Tag Archives: RPG

Building Social gaming

Yes, this is about games, about video games specifically. There are two sides to the current article we see in the Guardian (at http://www.theguardian.com/technology/2015/mar/16/roblox-minecraft-user-generated-gaming). The first one is the entire ‘for kids’ approach.

Well, that part I am smitten with, you see, games should be to a decent extent to get the next generation into technology. To get them to know how to get by, how to interact and how to properly use technology. Like any skill, a child starts with crawling, moves to walking, soon we see tricycles, bicycles and more advanced options for movement. We have puzzles for the mind, whether jigsaw or other. Even though these options are falling to the back more and more, it is the threshold of technology that will help them move forward and move forward faster. Nintendo has always been a champion in this matter. As it catered to the younger player and to the family game environment, Nintendo had a niche. PC’s have for a long time remained far behind, because the revenue to cater to a less young population was forever more appealing. Even though most will see Minecraft as a provider here, Roblox has been around a lot longer.

Now that Microsoft dished out 2 billion and spare change for Minecraft, Roblox is hoping to see an influx of cash in their market as well, and why not?

Yet now we hit the part that is a little (just a little) cause for concern:

“In December, we hit 4.7 million players. The foundation of Roblox is user-generated content: just like on YouTube there is so much to watch, on Roblox there is so much to play,” says Baszucki” as well as “People get really attached to it: many of our players have played for four to five years, and our developers range in age from eight to 80. Some of the top developers are 18 or 20, and we have kids in high-school who are making two, three or four thousand dollars a month“.

You see, where do they get that money from? More important, who is paying for these ‘costs’?

Well the article explains that as well: “How? By creating 3D games on Roblox’s website, then sharing them to be played online, as well as on iOS, Android and Kindle Fire devices. The money comes from the in-game currency, “Robux”, bought by players to spend within games, and then exchanged for real money again by those games’ developers“.

Is that a problem? Well, no not directly, as I see it, Roblox is all about creativity, yet some things must be bought. So their currency sets 400 Robux at $5 (for builders it is 450 for the same price), making a Robux around a cent (1.25 to be more exact), which might not be a biggie and 10,000 for $100 (15000 for developers), which makes a Robux $0.01, even less for developers. But what does it get you? More important, if some ‘developers’ get 5000 a month, how much money is exchanging hands here? Well, when you become a member of the Outrageous Builders Club and you have in excess of 100,000 Robux and a valid PayPal as well as a verified email address, you could qualify, if you successfully signed up for the Devex program. The last one seems to be set up to prevent phishing, falsehood and a few other markings. This all seems on the up and up. The exchange is 100,000 for $250. That comes down to 0.25 cents to the Robux, which gives the makers of Roblox a 4 to 1 profit. Now we get back to the very first paragraph “Some of our top developers are starting to get about a quarter of a million dollars a year. They’re treating it literally as a career, and starting to hire their friends…”, so how many Robux did that income make?

Now, this is supposed to be about the games and gaming design, which I do not oppose, so when I see the line ‘we have kids in high-school who are making two, three or four thousand dollars a month‘, meaning that they sold R$800K, R$1.2M, R$1.6M. At 4 to one that works out pretty spiffy for the makers, but is no one asking the question, how much money are your children sinking into this game that is the question! Even though much is clearly stated by the people behind it and even though we see “Roblox is free to play, but to get Builders Club which gives you more features“, we soon see that the smallest club is already $6 a month, making this a $70+ a year enterprise, which might not be bad, but everything costs in this game, from hats (that are seen as a status symbol as I personally see it) and there are more parts to all this, so when I saw the ‘promise of income’ as the article seems to imply, my question to Stuart Dredge becomes: ‘How deep did you look into the article you wrote?’ There is another side to the cash thing that was also not mentioned, The Roblox people had relief fund drives, which means that buying a hat (red, Blue, Rising sun) and for every hat sold, Roblox donated to relief funds for Haiti, Red Cross, the Tsunami efforts, so there is also a social drive towards good causes and this game ended up sending thousands upon thousands of dollars fuelled by the people getting the hat to be socially aware. That is a very good thing, especially as this is an environment driven largely towards the ‘less adults’ (small citizens usually younger than 18).

So, am I lashing out at the makers of Roblox? No, not really, they seem to be clear about the options and about the costs, and people can start with a free account, one world and the choice to continue if it is their kind of world. This is all fair, but do the parents realise what happens when these kids sign up for more? Perhaps they do, but do they realise the added price tag? You see, that might all be fair and good and it is important to note that Roblox shows nearly all the information openly and clearly. They have no traps in there. The only paragraph touching on this is “A platform with lots of children playing and a growing number of games using in-app purchases? It sounds like a recipe for controversy, especially with the US Federal Trade Commission poking around in the affairs of Amazon, Apple and now Facebook over children’s in-app spending“. I think the paragraph is much too meager and other elements are not looked at (as I showed in my earlier part).

