By: Jamaal Ryan

Let’s take a looking at a week in gaming from 9/3/13 to 9/6/13. Below is a special feature holding reactions to IGN's first hands on with GTA V.

November 22. Will Xbox One Miss Out on a Head Start? (9/4)

November 22.
The date defies previous assumptions (particularly those in the games press who actually thought that it might launch in December). IGN’s Ryan McCaffrey was confident that it will meet Call of Duty’s release date, and others thought that if not that day, the very week of. But not only did it not hit the same day or week of Ghosts, it’s coming out after the Playstation 4; at least in America.
So what could this mean?
Preorder sales during the weeks after E3 2013 were 3:1 in favor of the Playstation 4, no doubt having to do with its flawless messaging in response to Xbox One’s controversy. With the advantage of maintaining their messaging over the past few months, Playstation 4 has been the next gen favorite even since its announcement.
The US territory has been dominated by the Xbox brand for the last few years, arguably the entire console generation next to the Playstation 3. But one of their advantages was that the system launched a year ahead of Sony. Now, they’re a week behind.
The predictions of many can reign true; Playstation 4 has a stronger chance of winning consumers’ wallets this year in the US over Xbox One. Playstation has the image advantage over Xbox, who has struggled to realign themselves with both gamers and developers. That favoritism will come in full force from November 15 through till the end of the year. In addition, that week head start wont be enough to obliterate their competition, but it could just be enough to say, “Hey, you can experience the next generation NOW.”
And while more attentive gamers can parse the difference between Sony’s exclusives and Xbox One’s exclusives, indie games aside – Killzone: Shadowfall will easily be overshadowed by Call of Duty: Ghosts and Battlefield 4, Forza is a proven racing franchise over Drive Club, and Knack will be dwarfed (no pun intended) by the myriad of other releases – that extra $100 will sway consumers who are looking to play the biggest titles of the holiday which exist on both platforms.
If Sony plays their cards right, they’ll boast the $399 right when the Xbox One hits. They can ride the very short wave of coming out first to being the cheapest. Xbox One will capture the audience who’ve made up their minds (such as myself… at least until I get a PS4 for the holiday), who’ve turned in their pre orders (unfortunately, I’m not one of them), and who have racked up their achievements and/or friends list on XBL. But if Sony beats it into consumers’ heads within that week that they’re out, and then beats the cheaper price into their heads after the 22nd, Sony will own next gen in 2013.
And as fun as it is to talk about this, it matters little. Even when Xbox One was this monstrous consumer unfriendly service box, the next gen race could have equalized itself. Even that might not have been a hard predictor of what the next 8 years would look like. So for two systems that are launching a week from one another, and $100 difference, a simple game like Titanfall could swing the crowd, and Uncharted 4 can bring them back.
Who knows.
I can assure you this: no matter what system you’ll choose, you will receive an optimal next gen experience from the gate and beyond.
Rape is Hardly Contextually Justified: Hotline Miami 2 (9/5)
I loved Hotline Miami. Its tempo, its gross violence, is hyper twitch design, I loved every millisecond of it.
Hotline Miami 2: Wrong Number was demoed at Rezzed 2013, no doubt generating a strong turn up to try out the sequel to one of 2012’s most critically acclaimed games. Folks enjoyed it, including PCGamer’s Cara Ellison, until this happened.
Pig Butcher, one of the characters you’ll play as in Wrong Number, finishes his “proper” deed of slaughtering every hostile face in sight. He encounters a woman before the Mortal Kombat reference FINISH HER prompts the player. And where the game could have gone off in a direction that would have no doubt generated conflicting opinions for those who preach equal opportunity violence and those who cringe at the thought of violence against women, the game careens in a completely different angle.
Pig Butcher pins her down and drops his pants.
Stop.
The insinuation in and of itself is infuriating, disgusting, horrifying, and every appropriately negative adjective you can throw at it. The original Hotline Miami had its own under pinning of misogyny with the suggestively under-dressed damsel. But THIS takes it to a completely different level.
