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Posts Tagged ‘valve’

Is The Second Hand Market Really That Detrimental?

February 7th, 2013 No comments

I’m not a big user of the second hand market but there have been times when I’ve delved into it in order to get what I want. Usually its when I find out about a particular collector’s edition too late to buy a retail copy and will just wait it out until someone wants to hock their copy on eBay where I’ll snap it up for a song. The last game I did this with was Uncharted 3 (although I failed to mention the saga in the review) and whilst I didn’t get all the collector’s edition downloadable goodies the seller went out of their way to make sure I got a similar amount of value as they did when they purchased it new. I certainly didn’t expect this but it was deeply appreciated all the same.

EB Games Trade In Banner

However his generosity is a symptom of the larger problem at play here. Almost 2 years ago a silent war began between developers (well mostly likely the publishers) and the second hand market where first sale doctrine was being usurped by crippling used games. The first title that I purchased which was affected by this Mass Effect 2 and whilst I have no intention of ever selling that game the fact that it was crippled after initial sale didn’t sit particularly well with me. The trend has been on the increase as of late with many games including some form of one time use DLC in order to make second hand titles less attractive.

It gets even worse when rumours start surfacing that the next generation consoles will start supporting features that cripple second hand games natively removing the requirement from game developers to implement their own system. The justification would probably be something along the lines of “this is what we’ve done for ages on the PC” which is kind of true if you count CD keys but they were usually transferable. There’s also the sticky issue of digital downloads which currently have no method on any platform for enabling resale which is why many publishers are beginning to favour those platforms instead of physical retail releases.

The golden days of unsellable digital titles (and by extension crippled second hand titles) may not be long for this world however as the German consumer protection group VZBV has started legal proceedings against Valve in regards to the Steam platform. This isn’t the first time they’ve gone up against them but recent rulings in the EU have set up some precedents which could lead to digital distribution platforms having to implement some kind of second hand market. Considering Steam has been dealing in digital trade for many years now it’s not like they’re incapable of delivering such functionality, they just simply haven’t had the incentive to do so. Heavy fines from the EU could be the push they need in order to get them moving in the right direction but we’ll have to wait until the court case resolves before we’ll see any real movement on this issue.

I have real trouble seeing how the second hand game market is such a detriment to publishers. Indeed many people use trade-ins in order to fund new game purchases and removing that will put a downward pressure on new sales, to the tune of 10% or so. Now I don’t know how much revenue that publishers are making off those second hand uncrippling schemes but I’m sure a 10% increase is above that, especially if you count the amount of good will generated from not being a dick about the used market. Valve would be heralded as the second coming if they enabled used game trading on Steam, even if they charged a nominal fee to facilitate the transaction.

Really I can’t see any downsides to supporting the second hard market and actively working against it doesn’t do the publishers any favours. I’m not saying they have to go out and actively help facilitate it but they could simply not try to work against it like they’re doing right now. Digital distributors do have to pick up their game in this regard however and I hope it doesn’t come down to strong arming them with the law. Should the EU ruling hold up however that’s could very well be what happens but it would at least be a positive result for us consumers.

2013 Might Be Linux’s Year For Gaming.

January 7th, 2013 No comments

The defacto platform of choice for any gamer used to be the Microsoft Windows based PC however the last decade has seen that change to be some form of console. Today, whilst we’re seeing something of a resurgence in the PC market thanks in part to some good releases this year and ageing console hardware, PCs are somewhere on the order take about 5% of the video game market. If we then extrapolate from there using the fact that only about 1~2% of the PC market is Linux (although this number could be higher if restricted to gamers) then you can see why many companies have ignored it for so long, it just doesn’t make financial sense to get into it. However there’s been a few recent announcements that shows there’s an increasing amount of attention being paid to this ultra-niche and that makes for some interesting speculation.

Linux Distros Tux

Gaming on Linux has always been an exercise in frustration, usually due to the Windows-centric nature of the gaming industry. Back in the day Linux suffered from a lack of good driver support for modern graphics cards and this made it nearly impossible to get games running on there at an acceptable level. Once that was sorted out (whether you count binary blobs as “sorted” is up to you) there was still the issue that most games were simply not coded for Linux leaving their users with very few options. Many chose to run their games through WINE or Cedega which actually works quite well, especially for popular titles, but many where still left wanting  for titles that would run natively. The Humble Indie Bundle has gone a long way to getting developers working on Linux but it’s still something of a poor cousin to the Windows Platform.

