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Op Ed

GameFront - SOPA Isnít the Solution, But Can We At Least Agree Thereís A Problem?
Game publishers are caught between a rock and a hard place when it comes to battling piracy. If they do nothing, they are essentially ceding a good portion of their sales to pirates who have no intention of ever paying them a dime. If they institute a simple DRM scheme to try and protect their games, some gamers will get annoyed and others will get to work breaking the protection within days or even hours, making it worthless. If they institute a strong DRM scheme, such as Ubisoftís recent efforts to require a persistent Internet connection to constantly confirm the validity of a played game, it ends up negatively impacting a good many legitimate customers and also cause the esteemed, self-appointed ďInternet Representatives of GamingĒ to go into a collective hissy fit so large that it ends up costing more sales than it saves.

Raph Koster - Improving F2P. Thanks Ant via Boing Boing.
The thing to understand about the free-to-play market, and its best developers, is that F2P developers treat everything as science. Everything is subject to analysis, and everything is subject to proof, and the business process is about seeking what works. If what works happens to also be an original, innovative, interesting design that meets a checklist set of criteria for being art, well, all the better. But really, itís about what works.

We have to be honest with ourselves. There is an awful lot of stuff that we have cherished for a long time in the games business which turns out not to work. Sometimes it takes us years to shed the scales from our eyes about the fact that hoary conventions of yore are just that ó conventions, mutable and open to change.

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62. Re: SOPA Isnít the Solution, But Can We At Least Agree Thereís A Problem Jan 12, 2012, 16:30 Beamer
 
I don't care if I'm alone on this, but I'll take 8 hours of modern shooter over 30 hours of Doom. Hell, DA2 took the Doom model of adding length (just recycling the same crap over and over and over) and got slaughtered.

Games cost vastly more per dollar now. They employ vastly more people (go look at the credits for Doom if you forget that.) And I find them more valuable. Not relative to how I did then, but right now. Sorry, Doom just isn't very much fun anymore. There's a sense of dread that comes from a sense of emptiness (that wasn't wholly planned) and monsters fighting each other is cool, but criss-crossing the same small level, with new closets full of monsters opening each time, to fight something with virtually no AI in order to find the key that opens the door you've walked past 100 times already?
Not really much fun.
 
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Music for the discerning:
http://www.deathwishinc.com
http://www.hydrahead.com
http://www.painkillerrecords.com
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