Then Wrong Number attempts a “just kidding” justification with this: “…and the director at the side of the screen yells “cut”. ‘“Pig Man, well done, but don’t be afraid to be rougher. And you there, blondie – you need to work on your femininity. Act more helpless and scared. You know, more girly.”’
Dennation’s Dennis Wedin had an interview with Rock, Paper Shotgun about the press’s and community’s reaction to the scene. While admitting that the team feels terrible and expresses an understanding of what sexual assault can mean to so many people, their justification for the scene’s existence was depicting the way that other players saw the game violence from a movie making-point of view, while at the same time referencing horror films’ tendency to raise the bar of shock value. However this moves closer to exactly what Anita Sarkeesian spoke about how video games fail to subvert and commentate tropes when having the player participate in what it’s criticizing. You run into the Far Cry 3 symbolized “Anglo Saxon Savior” issue.
He also claims that the scene was out of context and wasn’t intended to be controversial, but I call bullshit. It seems that Dennation is in desperate need of PR training. Showcasing a sequence that involves a rape reference cannot be justified in isolation. You can’t excuse the demo for being out of context with there being no room for context on the show floor. If contextual value is needed, then it shouldn’t have been shown in the first place.
My knee jerk reaction to this aligns with Ellison’s, I feel betrayed.
This level of betrayal grows from my love of the previous game, stems from my uncontrollable anticipation for the follow up to my favorite Playstation Vita title, and is rooted in my complete distain for violence and predatory behavior against women. Wedin does hint at that the team can address the scene in the game, with the possibility of taking it out completely.
But being that I struggle to bring myself to an open mind thinking, “Hmm, maybe this sexual assault/ grimy ‘blondie’ label has something interesting to say,” unless it manages to convey a profound message, Hotline Miami 2 will not earn my purchase with the insinuated “Pig fuck” scene in it.
VIA: Polygon
On The Hunt for Xbox One (9/6)
So I pick up my cellphone before I leave the office to see my first client today and dial the closest Microsoft Store to my house.
“Yes, hello. I’m wondering if you guys still have available pre-orders for Xbox One?” I ask.
“Yes, of course we do. I can actually set you up with one right now. Would you like to get that done?” the associate asks.
“Um, yeah sure.”
“Alright. Let’s get you started.”
Faint typing in the background.
“So…” I interrupt, “This is going to be available in November when the system launches, correct?”
“We don’t have any day one editions, but yes. And it’ll be shipped to your house.”
“Ok…” I hate shipping, “Cool.”
More faint typing.
“So just to let you know, this will be delivered on December 31st 2013. Is that ok with you?”
FUCK THAT.
“Oh, um… you know what? I’m actually going to cancel that, but thank you.”
“Ok, I’m sorry to hear that, thank you.”
“Thanks, bye.”
This past week Phil Spencer spoke with Game Informer confidently assuring that gamers should have less trouble finding available systems compared to the 360 back in 2005. I didn’t pick up a 360 until 2007, riding the Wii surge of pretty good titles until I decided that it was time for a high definition experience.
As a 24 year old gamer, the Wii was actually my first system launch (window) purchase, standing first in line at Gamestop dressed in my pajamas and robe with my winter coat giving the kid and his mom behind me the “tough shit look”.
It was a well worth sacrifice at the time, one that in present day I’ve been preparing myself for after missing the pre-order phase after E3 and slowly losing hope that more available pre-orders will become available again (all options for me point to a New Year’s Eve delivery).
So, can we rely on Phil Spencer’s confidence and depend on finding units on the shelf? Or do we have to pump ourselves with vitamin c to boost our immune system to weather the cold days if not weeks after the launch of the Xbox One?
There’s a sense of pride in waiting hours in front of a store to then be rewarded of a brand new piece of hardware.
I think I’ll take my chances.
A Week in Gaming Special Feature:
Reactions to IGN's Hands-On with GTA V
Originally reported on September 3rd 2013
It’s very possible that GTA V will be the most critically acclaimed game this fall, and may probably be the best selling right under Call of Duty: Ghosts. At one point, over 17,000 IGN fans were reading Luke Reilly’s hands on impressions and well over 1,000 were viewing the video discussion.
GTA V will be massive in every sense of the word, and IGN’s very first hands on impressions makes me feel that the $64.19 that I’ll be spending on this game will grant me more value over the next couple of months than the hundreds of dollars I’ll be dropping on next gen hardware.