There is also a second side to Roblox. A side we all ignored unless we actively dug into it ourselves. You see, I was around when Atari had STOS, Amiga has AMOS and when we saw the growth of Little Big Planet one, two and three. We all think we are future game developers. I played with some of the demos and was able to change a few things get some things rolling, but overall, no matter how good my insight, you need creativity and vision. Roblox is giving tools to the makers to address their creativity, but what about vision? Well, I got my parts done in the builder of Neverwinter Nights, and the best result was making an actual adventure for the Commodore-64. The last part was done by a set of articles that were published in a magazine called ‘Computer and Video Games (CVG)‘ in the mid 80’s. I learned so much from those articles.

Here we see the power of these tools, which brings out vision and creativity through patience and persistence. When a parent realises this part and that a game like Roblox could empower these two elements, then spending $72 a year is a steal at twice the price. Whether this results in making some actual cash, or just makes the maker break even with the costs involved, the last one would be worth it all because whatever they make now, will shape the power of innovation down the line. Kids (adults too) could go through life never realising the power that creating innovation brings.

It is the last paragraph that matters: “Ultimately, games that start to look like high-end CGI movies. And companies are starting to realise that this user-generated content segment could be bigger than any individual games company. There’s so much leverage from being a platform rather than a content producer, where every few years you need a new huge property”. There is a truth and a hidden untruth here, the games that look like high end movies come at a large cost for the player, when we see $100 games that give us no more than 10 hours, we see that a move towards sandbox games are definitely worth it, because the overwhelming difference that value for money gives the player, yet the failed attempt we see in games like Assassins Creed Unity, a game released last November, that is still receiving patches (at http://www.designntrend.com/articles/40441/20150218/assassins-creed-unity-ps4-xbox-one-patch-release-ubisoft-gameplay-graphics-multiplayer-glitches.htm). By the way, personally as I see it, when we see the quote “patch 1.05 goes a long way towards promoting ‘stability and performance’ in the latest entry to the annualized franchise“, I mention this for two reasons, the first is that high end games, when not properly supervised could become the end of any software house, the second reason is that the Assassins Creed Wikia calls it a “Assassin’s Creed: Unity is a 2014 sandbox action adventure game“, trust me that any reference to Assassins Creed being a ‘sandbox game’ is like comparing a Ford Edsel to a Bentley, Minecraft being the Bentley that is.

So as we see Roblox and Minecraft as the growing community towards the sandbox loving gamers, I see a win-win situation. You see, I remain a fan of RPG games, these games propel the interest and the desire for RPG games and as such, I will win as better RPG games are released.

So as we consider the subtitle where we see that Roblox is an environment of 4.7 million people, focusing on growth, we can see that Roblox has a future as it focuses on all devices and Cloud based usage. The only danger I see now is that they might try to grow too fast in too many directions. There might be a comparison to Minecraft, but not in the user base, because Minecraft has over 100M users registered on PC and well over 50 million copies sold on consoles. Roblox could grow faster and larger, but as I see it, it will have to offer more to the free player, as I see it by adding 2 worlds and adding those option to have more options for free. It would be fair enough to make those free players earn these options to be unlocked in some way, but as the starting player is reeled in through the growth of options and interactions, so will their eagerness in becoming a premium member. It is that growth curve that Roblox will need, because no matter how proud they are with their 4.7 million players, if they want to attract bigger business they will need to do more than just double their current base, in addition, as the article shows a drive for makers to ‘make’ money, we need to also consider (in all fairness) that in the end, it must be looked at how much currency is transacted in and how this is broken down in user population (especially the age group based demographics). As I stated before Roblox has been on the up and up in this regard, but their continuation will require a massive jolt towards value for money, because that will drive growth faster and a lot more profound.

 

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Sandbox games

The first time I saw the title I thought it was a new brand for the younger player. It is an easy to make mistake, we see sandbox, we remember the hole in the ground, or the large box wooden square filled with sand in the yard where we used to play as kids. Yet, this is not it. Sandbox games are true open world games, even more important, the true sandbox game lets you change the world you are in.

Well, a first sandbox game would be the Sim city, made by Maxis. It is likely the first one that allowed you the player to change the world you were in. I remember the game in its old days, it was 1989 and I was already reviewing games. I saw it as more than just a game, yes, the core was a game. You could not change landscapes in the first edition but the start of open choices was there. I saw and reviewed it as more than a game. It had the foundations to be a learning tool and a Planological simulator. What happened when you build houses by the lake? When industry gets to close and so on, how to keep the balance of commerce, industry and residents as you grew your town larger and larger? The game was addictive, it was fun and it had an educational side. The game was a great success and it was the sequel SimCity2000 that truly brought the wave of open editing.