Late last year saw Valve open up beta access to Steam on Linux bringing with it some 50 odd titles to the platform. It came as little surprise that they did this considering that they did the same thing with OSX just over 2 years ago which was undoubtedly a success for them. I haven’t really heard much on it since then, mostly because none of my gamer friends run Linux, but there’s evidence to suggest that it’s going pretty well as Valve is making further bets on Linux. As it turns out their upcoming Steam Box will be running some form of Linux under the hood:

Valve’s engineer talked about their labs and that they want to change the “frustrating lack of innovation in the area of computer hardware”. He also mentioned a console launch in 2013 and that it will specifically use Linux and not Windows. Furthermore he said that Valve’s labs will reveal yet another new hardware in 2013, most likely rumored controllers and VR equipment but we can expect some new exciting stuff.

I’ll be honest and say that I really didn’t expect this even with all the bellyaching people have been doing about Windows 8. You see whilst being able to brag about 55 titles being on the platform already that’s only 2% of their current catalogue. You could argue that emulation is good enough now that all the titles could be made available through the use of WINE which is a possibility but Valve doesn’t offer that option with OSX currently so it’s unlikely to happen. Realistically unless the current developers have intentions to do a Linux release now the release of the Steam Box/Steam on Linux isn’t going to be enough to tempt them to do it, especially if they’ve already recovered their costs from PC sales.

That being said all it might take is one industry heavyweight to put their weight behind Linux to start a cascade of others doing the same. As it turns out Blizzard is doing just that with one of their titles slated for a Linux release some time this year. Blizzard has a long history with cross platform releases as they were one of the few companies to do releases for Mac OS decades ago and they’ve stated many times that they have a Linux World of Warcraft client that they’ve shied away from releasing due to support concerns. Releasing an official client for one of their games on Linux will be their way of verifying whether its worth it for them to continue doing so and should it prove successful it could be the shot in the arm that Linux needs to become a viable platform for games developers to target.

Does this mean that I’ll be switching over? Probably not as I’m a Microsoft guy at heart and I know my current platform too well to just drop it for something else (even though I do have a lot of experience with Linux). I’m very interested to see how the Steam Box is going to be positioned as it being Linux changes the idea I had in my head for it and makes Valve’s previous comments about them all the more intriguing. Whilst 2013 might not be a blockbuster year for Linux gaming it is shaping up to be the turning point where it starts to become viable.

The Steam Box is Real, Will Be Coming in 2013.

December 10th, 2012 No comments

There’s no doubt that the kings of the video game industry are still the consoles. Us long time gamers might lament the last decade which saw our crown taken from those console upstarts there’s no denying that they’re the current driving force behind the  explosive growth the industry has enjoyed of late. Many of us have been stalwart in our support of our chosen platform however, so much so in fact that the release of Diablo III this year marked the first time since 2010 that a PC only game was the top selling title during its release. Indeed the PC platform has been making something of a come back for a while now and the past year is just a confirmation of that.

A good chunk of that resurgence can be attributed to the wild success of the Steam platform. At any one point there are up to 5 million users using Steam and the total people signed up for it, some 50 million or so, eclipses that of Xbox Live (the most popular online console network) by a wide margin. Of course Valve’s presence in the home entertainment space, a place where the consoles have found a secondary niche, is practically 0. Valve has been aware of this and the recent release of their Big Picture mode was obviously aimed at turning any home media PC into a beach front for Valve’s wide catalogue of games. With many of them being cross platform titles that were built for controllers in the first place it was an extremely smart move by Valve and whilst it won’t have developers jumping ship from consoles any time soon it does signal the beginning of a shift back towards PC gaming, even if it’s with a console like façade.

The missing piece of the puzzle was a curated hardware platform that could function as the next step in Valve’s grab for the home entertainment space. It had long been rumoured that Valve was working on something called a Steam Box which would essentially be a console like device, complete with its own custom controller, that would run some part of Valve’s catalogue of games. When I wrote about it at the time details were scant and I had partly assumed that it’d be some kind of walled garden type device (I.E. constrained to Source engine titles or some other limitation) which had me on the fence as to whether I’d want one or not. Additionally if all the titles on the Steam Box were on the PC I’d have little incentive to play them anywhere else as I’m quite accustomed to the mouse/keyboard as my primary input device.