Luke’s first encounter discussed was him stress testing the wanted system. The behavior of his assailants makes me curious to see how it feels like when enemies attacking from afar. This relies heavily upon how the shooting mechanics work – which have been said to be vastly improved. The example with Trevor positioning his body while belly down on a plane wing is exciting, though I’m not sure that this Max Payne style will see its way into everyday shooting. With the exception of Max Payne 3, the shooting has never been a strong suit in Rockstar Games. Let’s hope the changes feel as drastic as everyone claims.
GTA has historically been a pain in the ass about saving vehicles. By either parking them in a garage or in a parking spot, you’re able to retrieve the whip even after you boot up the game again. However once you lose them, they’re gone for good, forcing you to jack another clone in the city. GTA V seems to add an element of incentive to that system by allowing players to retrieve their abandoned or destroyed cars from the impound lot for a fee. While I enjoy other open world titles’ liberal gifting of saved cars, the retrieval fee seems like a small justification of GTA V’s monetary system.
Making things your own seems to be part of Rockstar’s intention with GTA V, and the way in which they handle weapons seems to support that claim. One of the biggest downfalls of dying in previous games was losing your entire arsenal in one fell swoop (restarting from the last check point was a common practice of mine being that the game would restart it for me at a greater cost). Now, your weapons remain even after you die; and better yet, Rockstar has finally caught itself up in modern times with weapon customizations.
The tactical play between all three main characters have been displayed time and time again in Three’s Company since the unveiling of GTA V. The system facilitates appropriate indicators of each of the three characters by flashing their portraits red if one of them is in danger and white once they’ve become useful. Trevor on the chopper, Michael in the building, and Franklin on the sniper is all well and good, and both Derailed and Vinewood Babylon feature Michael and Trevor’s alternating play, but the real question is how many missions will GTA V be able to pull off that level of dynamism with, or at least give each characters a purpose without feeling as if you can stick to one character alone?
Rockstar also seems to be embracing its mission design. The biggest criticism from IV (and existing in every one before it) was failing a mission only to return to your place of residence or separate location miles away from your mission start having then to drive all the way back and do it all over again. Checkpoints return to solve that problem, and I can only assume that replayable missions means that you can get the use of any one of the three (or however many are present during the mission) as many times as you want.
Combat interplay has clearly received an overhaul, but it’s the details described that are head spinning: “The new crunch of spinning tyres on grass and dirt. The way livid drivers angrily flip you off after collisions. The ubiquitous rain grooves of LA’s decaying freeways brought to life in Los Santos. The subtle ticking of a cooling engine after shutting off a car.”
Rockstar commits itself to detail more than any other developer I can think of now while writing this. In Saints IV, you can raise their version of a wanted level, kill every alien and destroy every tank and UFO that has the worst intentions for you, encounter one of the super powered Wardens in a final fight, and after victory, everything goes back to normal immediately. Daniel Krupa describes blowing up a car in mission, and after completion, fire trucks wiz by to fulfill their purpose. This continuity exists within the three characters as well. While one is hanging out with his boys, the other is high tailing it with a two star wanted level. This stage of persistency is almost unmatched, and has made the series an iconic example of simulating and independent ecosystem.
Together with the thousands of animations of characters in the game, GTA V seems that it will create a level of bar setting immersion that was previously set by its predecessor.
With exactly two weeks to go, the wait for GTA V is coming to an aching close. For mad gamers like me, it will take painful dedication to get as much out of it as I possibly can without compromising the experience in order to get to the rest of this holiday’s line up. For many others GTA V will be the last game they play this year.
And what a way to close the year with none other than GTA V.
Source: IGN
By: Jamaal Ryan