Some define the true sandbox game to be without a goal. I feel the same way, which is why most of my favourites are not sandbox games, but open world games, with Bethesda games being pretty much the pinnacle of open world games. Yes, they do have goals, yet in Oblivion we see how the goals can be ignored and you as an adventurer can just go on your merry way. This is almost true open world. It comes with the usual downsides and glitches, but for the most, Bethesda, makers of Oblivion, Skyrim, Fallout 3 and Fallout New Vegas kept an openness to the games that make them as close as ‘sandbox’ as possible. Yet the ‘changing the world’ in almost its most founding form makes those games fall short and we are left with one overwhelming winner, namely Minecraft.

I reckon that this is the reason it is such a success. The game offers true openness; you can go on your merry way and as you mine, build and explore the world will shape according to your actions. It is one of the most compelling versions of gaming, because it is the one game where you are for the most, only limited by your own imagination. This makes it in my mind such a compelling game, it all comes to maturity as the game was released on PS4 yesterday and as per today it will be available for the Xbox One, making it one of the widest released console games ever with over 100 million registered users on the PC alone. This shows that a good game will outperform a graphic game EVERY time. Yes, according to Gamespot, only 14.3% has bought the game, yet the Xbox 360 has already sold over 10 million and the PS3 edition surpassed the one million mark. Now we will see how the NextGen gamers react and they get a treat, because who already have it on their other consoles will be able to buy it for $5, which is an awesome deal.

I hope you are all catching on at this point, because the question that follows should be ‘Why are there not more sandbox games?

This is indeed one of the questions that linger in the wake. The answer is actually less simple. The line between the Bethesda RPG games (open world) and Sandbox games is actually a lot finer than most consider. Some will consider GTA (Grand Theft Auto) and Fallout to be sandbox games, I do not! The option to change the world is not there, which makes it open world in my book, but that line is really not that big so it is an easy mistake to make. I also think that NextGen systems now allow for large true sandbox games to be made and time will tell how this will continue, because allowing for the limit to be ones imagination is a lot harder than you think and Minecraft had it just right!

There will be a truckload of open world games to come and many will allow that to be enough, but when will they come to NextGen? That is at times the question. We will see the next massive sandbox game to arrive in 2015 when No Man’s sky is released yet is that the only one? There could be a host of re-engineered games going all the way back to Midwinter on the Amiga/Atari ST, which could be seen as the initial Far Cry 3, but then without a storyline or missions. Far Cry 4 is coming soon, yet again; this is open world and not sandbox (from my definition). In my view that small margin is important, yet both versions will allow for immense gaming pleasure, so do not let the label ‘sandbox’ or ‘open world’ to stop you from having fun, because I personally feel that the old title ‘RPG’ (Role Playing Game’ was too often ignored by players, who thought that these games were dull. I think that Minecraft is one reason why people feel more and more drawn to the Open world and RPG gaming.

There is also another side to the sandbox; we are seeing it at present the most clearly in the Elder Scrolls online. I had mixed feelings; first of all it is a daring undertaking to get there, so Bethesda should get a large applause for even attempting it. Yet, there is an overwhelming shortfall. You see, Oblivion and Skyrim both had their quirks (read plenty of bugs), but for the most, they could be addressed and many of them are not fatal (but extremely vexing at times), yet unlike the Assassins Creed series, there has been a massive amount of improvements and as such Bethesda has shown an A-Game programming approach throughout their releases. Here is the first kicker: a monthly subscribed MMO is not a bad idea, yet with World of Warcraft, Elder Scrolls Online and Destiny (to be released soon) we are confronted with a version of gameplay that is more expensive than a Foxtel subscription, which is not what a gamer wants, especially after paying $100 for a game or $115 for the limited edition, add to that the fact that most gamers are left with less and less time playing and additional fees for internet and such, the pickings tend to get mighty slim.