As it turns out those rumours appear to be true as Gabe Newell said in a recent interview that they’re working on their own hardware platform. Gabe says it will be tightly controlled which I take to mean that the specifications will be fixed like a console, ruling out the idea that it’d simply be a small form factor PC with the Valve logo on the front. Interestingly though he has also stated that others are free to make their own version as well which would indicate that, whilst they’ll be controlling the hardware specs of their devices, you will get the same experience if you simply build your own PC and run big picture mode on the top of it. This also opens up the opportunity for OEMs to make their own Steam Box-esque PCs that are purposed designed to live next to your TV and play high end games. You could draw parallels to the ultrabook segment of the laptop market as they were born out of pressures to make smaller form factors more powerful (and I’ll hazard a guess they’ll be strikingly similar under the hood as well).

I’m still not entirely sure if a Steam Box would be appropriate for me as whilst Big Picture mode is great on my media PC there aren’t that many games that I’d prefer to play on there if they’re available on the PC. That being said I know there’s many people out there who prefer the console experience and making these kinds of bridge devices could well be the catalyst that pushes PC gaming back to the top of the pile. I’m very interested to see what Valve will be bringing to the table with their own curated hardware platform as their Big Picture mode is pretty fantastic and anything built by them around that concept will, hopefully, be just as awesome.

Valve’s End Game For Steam (or The Birth of SteamOS).

August 15th, 2012 No comments

My first interaction with Steam wasn’t a pleasant one. I remember the day clearly, I was still living out in Wamboin when Valve released Half Life 2 and had made sure to grab myself a copy before heading home. After going through the lengthy install process requiring multiple CD swaps I was greeted by a login box asking me to create an account. Frustratingly all my usual gamer tags: PYROMANT|C, SuperDave, Nalafang, etc. were already taken leaving me to choose   a random name. That wasn’t the real annoyance though, no what got me was the required update that needed to be applied before I could play it which, on the end of a 56k connection, was going to take me the better part of an hour to apply.

This soured me on the idea of Steam for quite a few years, at least until I got myself a stable form of broadband that let me update without having to wait hours at a time. Still it wasn’t until probably 3 years or so ago that I started buying most of my games through Steam as buying the physical media and then integrating with Steam later was still a much better experience. Today though it’s my platform of choice when purchasing games and it seems that I’m not alone in this regard with up to 70% of all digital sales passing through the platform. We’ve also seen Steam add many more features like SteamCloud and SteamWorks which have provided a platform for developers to add features that would have otherwise been too costly to develop themselves.

With all the success that Steam has enjoyed (in the process making Valve one of the most profitable companies per employee) it makes you wonder what the end game for Steam will end up being. Whilst they’d undoubtedly be able to coast along quite easily on the recurring sales and the giant community they’ve built around the platform history has shown that Valve isn’t that kind of company. Indeed the recent press release from Valve saying that traditional applications will soon be available through the Steam platform seems to indicate that they have ambitions that extend past their roots of gaming and digital distribution.

And its at this point that I start speculating wildly.

Valve has shown that it is dedicated to gamers regardless of the platform with Steam already on OSX and will soon be finding its way onto Linux alongside a native port of Left 4 Dead 2. With such a deep knowledge of games and an engine that runs on nearly any platform it would make sense that Valve might take a stab at cutting out the middle man entirely, choosing to create their own custom operating system that’s solely dedicated to the purpose of gaming. If such an idea was to come to fruition it would most likely be some kind of Linux derivative with a whole bunch of optimizations in it to make Source titles run better. I’ll be honest with you when this idea was suggested to me I thought it was pretty far out but there are some threads within this idea that have some merit.

Whilst the idea of SteamOS as a standalone operating system might be a bit far fetched I could see something akin to media centre software that transforms a traditional Windows/Linux/OSX PC into a dedicated gaming machine. Steam’s strength arguably comes from the giant catalogue of third party titles that they have on there and keeping the underlying OS (with its APIs in tact) means that all these games would still be available. This also seems to line up with the rumoured SteamBox idea that was floating around at the start of the year and would mean that the console was in fact just a re-badged Windows PC with some custom hardware underneath. The console itself might not catch on (although the success of the OUYA seems to indicate otherwise) but I could very well see people installing SteamOS beside their XBMC installation turning their Media PC into a dual use machine.