Let’s take a looking at a week in gaming from 8/26/13 to 8/30/13. Below is a special feature about a controversial topic looking at why Japanese games don't sell well in the states.

You Should Start Considering a Playstation Vita (8/26)


Sony had another strong press conference this year, this time at Gamescom 2013. One of the stars of the show was the Playstation Vita which looks to begin a “renaissance” as Polygon’s Colin Campbell calls it.

The value of the Vita isn’t new. Owners have been taking advantage of Playstation Plus’s monthly free games for almost a year now, and in addition, have been treated to a growing number of strong indie titles such as my recently reviewed Hotline Miami. Sony’s indie initiative has been developing for years now, giving designers the opportunity for a smooth transition over to their handheld from PC; and with Vita’s strong attach rate, developers can look forward to steady sales.

And the indie games keep coming. There were several strong titles listed at their Gamescom presentation including: Joe Danger 2, Fez, Starbound Velocity 2X, Minecraft, The Binding of Isaac: Rebirth, Hotline Miami 2: Wrong Number and Rogue Legacy. This is an incredible line up of proven titles such as Fez and Rogue Legacy and highly anticipated games such as Hotline Miami 2: Wrong Number. Indie games have a perfect place on a handheld, and Vita seems to be delivering this in spades.

AAA games have taken a back seat from Vita support thanks to slow sales. But the announcement of Borderlands 2 might change that. The Vita hardware has proven before that it’s quite capable of delivering console like experiences, and most recently in first person shooters with the Killzone Mercenary Beta. Hopefully with the Borderlands 2 announcement along with the price drop to $199, the (assumed) port will be a success, giving AAA studios the green light to resume support of the system.

But I think it’s the $50 price drop that’s the deal sealer for the Vita. Nintendo couldn’t maintain a $249 price, besides the fact of how under powered it is to the Vita, and even though before the official announcement of the Vita’s price was assumed to be much more expensive, anything over $200 is too much to ask for in a handheld device if it’s not a smart phone or an Apple product.

The Vita is prepped to make a comeback beginning this holiday (look forward to Black Friday bundles this year). With an appropriate price drop and a lineup of fantastic looking games, cost and software is almost a sure recipe for success.

Abortion in Video Games - Choice Texas (8/29)

Some of us have played games about depression, some look forward to games about pregnancy, and those that own an Ouya can look forward to a game about cancer. Two women in Texas, Carly Kocurek and Allyson Whipple, are making a game about abortion, taking the level of social challenges in games to a controversial degree.

Choice: Texas will be a point and click styled adventure game about 5 pregnant women who face abortion as an option. Each case will be different; one woman is a 19 year old who’s a rape victim, the other is an excited mother-to-be who’s pregnancy threatens her very life.

As taken from the title, the game aims to highlight the socioeconomical barriers women face when considering abortion in Texas. Abortion clinics aren’t easily accessible via transportation alone. But even once women get there, they must stand in long lines before undergoing discouraging mandatory counseling.

When not considering the choice of abortion, women face costly alternatives. Preventative measures aren’t often cheap, and natural births could cost up to $9,000 dollars. It’s a systematic fucked if you do, fucked if you don’t that has been helped set by Texas governor Rick Perry who’s most recent bill passed will mandate specific criteria that only 5 clinics in the state qualify for.

Choice: Texas has not gone unnoticed. The game has received criticism from activists groups, and more offensively, Youtube commenters who’s online behavior caused Korcurek to disable it completely. However this hasn’t discouraged them from continuing their indieGoGo campaign, rising over $5,000 for dev elopement costs and event presentation.