I had an idea for a new Elder Scrolls named Elder Scrolls 6: resurrection, which I committed to a document and is already well over 20,000 words for the setup. It allowed me to reconsider the RPG and their approach to location. Instead of a system with new locations, some gaming franchises have grown to the maximum extend, not just because there are several version, but by the way they approached it all, that we see a world that had evolved beyond the simple markers of the box. The first game in this is the Ultima series, as the gamers passion grew, so did the need for the reality of the location. I personally thought that Oblivion was part of that fulfilment. What if ‘Sosaria’ could be completely mapped according to these lines? I personally feel that The Elder scrolls gave us that notion and Skyrim made that notion grow more and more. What if they had changed the premise, not into an MMO, but by evolving their maps and mapping approach? What if, the engine on the disk is not just a map, but an evolved mapping system, like an automotive mapping system that allows us to grow where we are and where we go? That was at the foundation of ES6 Resurrection, not by just ‘adding’ Elsweijr and Valenwood, but to transfer the maps from both Oblivion and Cyrodiil (added to ES6), so that the game grows upon the complete map. So, the map gets transferred to the hard drive of the console. Consider the game where we could literally run from Solitude to Haven (Valenwood). It would become more than just a simple RPG; Tamriel would become a growing iterative entity where you can live, run, swim, quest, and off course grow. Let’s not forget that if we properly scale the maps, we would get an RPG world where we can literally spend days by just travelling (if we do not use cart, coach or fast travel). Not unlike the Ultima fan, is that not close to the reality of a Role Playing Game that gamers dream of?

In my view I had adjusted the map of Cyrodiil from a 3×3 to a 9×9 grid, so everything would be 300% larger in actual space. The imperial city would actually become 900% larger and the other towns would become larger, yet not that much, it would be the map where we see the massive difference and it would take a lot longer to get from one place to another, so we would at times be actually exploring Cyrodiil. One of the largest missions would be to truly rebuild (Kvatch), yet you the player would not (it seems a bit silly to manually rebuild it). Yet to quest and find people, workers and to see Kvatch rebuild over many months (actual many months of gameplay), is what would have set this RPG apart from all other games. Quests to influence the look of Kvatch as well as what would be in the city, so the player influences whether Kvatch was to be a mere larger city or to make it the jewel that rivals the imperial city. Yet the main mission would remain in Valenwood and Elsweijr.

This growth would transform the Elder Scrolls from open world to something so close to a Sandbox game in what I would call a true unparalleled level of gaming.

You see, soon game developers will see that the dollar only gets you to a certain place, gamers will pay the $149 for such a sizeable game, but the long term of $19 a month will stop them sooner rather than later because the bills need paying and the student population will be left with less and less sooner still. Then what will they play?

You see, this is the response from Elder Scrolls Management: “And it’s important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models – but subscription is the one that fits ESO the best“.

Is that thought through? It seems that you also need Xbox Live Gold in addition on the console, which is not free. They state that it is ‘only’ an additional annual $60, which might be true in the US, but in Australia it is $90, which is again 50% more, so did they think through the numbers and when they consider the established competition, did they see the danger, threats and weakness of this model? The additional outrage which we quote from the gaming site Kotaku shows an additional weakness to their model “Tomorrow night at 10PM AEST, players who have purchased The Elder Scrolls Online but have yet to set up a recurring subscription or entered a game time code will no longer have access to the game. The issue with most players making their objections heard in the Elder Scrolls Online forums over the past couple of days isn’t the subscription itself — the minimum $US14.99 monthly fee comes as no surprise. What is surprising is that Zenimax Online is pre-authorizing users’ credit and debit cards the full $US14.99 (or more) fee” (at http://www.kotaku.com.au/2014/04/players-upset-over-the-elder-scrolls-onlines-subscription-system/), which shows more than just a small issue. The game lacks the comfort of the solo play, which is comfort the RPG gamer loves. Yes, they are all for teams at time, but like me, many love just to be by themselves and just explore the great digital unknown. The MMO seems to lack that ability, apart from the reported rampant troll issues (actual trolls, not the well-known harassing player trolls).

Al this leaves us with the larger bad taste that there is more and more noise of people leaving the Elder Scrolls Online style and replay either Oblivion or Skyrim. My model allowed for that and in addition would have almost guaranteed loyalty for at least two more instalments, as well as a league of income from additional DLC options. It is a missed opportunity for Bethesda/Zenimax.

Yet the hungry new developers can also learn from the missed options as can current established brands. Consider the current/new Mass Effect universe where we see a new reach of places that become additions, the same could be stated for Neverwinter (from Neverwinter Nights), the earlier mentioned Sosaria as well as the Fable series. This is the final side of the sandbox game. You see, creative freedom seems to breed a mix of addiction and loyalty that cannot be broken. I found it driving me back to Minecraft as well as Oblivion again and again. It also seems to prove the strength of the Diablo 3 approach and the weakness of the Elder Scrolls Online choice.

When we look deeper at the quote “but subscription is the one that fits ESO the best” might be true for their board of directors, but it clearly leaves a sour taste in the mouth of the players, when they move towards the next solution, their board will feel what a deserted franchise feels like, a feeling that Mojang (makers of Minecraft) is unlikely to experience with their simple but genius approach.

 

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