain status by mastering the in-game battle mode, conquering territory by checking in at real world locations and using the scope to scan Captain Morgan bottles.

At the onset of the game, players are given command of a ship, the initial size of which is determined by their influence on social platforms such as Facebook, Foursquare and Twitter. In the Captain’s world, size matters, as the magnitude of a player’s ship and the adornments acquired during their adventures influence their success in battle, and ultimately their rank. Using GPS and location-based technologies, the game populates the map screen with visual representations of other players’ ships in the area. Players have the option to interact with those around them by challenging enemy ships to battle.

The game is available for free in both Android Market and the Apple App Store.

Watch the Red Bull LAN Gaming event live

The Red Bull LAN Gaming event kicked off this week at Full Sail University in Orlando and will feature three of North America’s top performing “Halo: Reach” players and over a dozen of the world’s best “Starcraft II: Wings of Liberty” competitors all teaming up to practice and prepare for the 2012 tournament season.

The Red Bull LAN at Full Sail University in Orlando offers Bachelor’s and Master’s degree programs that teach the art and technology of software development and design for games, making this the perfect location to kick start the Red Bull LAN circuit as it continues through 2012 with events in Austin, Seattle, Boston and Chicago.

You can watch the event live each day starting at 6 PM through 12 AM EST at the official Red Bull LAN website.

Game Review: “Forza Motorsport 4”

Jeremy Clarkson’s opening monologue for “Forza Motorsport 4” explains that the car guy is an endangered species. Chased out of his natural habitat, cut down by laws and regulations, and ostracized from society at large due to his love of speed and adrenaline, he remarks that the only place left, the final frontier for this endangered species, is in the virtual world with “Forza 4.” The question then becomes if the virtual world can recreate the enjoyment of the physical one.

If you are judging by visuals alone, “Forza 4” comes close. Crisp, razor sharp resolution and detailing highlight the unique aspects of every car in the game. This differs from “Gran Turismo 5” since only a few “premier” cars got the high resolution treatment in that game. Also, there is the “Auto vista” feature. Here, you can take a painstaking look inside and outside of a variety of cars, taking in the minute details rendered in jaw-dropping detail.

Having a pretty face is one thing, but offering entertaining gameplay is a different matter entirely. Here, the “Forza” experience really starts to pull away from “GT5.” First off, you don’t need to be a car guy to enjoy the game. Game settings are adjustable from beginner to simulation levels so you can be comfortable in whichever level you fall under. Second, “Forza” doesn’t beat you over the head with technical bureaucracy. There are no license tests, long loading times, or a never-ending bog of petty races to get through before you get to the good stuff. Just hop in and drive.

Plus, you can drive whatever you want, wherever you want. Ferraris, Lamborghinis, muscle cars… nearly everything under the sun is available to you. You also don’t even need to race. You can take photos, create paint schemes, and participate in a multitude of other activities. Just like in the real world, you don’t necessarily need to be a speed freak to enjoy the hobby, but it does help.

When you do start driving, “Forza’s” fantastic physics engine really starts to shine through. Developer Turn 10 took simulating the cars so seriously, in fact, that they contacted Pirelli to be able use their tire simulation software for the game. This is the same equipment F1 teams use to develop their tires, so of course it is insanely accurate.

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