As one who’s pro-choice, I clearly have a bias in this game’s significance; nonetheless I think it’s important that a game like this exists. An industry that’s several decades old still gets the misconception of senseless violence. But with more games like Choice: Texas, along with several other emotionally driven and socially inspired indie titles, we’re moving further and further away from that increasingly inaccurate assumption.  

Source: Choice: Texas
VIA: Polygon
"Not forced to play as a n**ger" GTA V reactions (8/30)

Nothing is sacred, not even the highest anticipated game of this final run of releases this year.

Youtube is a wonderful space where you can watch almost everything (even porn) and post just about anything (except for hardcore porn).
But it’s also the arguably the largest cesspool of misogynistic, racist, and downright ignorant commenters. On GTA V’s final official trailer, the impulsives took to the Youtube comments section and spouted away:
NO ONE F**KING CARES ABOUT PC. THERE MADE FOR NERDS
Yes… really hot nerds.
LOOKS LAME. AT LEAST YOU’RE NOT FORCED TO PLAY AS A N**GER THO
Sup playboy…
THIS GAME HAS SWEG
So I looked up “SWEG” on urbandictionary.com cause I’m a 24 year old in an old man’s body, and this is what I found:
  1. A combined fart that smells both sweaty AND eggy. It is illegal in both North America AND South America.
  2. instead of using "Swag", you use "Sweg" to be more hipster/ indie.
  3. Out of religious sensitivity, I choose to leave this one out.
GTA V IS GONNA BE THE SHIT. LIKE OUT YOU’RE A$$ A$$HOLE

My sh*t don’t stink, so I’m looking forward to it.
DAT GIRL AT 0:42 IS SOOO HOT I WOULD F**K HER. IF THIS GAME HAD BETTER GRAPHICS

… Well, you can wait until the PC release.
AGE RESTRICTED DAMN

But your mom will buy it for you anyway.
I HOPE THIS IS GOOD BCUZ THE LAST 1 WAS A PILE OF RUSSIAN SOUNDING SH*T.

“I’m from Yugoslavia you dip sh*t.”
Source: Kotaku

A Week in Gaming Special Feature:
Why Americans Don't Buy Japanese Games: 
American Developers Speak
Reported on August 27th 2013


