2009 April | The VidZone Network Blog

April 29, 2009

Free Realms beta impressions

The other week I lucked into a Free Realms beta key and was eager to try it after Penny Arcade’s enthusiasm over the “freemium” MMO for kids.  When I logged into my Station account, I learned that I’d registered it when I still had my old Crosswinds.net email address way back during the internet’s adolescence.  

The client is very small (and/or my FiOS very fast) and downloaded while I was creating my character.  The default physiology was strangely right on the money as an approximation of myself.  I named my character Max Zephyrvale, after my last big project.  Then I realized the name had an impossible amount of exotic letters.

The tutorial uses enormous, hard to misunderstand icons to represent the mouse and keys, which should make things easy for newcomers to grasp.  The art style is crisp and smooth with more rounded characters than usual for an MMO.

freerealms_tutorial

My personal MMO experience is for the most part limited to a lapsed Warhammer Age of Reckoning subscription.  That, combined with my Production professor at FIEA being the live team Executive Producer of Ultima Online has given me an appreciation of the changes Sony has made to the MMO formula by going for a free-to-play model.  The core design in a pay MMO is to find ways to waste people’s time to artificially extend playtime, be it endless wandering between points of interest or forcing you to start an alt. character if you want to try out a different job/class w/o resetting your existing character’s progress.

After first entering an area in Free Realms you can teleport freely between them.  No 1-hour recharge times.  And you’re encouraged to try out all sorts of jobs and their respective mini-games.  Jobs include chef, postman, warrior, pet trainer, kart driver (racing or destruction derby!), explorer, and a few others.  At any point you can switch jobs and costumes and still retain any levels/experience gained.  To alleviate aimless wandering due to a worthless map, you can easily switch between active quests and are pointed in the proper direction by helpful floating arrows and a Fable 2-esque hologram path.  Thanks, Sony, for making something end-user friendly for once!

Theoretically, the game should have launched to the public this Tuesday, but it seems there were some issues.  Whenever it does come back up, I recommend checking it out for an easy-to-get-into MMO.  Remember, the basic experience is free!

Carl @ 12:33 am
Filed under: Games — Tags: , , , , , ,

April 26, 2009

Pointless cross-sell

Not as WTF-inducing as Namco-Bandai’s teaming with Church’s Chicken, but I present you this…

Certainly, the back of the manual is a common and good place to promote another item that the customer might also be interested in purchasing.  But why try to sell them on a copy for their inferior console?  Is there a market where big brothers who jealously guard their precious high-def console need an idea of how to placate their constantly whining but hero-worshiping younger sibling with a not-quite-as-expensive version of the same thing?  (Hmm…maybe.)  I’d think that the better option here would be to promote an on-the-go handheld version, but there’s only one for the Nintendo DS and not on PSP.  Unlike Microsoft with Nintendo, Sony does have a handheld console, so there’s a definite conflict of interest there.

Carl @ 3:58 pm
Filed under: Games — Tags: , , , ,

April 16, 2009

BOOM! There goes the namesake.

Big news today that John Madden’s retiring from broadcasting.

My friend in EA Tiburon called me today to ask how the job hunt is going, and I asked him about the office reaction with the announcement, if they knew the big news in advance.  He’s not on the Madden team, so he told me he only heard about it on SportsCenter.

Will this shake things up for EA’s biggest US franchise?  Maybe yes, maybe no.  It’s complicated, but either way, a change won’t be seen for years.  John Madden and EA renewed an unspecified multi-year contract most recently in 2005.  Unspecified in length, unspecified in compensation.  That said, he takes in at least eight figures.  Yeah, that still a pretty wide-open range of numbers.

Everything else written from here on is hearsay and cannot be attributed to any individual employee or representative of the opinion of the company as a whole.

There are many within the organization who want to oust Madden from the game series.  He’s expensive, and many football fans see him as a joke who doesn’t contribute anything worthwhile.

However, John Madden is the brand.  The football game series is one of the most mainstream and most recognizable in not just the US but the world over, and I can assure you there is a sizable enough fan base who, despite the in your face branding, is ignorant that EA has anything to do with the game and only know the “Madden” brand.  It would be a tremendous risk to remove his name from the franchise and thus confuse millions of potential buyers who may not understand that an “EA NFL Football 20XX” game is a direct continuation of the series they’ve always known and loved.

But!  EA holds the exclusive rights to the NFL until 2012.  If, at any point between now and then, they care to experiment with rebranding, there would still only be one choice for an officially licensed football game on the market, Madden name or no.

April 15, 2009

The New Hotness vol. 2

Wow, that took quite a long while between updates. (Shhhh…don’t talk about the video show…) In the few weeks, about as many interesting consumables that I’d want to rave about passed through. Let’s get to it, though.

Music:

Completely by coincidence, continuing with Korean acts, here we have Girls’ Generation‘s (aka SNSD oveseas) “Gee.”  I stumbled upon the video while wading through the comments on a Kotaku article regarding one of the producers behind Japanese girl super-group Morning Musume.