With all this in mind you have to then ask yourself what Valve would get out of something like this. They are already making headway into getting Steam in one form or another onto already existing consoles (see Steam for the PS3) and they’ve arguably already captured the lion’s share of PC gamers, the ones who’d be most likely to use something like SteamOS. The SteamBox would arguably be targeted at people who are not traditionally PC gamers and SteamOS then would simply be an also ran, something that would provide extra value to its already dedicated PC community. Essentially it would be further cementing Steam as the preferred digital distribution network for games whilst also attempting to capture a market that they’ve had little to do with up until this point.

All of this though is based on the current direction Valve seems to be going but realistically I could just be reading way too far into it. Their recent moves with the Steam platform are arguably just Valve trying to grow their platform organically and could very easily not be part of some grander scheme for greater platform dominance. The idea though is intriguing and whilst I have nothing more than speculation to go on I don’t think it would be a bad move by Valve at all.

Defense of the Ancients 2: My Addiction, It Beckons…

May 22nd, 2012 2 comments

If you’ll allow me to get a little hipster for a second you’ll be pleased to find out that I’ve been into the whole Multiplayer Online Battle Arena (MOBA) scene since it first found its roots way back in Warcraft 3. Back then it was just another custom map that I played along with all the other customs I enjoyed, mostly because I suffered from some extreme ladder anxiety. Since then I’ve played my way through all of the DOTA clones that came out (Heroes of Newerth, Leaggue of Legends and even that ill fated experiment from GPG, Demigod) but none of them captured me quite as much as the seemingly official successor, DOTA 2, has.

Defense of the Ancients 2 should be familiar to anyone who played the original DOTA or  one of the many games that followed it. In a team of 5 you compete as single heros, choosing from a wide selection who all have unique abilities and uses, pushing up one of three lanes with a bunch of NPC creeps at your side. The ultimate goal is the enemies ancient, a very well defended building that will take the concerted effort of all team members to reach and finally, destroy. There are of course many nuances to what would, on the surface, seem to be a simple game and it’s these subtleties which make the game so engrossing.

When compared to its predecessor that was limited by the graphics engine of WarCraft 3 DOTA2 stands out as a definite improvement. It’s not a graphical marvel, much like many of the MOBA genre, instead favoring heavily stylized graphics much like Blizzard does for many of their games. The recent updates to DOTA2 have seen some significant improvements over the first few initial releases both in terms of in-game graphics and the surrounding UI elements. Valve appears to be heavily committed to ensuring DOTA2′s success and the graphical improvements are just the tip of the iceberg in this regard.

Back in the old days of the original DOTA the worst aspect of it was finding a game and then hoping that no one would drop out prematurely. There were many 3rd party solutions to this problem, most of which were semi-effective but were open to abuse and misuse, but none of them could solve the problem of playing a game with similarly skilled players. DOTA2, like nearly every other MOBA title, brings in a matchmaking system that will pair you up with other players and also brings with it the ability to rejoin a game should your client crash or your connection drop out.

Unfortunately since DOTA2 is still in beta the matchmaking system is not yet entirely working as I believe it’s intended to. It does make the process of finding, joining and completing a game much more streamlined but it is blissfully unaware of how skilled a potential player is. What this means is that the games have a tendency to swing wildly in one teams favour and unlike other games where this leads to a quick demise (thus freeing you up toplay again) DOTA instead is a drawn out process and should you decide to leave prematurely you’ll be hit with a dreaded “abandoned” mark next to your record. This is not an insurmountable probelm though and I’m sure that future revision of DOTA2 will address this issue.

The core gameplay of DOTA2 is for the most part unchanged from back in the days of the original DOTA. You still get your pick from a very wide selection of heros (I believe most of the AllStars team are in there), the items have the same names and you still go through each of the main game phases (laneing, pushing, ganking) as the game progresses. There have been some improvements to take away some of the more esoteric aspects of DOTA2 and for the most part they’re quite welcome.

Gone are the days where crafting items required either in depth knowledge of what made what or squinting at the recipe text, instead you can click on the ultimate item you want to craft and see what items go in to make it. Additionally there’s a list of suggested items for you hero which, whilst not being entirely appropriate for every situation, will help to ease players into the game as they learn some of the more intricate aspects of iteming a character correctly. It’s still rather easy to draw the ire of players who think they know everything there is to know about certain characters (I’ll touch more on the community later) but at least you won’t be completely useless if you stick to the item choices the game presents for you.