Few Japanese games have captured the spotlight this generation compared to past generations dating back to the SNES. “Japanese games are formulaic”, “Japanese games impenetrable”. These claims were near nonexistent 10, 15, 20 years ago, but they stand as barriers today as Western titles capture most of the industry’s attention.
Kento Kojima, a lead programmer at 2K, gave a presentation at a developers’ convention in Japan speaking about some of the responses he got when asking American developers why Japanese games aren’t selling west side.
1. The market has shifted to North America and Europe.
Though it’s difficult to pinpoint when this paradigm shifted, western titles are banking millions of dollars in sales from their very popular titles. Though the cash flow wasn’t that thick in previous generations, we’ve seen Japanese games been removed from their dominance in popularity. Looking at the top sales charts, with the exception of Nintendo, we hardly see Japanese games making a dent in the global market.There’s a cultural gap between how the west and Japan see fantasy.
2. There’s a cultural gap between how the west and Japan see fantasy.
Everything from Aliens to Star Wars to old European and overall western fantasy, games made in the US and Europe draw influence from “pop-sci-fi” and classic western fantasy. Japanese fantasy roots itself in a completely different culture, and while their fascinating worlds resonated with conventional nerds and older core gamers, with the games market so mainstream, the wider demographic is more accepting of western fiction than what’s seen in the Japanese culture. Developers recognize this (Capcom being one of the most active) and have contracted western developers to reboot their games for western appeal. Others take it upon themselves in games such as Binary Domain and Dragons Dogma.
3. Japanese games aren’t easy to get into.
This one is critical. You hear many of today’s gamers scoff at a game that takes more than a few hours to pick up its pace into the meaty gameplay. Japanese RPGs are notorious for this, in one way or another involving a characters loss of memory or introduction to a new world, acclimating themselves to the society (whether this is for the player or both the player or the character), and having the game deliver their systems piecemeal to the player. With games like Mass Effect 2 or Dead Space 2 (though admittedly action centered games), the shit hits the fan immediately, satisfying the player’s greed for instant gratification.
4. Japanese games are to talky, and their stories aren’t good at evoking empathy
This is another common complaint for Japanese titles. While western games use voice acting and require fewer encounters with NPCs, Japanese games skew to be more text heavy. This was my biggest complaint in my Ni No Kuni review, as the characters’ dialogue held a lot of fluff. For more action centric titles, characters tend to be far too melodramatic for western tastes, breaking the believability and connection with their characters. All in all, their stories follow repetitive arches that many of us westerners can't empathize with. This doesn’t happen often in western games either, but with more recent games like The Walking Dead, The Last of Us, and dialing back to the ending of Red Dead Redemption, we find ourselves fighting back more tears here.
5. Westerners don’t like the body types in Japanese games, preferring more “Roman style” bodies.
This is an interesting one, something that not many consciously realize (including myself). This may further distance the relatability between western players and Japanese game characters. This is mere conjecture, but this could stem from Gladiator builds that are muscular which is much imbedded in America’s “meat head/lets-go-to-the-gym-bro” culture. This assumingly exists at a much smaller scale in Japan as much of the population is much smaller in frame. In addition, there are several games that feature adolescents who aren’t built like fully developed adults.
6. Westerners prefer movie like performances, where Japanese games are more theatrical.
This refers back to the point of lacking empathy. Japanese games aim to personify values, principles and ideas instead of actual human beings. They have characters that represent and embody nobility, death, carnage, love, and innocence. This isn’t what our western culture relates to. This is why we see games draw inspiration from films, channel human nuances, and they achieve this by casting talented actors such as Troy Baker, Ashley Johnson and Ellen Page.
7. Japanese games are hardcore where are western games are aimed at the masses
Complex systems and brutal difficulty; these are the backings of much of Japanese game design. On top of getting over the hump of slow beginnings, many Japanese games have us getting used to complex grids, crafting and item management, or on the opposite end, memorizing unrelenting enemy patters and environmental hazards. It isn’t that western games don’t embody this, but the most successful games are streamlined to be more intuitive and user friendly rather than complex and having slow pay-offs.
8. Japanese games seem to be stuck in the past
This, in many ways, is the biggest downfall for Japanese game design philosophy. Their admirable traditionalist culture bleeds over into game development, sticking to similar methods of design; great examples include save points and random battles. These characteristics were a product of their time because the technology could not permit games to support liberal saving or rendering enemies in real time in the over world. The technology has been capable of handling this for several years, and yet we still see remnants of it today.
Western games have pushed genres forward, blended them together and even created new ones. Where Japanese development was the leader of innovation, western development has been at the forefront of it for this entire console generation.
Looking forward,
...it’s hard to see where the rise of Japanese game development will happen again. Sure, we get action games like Metal Gear Rising, RPGs like Ni No Kuni, abstract titles such as Catherine, and numerous 3DS and mobile titles. But the jump to the next generation has us excited for Watch Dogs, Titanfall, Destiny, and Infamous Second Son. I’ve yet to hear anyone discuss D4 (understanding that there haven’t been much details of it at all), nor do I hear much gamers or the press getting excited about future Japanese titles. It’ll be interesting to see what their vision of the next generation is and how that’ll evolve from what we’ve seen for the past decade.
Source: Kotaku

RAISING THE NEXT GENERATION OF SMARTER GAMERS

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Monday, August 26, 2013




With the advances in technology behind video games and the brink of new consoles. I just wanted to take some time and make a statement about the next new era of video games. This words I say are just the cautionary advice for those that want to keep enjoying video games. Video games crafted in the ways we know, and video games crafted with mindset of evolving with the users best interests.


The new terminology that is thrown around in the video game industry is the very first item I want to address.