If you know me, you know I make no secret that I’m a fan of pop music (as specifically referring to the post-grunge, teen idol era surrounding the turn of the millennium), in particular girl groups.  See Girls Aloud for a modern example.  Anyway, this song is quite catchy and (so far) not irritating.  There’s a marching percussion backing the whole composition, and the vocal melodies are very reminiscent of early ’90s pop-R&B.  What I enjoy most about this music video is the tight unity for the massive number of participants and how each feature girl is able to seamlessly apply her own flair for the current move that sometimes is played to a different beat, then jump right back in synch for the next formation shift.  I also liked the hyper-feminine sass that avoids becoming too sexualized.  To be fair, the choreography is far from complex with everybody generally doing the same thing between formation changes, but I think that they’re able to stay in unison so perfectly comes from the need to perform live constantly.  I wouldn’t be surprised if not that many takes were needed to get the shot in the can.

Though the single-shot video impressed me when I first saw it, after stumbling around the internet trying to relocate the same video as posted in the Kotaku comments, I learned that this is just a dance reel used for splicing into the actual video.  There actually exists another dance reel with a white background (not as cleanly danced as the above posted video).  I thought it was rather interesting that these full “alternate take” videos would be publically released for the fans to gobble up.  Take note, Britney!

Video Games:

Discounted XBLA games

Last week, Amazon.com began offering Xbox Live Arcade game download codes you could purchase with real money, rather than needing to invest in Microsoft Points.  The best part of it was that they offered several games for half price!  Of course the discounted offerings will rotate, but so far they’ve offered Galaga Legions, Pac-Man Championship Edition, DOOM, and Undertow.  When you make your purchase, you’ll immediately see (and be emailed) a code you can enter on your Xbox 360 or on Xbox.com to queue up the download; no waiting for a slip of paper to arrive by snail-mail.

Food:

Wonka Tinglerz

I don’t know if you’re aware it exists, but they make (official) Pop Rocks chocolate bars.  Unfortunately the chocolate is of a pretty low quality, there’s too many pop-rock nuggets per bite, and the thing is just too damned sweet.  The other week, I saw these at Target and decided to give them a try.  Thankfully, this is a much better candy.  Basically, it’s Nestle Buncha-Crunch with the occasional fizzy bit.  (Note that Wonka is a sub-brand of Nestle.)  So for the most part, your mouth isn’t exploding, but you still get some pop from the crispy “rice krispie” bits, but then every so often you get an extra kick.  It’s much a much better ratio of gimmick to food, and being a Nestle product, the chocolate actually something enjoyable.

April 13, 2009

BizarreCraft Student Post-Mortem

My pal and FIEA classmate Corey Teblum just posted the post-mortem for BizarreCraft on GamaSutra’s Game Career Guide.

BizarreCraft is a sort of real-time strategy/capture-the-flag/Dr. Moreau mash-up developed by the other half of students in FIEA’s fourth cohort.

You can read the post-mortem [ here ] and see the project’s website [ here ].

April 12, 2009

ARG without the “arrrrggghhhh”

ARG stands for “alternate reality game.”  The basis behind this is to break through the “fourth wall” of a game’s own self-contained universe into the real world.  You may have heard of ARGs with the Halo 2 “I Love Bees”promotion or EA’s short-lived life-invading Majestic.  ARGs usually take the form of a scavenger hunt where you need to scour the internet for coded information or “hack” through websites designed specifically for the game.  Sometimes you’d be directed to be at a specific payphone at a certain time to receive some information.  Majestic was known for harassing you through email, phone, fax, and IM, and would often scare those unfortunate to inadvertently receive the messages but not be in on the game. (Speaking of which, check out the Michael Douglas movie The Game.)

As you may see, the experience can be invasive, whether into someone’s personal life or some public space.  Half the fun could be the aspect of playing the role of a covert agent, and acting suspiciously in public aids in that.

But what if everyone’s in on the act?  What if the “puppetmaster” doesn’t have to worry about planting hints and clues without setting off some federal watchdog alarm? Remember what happened with Aqua Teen Hunger Force and Boston.

Kim Possible World Showcase Adventure logo

It looks like Disney is doing just that with the Kim Possible World Showcase Adventure in Epcot.  Teams are assigned a “Kimmunicator” (read: Verizon/LG cellphone) that delivers them location-aware clues for their scavenger hunt as they “roam the globe” in the World Showcase.  I’m not sure if it uses RFID or GPS, but I’m guessing the former as the device also allows you to activate certain exhibits.  There are seven different villains from the show you can chase after, and your immediate mission can change depending on what’s nearby. 

It sounds like fun and a more pro-active tour guide than the interactive Mickey Mouse dolls they’ve had for the past few years.  Between the numerous family vacations, school trips, and random trips thanks to going to college in Orlando, I’m pretty much all theme-parked-out.  But with all my years of of Epcot visits and no rush to cram in rides/attractions into a short day, I think this would be something very much worth checking out.

[ A blog post w/ pics about the attraction @disunplugged.com ]

April 9, 2009

Tiers of joy

Whether a gamer is looking to relax and just play or is looking for some sort of masochistic challenge, it is universal that they desire some sort of feedback that they have succeded in their task. At the most basic level, this can simply be the passing from one level/stage/world to the next. Or perhaps an incrementing score count.