Know which hero to pick is just as important as knowing how to item them and thankfully there are some improvements to the hero choosing system that should make do so a little easier for everyone. Whilst the hero picking has always made delineations between int/str/agi based heros you can now also filter for things like what kind of role the character fills like support, ganker or initiator. For public games though it seems everyone wants to play a carry (mostly because they’re the most fun) and there’s little heed paid to good group composition but this is not a fault of the game per se, but there is potential there for sexing up the lesser played types so that pub compositions don’t end up as carry on carry battles.

It’s probably due to the years of play testing that the original DOTA received but the heroes of DOTA2 are fairly well balanced with no outright broken or overpowered heroes dominating the metagame. There are of course heros that appear to be broken in certain situations (I had the pleasure of seeing Outworld Destroyer killing my entire team in the space of 10 seconds) but in reality it’s the player behind that character making them appear broken. This bodes well for the eSports scene that Valve is fostering around DOTA2 and they’re going to need to keep up this level of commitment if they want a chance of dethroning the current king, League of Legends.

The eSports focused improvements in DOTA2 are setting the bar for new game developers who have their eye on developing an eSports scene for their current and future products. The main login screen has a list of the top 3 spectated games and with a single click you can jump in and watch them with a 2 minute delay. This can be done while you’r waiting to join a game yourself and once your game is ready to play you’re just another click away from joining in on the action. It’s a fantastic way for both newcomers and veterans of the genre to get involved in the eSports scene, but that’s just he start of it.

Replays can be accessed directly from a player’s profile or downloaded from the Internet. Game casters can embed audio directly into the replay allowing users to watch the replay in game with the caster’s commentary.They can also watch the caster’s view of the game, use a free camera or using the built in smart camera that will automatically focus on the place where the most action is happening. It’s a vast improvement over how nearly all other games do their replays and Valve really has to be commended for the work they’ve done here.

For all the improvements however there’s one thing that DOTA2 can’t seem to get away from and that’s its elitist, almost poisonous community that is very hostile to new players. Whilst the scsreenshot above is a somewhat tongue-in-cheek example of the behavior that besots the DOTA2 community it still holds true that whilst many concessions have been made to make the game more palatable for newcomers the DOTA2 community still struggles with bringing in new players to the fold. League of Legends on the other hand crack this code very early on and the following success is a testament to how making the game more inviting for new users is the ultimate way to drive the game forward. I don’t have an answer as to how to fix this (and whilst I say LoL cracked the code I’m not 100% sure their solution is portable to DOTA2) and it will be very interesting to see how DOTA2 develops in the shaodw of the current MOBA king.

DOTA2 managed to engage me in a way that only one other game has managed to do recently and I belive there’s something to that. Maybe it’s a bit of nostalgia or possibly my inner eSports fan wanting to dive deep into another competitive scene but DOTA2 has really upped the MOBA experience that I first got hooked on all those years ago and failed to rekindle with all the other titles in this genre. I’d tell you to go out and buy it now but it’s still currently in beta so if you can get your hands on a key I’d definitely recommend doing so and if you’re new to this kind of game just ignore the haters, you won’t have to deal with them for long.

Defense of the Ancients 2 is currently in beta on PC. Approximately 60 hours of total game play were undertaken prior to this review with a record of 32 wins to 36 losses.

On Valve’s Corporate Structure (Or Lack Thereof).

April 24th, 2012 7 comments

I was a big believer in the typical corporate structure for a very long time, mostly because I wanted to be the one at the top of it. There’s something attractive about being the one at the top and for quite a long time I tried to position my career in such a way that I could become an executive in some nameless company at an undetermined point in the future. I didn’t realize how bad I was at the whole management thing after I killed my university project, no it took me another 2 years to figure out that being at the top of a corporate structure wasn’t for me. I needed to be the one building things.

That’s not to say I can’t succeed in such structures myself, far from it. Being in Australia’s capital city, a town that is basically a giant shrine to bureaucracy, I’ve come to learn how to operate within traditional management structures in a such a way so that I have an incredible amount of freedom whilst also staying within the confines of my designated role. Sure I might not be able to simply up and change my job whenever I feel like it but I’ve rarely felt my creative freedom restrained when it comes to solving the various problems that get thrown my way. Still I’ve always been fascinated with non-traditional management structures and yesterday I came across an incredibly novel one.

It was that of the game development company Valve.

Yesterday one of my long time friends linked me to Valve’s new starter guide book, a typical document you’d expect from pretty much any organisation. It made for some incredibly fascinating reading mostly because it’s unlike any other that I’ve read before. Where there’s usually pictures of organisational charts, links to company policies and reams of out dated information there was instead a comprehensive guide to how Valve functions as a company and how all the employees fit into it. Astonishingly the biggest revelation in there, for me at least,  was that there is in essence no organisational structure at all.