FREE TO PLAY MODEL


My experience with this model is expect to pay more than $60 dollars for that game. Which is completely fine if that game is everything it promised to become. Hell if I could have given Bungie at the time more than my $180 for Halo 3 (three scratched discs and dlc) I would have. For that game felt like Bungie loved pleasing me. But I would not force it upon all players that enjoyed Halo as much as me to pay $180 for that experience.

But for future gamers I would like for you to look at it from this perspective when playing free to play games. Limit yourself, establish a set amount of money in total that you would give that game. Because more and more, users are shelling out $300+ dollars on single video games.


Fine if the game can complete all your desires there is nothing wrong with enjoying our hobby. Nothing wrong with supporting your favorite developer. But at one point you have to realize there is a publisher behind that developer and that all your money is not going solely into the hands that crafted the game.


I expect in the near future this business model will plague the video game industry. Newer players will argue with the free to play model you get to see exactly what you are getting before you buy. I would counter and say in the past we called those demos. From a demo you can determine if you enjoy a game or not. Most free to play games, place you in a “demo world” void of all the accessories that others around you are using. How do you know if you like a game when you are only allowed access to such a small percentage. That’s when you either cave in or move on. Most cave in and say $10 can’t hurt thus starting the slippery slope.   


tl;dr Free to play limit yourself to only spending what you would on a normal title.


CLOSED BETA


This one is the least lethal of all the terms I want to speak about, but you can still find some flaws. Yes it feels great to see and play a product well before its release. However as a person who has been paid to play numerous games years, months before they came out i’d advise against it.


Companies need testers and if you are doing the job for free they just got over on you. Sure you may have saved them a buck or two but unless they are going to directly pass the buck onto you i’d be as bold to say you got shafted. In game titles and forum badges mean nothing in terms of economy. If you are going to do a business the favor of by passing paying for a service at least demand some in-game monetary compensation.


If a company was developing an experimental cure for cancer and they wanted to test on me. I would not do it for free, because if that cure is a success are they going to make money, yes am I going to see any of it no. I am not being greedy i am simply asking that if I am going to lend you my time and services just consider my efforts with a monetary reward. Say you are testing a new MMORPG the devs can reward you a rare armor for your time, right?


tl;dr If the devs cannot reward you for your time, then they do not value you as person.


OPEN PUBLIC BETA


This one is where the user base is the problem vs the dev. being the problem. I’ll elaborate so hear me out on this one. It’s an illusion that many crafty publishers have been using in recent times. You are not a beta tester, if you are not specifically filling out forms and questionnaire each and every time you have a play experience.


This is where most gamers that participate have it wrong they believe their feedback is valued. At the point of open Beta the company is simply data mining. They are collecting all data they need from their expected user base. If the public has access to it then they are beyond testing. To even make it to the mass market the internal testing team has already factored into the decisions presented to you. Your input is almost purely useless when it comes to public betas.


FOUNDER'S PROGRAMS


Paying for a game sight unseen is becoming rapidly popular. A little bit too popular, to the point now companies are looking at it as a way to cash in big on consumers. They are dining on fans wallets because we are overzealous with our interpretations of what they are actually selling. They can touch on buzz words and we are hooked. Them simply reading out a script of are dream scenario and boom money is being thrown at them to make it. The question is sight unseen can we really trust them to deliver.


If the concept was so unbelievably awesome then why are we not presented with a working demo? As long as you question this you are on the right track. A running presentation of what they have labored at intensely in order to gain our approval should be the normal. Why are they not showcasing an alpha build we are going to be asked to play and test. The answer to that why, people is that they can sell you a dream, and deliver a nightmare once they have your dollars. I'm not painting video game companies as evil, but more and more we can see some bad apples ruining the bunch.

  
Remember as a kid when you asked your parents for money. First thing they asked was what for and you overhyped what you wanted. Well now you are an adult do not overhype things you want to buy for yourself.