These two concepts have gone hand in hand since the beginning of video games. When expressing your arcade achievements to a friend, you’d tell him you got to Wave 26 while defending the galaxy or had earned 306,225 points. Each of those means different things, though. When talking about levels (or stages, worlds), those are relatively large segmentations of progress. What constitutes a level? How long does it last? Did you die at the beginning or at the boss battle at the end? Regardless of your individual sub-progress within that level, you’ve at least reached a very definite milestone with very definite context relative to the overall length of the total game.

Let’s take Guitar Hero as a very modern example with several layers of goals.  You can aim to:

  • Beat the song
  • Earn X number of stars
  • Hit 100% of the notes
  • Earn a crazy high score

Regardless of your level of dedication or “hardcoreness,” there’s an achievable goal for you.  You can stop and be satisfied with the goal you’ve just achieved or aim for something loftier and more abstract.  Note that the more specifically defined goals are at the most basic level, and they’re very broad in their definition of what it requires to achieve it.  This gives the more casual player something to aim for.  This kind of player has no concept of what 2,000 points means, let alone 200,000.  They can beat a song by the skin of their teeth with a 4-digit score or with a 6-digit score; winning is winning.  But as a player evolves, he looks for how he can do “one better.”  Aim for that fifth star next time, but aside from passing an arbitrary checkpoint, the actual score still doesn’t matter.  Aim for 100% notes; the score still doesn’t matter, either, so you don’t even have to worry about Star Power.  But the ultimate level is where each individual increment of the score meter matters, and you want to milk it for all it can offer by perfectly timing Star Power deployment.

Score is a moving target.  One day you’ll wake up and find that 5 million points isn’t all that great, especially when compared against the rest of the world.  Modern day leaderboards are like the high score screen of arcades of yore.  We didn’t really see much of them until consoles got back online, bringing with them the resurgence of heated competition.  That score is a moving target means the game is never over for the most dedicated; each competitor continues to raise the bar for the others.   A self-populating list for mere bragging rights is a cheaply designed goal/reward for players, but it doesn’t mean much and can even be intimidating for those far from the top.  Sure, a player may add another 100,000 points to their old best (if they even bothered to remember their old score), but moving up in ranking from 538,923 to 537,201 is almost worthless in the grander scale.

To offer a wide range of stacked goals allows games to cater to both the casual “just have fun” game player and the fanatic “gotta get my initials on the board” player.

I’m not saying that’s the only way to go about things, but it’s just a warning that not allowing for “less than perfect” execution can alienate a player.  Make sure the player knows that they’ve reached the milestone with some sort of positive feedback, like a text/icon pop-up indicating the end of a section, a new item, or an Achievement/Trophy unlock.  Heck, even Ninja Gaiden litters the world with life-rejuvenating save points.  That reward of a life refill is enough of a pat on the back of the player to say, “good job for making it this far.”

Carl @ 3:46 pm
Filed under: Games,Techniques — Tags: , , , ,

A good copy of a good thing, though a copy, is still good

I’m a big fan of Microsoft’s recent “so easy a kid can do it, so eat it, Apple” ads, and I think this new one for the Xbox 360 is another winner. Sure, it’s a little too Hitchhiker’s/Stephen Fry/LittleBigPlanet, but it still has its own authentic charms.

Carl @ 11:20 am
Filed under: Games — Tags: , , , , ,

Yes, I still adore Disney animation…

…but to be fair, Robin Hood was notorious for being a reheated mess and that ’80s period was a low point in general.

Watch Disney Templates on CollegeHumor
Carl @ 2:47 am
Filed under: Film,Techniques — Tags: , , ,

April 7, 2009

Carl’s Movie Mini-Review: Fast & Furious

Fast & Furious

First, a little background.  With the notable exception of Tokyo Drift, I’d never seen any of the previous movie in whole.  I caught bits and pieces of them on TV or on flights, but I never got pulled in.  This past weekend, in anticipation of catching director Justin Lin’s second go at the franchise and the original’s direct sequel, I watched my DVD of the first movie.  I bought the DVD long ago as part of a promotional two-pack of the first two movies that also included a preview DVD and ticket for Tokyo Drift.  The “acting” of the first movie was painful, the production value and lighting awful, and plot plodding.

The article-free sequel is a noticable improvement on all fronts.  Everything and everyone is much prettier, the line delivery adequate, and pacing brisk.  Tons of exciting car (and foot) chases, fights, and explosions.  It does, however, assume previous knowledge of the procedings of the first movie (and does have a tie to Tokyo Drift) and squandered some perfect opportunities to slip in a non-hokey introduction dialogue to explain certain initially vague and confusing pre-existing character relationships (that does get cleared up for any confused viewers in the second act).

There isn’t really more to say other than it delivers the fun.  Hey, it even has the “rambo lambo,” the Lamborghini LM002.  Also, if you actually watch the end titles, you’ll see it’s actually a continuation of the final scene and not just random computer effects.

Carl @ 2:11 am
Filed under: Film,Reviews — Tags: , , , ,


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