JUST BE A SMARTER CONSUMER

For anyone that follows videogames and the newest and latest controversy this was written with Mechwarrior Online's latest issues. Which can stand as an example of how these ideas sound great at first but can wither very very quickly. The overall lesson is that buyer beware exists more than ever in video games. With kickstarter funds popping up for every genre possible. Now we must understand that we must go into these agreements with a list of demands and not blindly throw money at what sounds great on paper. 

I love video games, I just want to continue playing them for reasonable prices, and continue the increase of user/dev communication lines. 

THE STATE OF MULTIPLAYER GAMING




This is going to make a lot of enemies and this is completely fine with me because it needs to be said. Today’s average online gamers skill is probably at an all time low. There I said it and stand by it, and will say it again and again until you kids step your game up. There are many factors that have lead to the decline of skilled players. In my opinion the biggest factor is players attitudes.


I frequent all types video game oriented sites, and enjoy reading the voice of the community. I stumbled across something that disturbed the hell out of me pertaining to the Battlefield series. I screen capped it and here you can just go ahead and view it. The context is a group of BF3 players added a feature to their server.



In a game called Battlefield, where the premise of gameplay is to kill the other team until the round is over. These kids made a fucking surrender feature in a First-Person Shooter. If enough players vote to surrender the match ends and the team immediately takes a loss. Who in their right mind turns on a fps to surrender because the enemy team is beating them. I jumped through the comments and of course there was a great deal of logic there arguing that this system goes against playing “Pure” Battlefield. The whole mission statement that these guys built their community upon.(Playing Battlefield as close to how the Developers designed it to be played) They then go completely against that ideal and create this crap.
They are turning the system of the game against players who are playing the game correctly. Imagine your team is working together like a perfectly oiled machine and all of sudden the game just ends. Instead of being rewarded for spectacular teamwork and gameplay you are disciplined. Taught the lesson that if you are doing a great job at playing the game the way it was designed you are doing it wrong. I absolutely despise this type of gaming and would never ever play on this type of server.


Admin. Abuse


This is the next idiotic feature that plagues online video gaming. If you are playing better than a player they do not have to suffer at all they simple kick or ban you from the server. Simple as that, no rebuttal, no appeal, nothing just a notification saying you cannot play because your skillset is greater than the admin.  This is why video gamers suck at the games they play. As soon as they meet someone who is higher rank they kick them out of the game. Instead of playing against a player of higher skill and taking the good with the bad, they ruin others experience.


I have seen swapping and changing of teams where admins put all the skilled players on their team. Then as soon as a skilled player switches to fight against the stacked team he is instantly kicked. Because he wanted to play fairly and not stack against lower ranked players. This plague of shitty host and cheating admins comes with no consequence in most games and their communities. To me it seems as if the developers promote this behavior because it goes unregulated. Communities ignore this toxic behavior because they are all built upon these shitty tactics.


As much as I hear gamers complain about pay 2 win, admin to win is just a bad. These crappy players are the majority in the community that is why you do not see boycotted servers and players. Instead you have people that join and play mediocre in order not to call attention to themselves that would upset the admins.


How Video Game Developers are at fault


Not only are particular communities, toxic players, and career noobs responsible for skill decline. Developers are also responsible. When you have developers listening to members in the community that have abysmal k/d, few hours in the game, and a slew of suggestion that is where they fuck up royally. Why would they listen to the complaints of the lowest tier players? It would be like a teacher changing test material based on the knowledge of the failing students.


Another issue with developers and publishers is the lack of reading material/instruction booklets included in modern games. Of course this issue is bigger than just the lack of skills players have, but its definitely a factor. Some players may need a booklet to better explain the gameplay to them and for this to be taken away from modern games contributes to the decline in knowledge and skills. On this issue I will offer a solution. Since video game developers want to cut cost in the in-depth tutorials these days. They should look to their top community contributors on social media ahem youtubers. Simply hire them on to do in depth tutorials for their games and offer them exclusive footage, hell even offer them some damn money. Most users go to youtube for tips and tricks why not developers sponsored tutorials.

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