For someone who cut his teeth in a world ruled by bureaucracy such an idea seems incredibly foreign, so much so I initially struggled to figure out how it would work. I mean how does anyone get any work done if there isn’t someone controlling the whole process from the top? As it turns out the process mimics what I envision happens when a lot of talented people get together: ideas start circulating and once they reach a critical mass of supporters they form a cohesive group in order to achieve that vision. Valve in that sense is a kind of idea incubator that enables their employees to chase their passions and should those passions resonate with others it will find its way into reality.

That to me feels like an inspired way of creating a company. The guide admits that whilst this idea works for Valve they’re not sure it would work for everyone as rogue agents operating in such an environment can do incredible amounts of damage. However when you note that Valve makes more profit per employee than Apple or Google  then you have to figure that their process has some merit to it. Being fully privately owned also helps them quite a bit as I’m sure that share holders would be uncomfortable with a company that seems to be in a constant flux.

Would I start a company with a mantra like Valves? I definitely believe in some of the core principles (like hiring people smarter than you) and I do tend to favor less management than more so I could see some form of it working for a company that I’d like to start. Maybe it’s just the residual “I need to be at the top” mentality inside me that’s having trouble letting go of the idea but Valve’s way of doing business seems a lot better than the way I’ve been thinking about it.

Steam Box? Hmmm, Not Sure If Want…

March 5th, 2012 No comments

Today the platform of choice for the vast majority of gamers is the console, there’s really no question about it. Whilst video games may have found their feet with PCs consoles took them to the next level offering a consistent user experience that expanded the potential market greatly. PC gaming however is far from dead and has even been growing despite the heavy competition that it faces in consoles. However the idea of providing a consistent user experience whilst maintaining the flexibility is an enticing one and there are several companies that are attempting to fuse the best elements of both platforms in the hopes of capturing both markets.

OnLive is one of these such companies. Their product is, in essence, PC gaming as a service (PCGAAS?) and seeks to alleviate the troubles some gamers used to face with the constant upgrade cycle. I was sceptical of the idea initially as their target demographic seemed quite small but here we are 2 years later and they’re still around, even expanding their operations beyond the USA. Still the limitations on the service (high bandwidth requirement being chief amongst them) mean that whilst OnLive might provide a consistent experience on par of that of consoles the service will likely never see the mainstream success that the 3 major consoles do.

Rumours have been circulating recently that Valve may take a stab at this problem; taking the best parts of the PC experience and distilling them down into a console creating new platform called the Steam Box:

According to sources, the company has been working on a hardware spec and associated software which would make up the backbone of a “Steam Box.” The actual devices may be made by a variety of partners, and the software would be readily available to any company that wants to get in the game.

Adding fuel to that fire is a rumor that the Alienware X51 may have been designed with an early spec of the system in mind, and will be retroactively upgradable to the software.

Indeed there’s enough circumstantial evidence to give some credence to these rumours. Valve applied for a patent on a controller back in 2009, one that had a pretty interesting twist to it. The controller would be modular allowing the user to modify it and those modifications would be detected by the controller. Such an idea fits pretty well with a PC/console type hybrid that the Steam Box is likely to be. It would also enable a wider selection of titles to be available on the Steam Box as not all games lend themselves well to the traditional 2 joystick console controller standard.

At the same time one of Valve’s employees, Greg Coomer, has been tweeting about a project that he’s working on that looks suspiciously like some kind of set top box. Now Valve doesn’t sell hardware, they’re a games company at heart, so why someone at Valve would be working on such a project does raise some questions. Further the screenshot of the potential Steam Box shows what looks to be a Xbox360 controller in the background. It’s entirely possible that such a rig was being used as a lightweight demo box for Valve to use at trade shows, but it does seem awfully coincidental.

For what its worth the idea of a Steam box could have some legs to it. Gone are the days when a constant upgrade cycle was required to play the latest games, mostly thanks to the consolization of the games market. What this means though is that a modern day gaming PC has the longevity rivalling that of most consoles. Hell even my last full upgrade lasted almost 3 years before I replaced it and even then I didn’t actually need to replace it; I just wanted to. A small, well designed PC then could function much like a console in that regard and you could even make optimized compliers for it to further increase it’s longevity.

The Steam Box could also leverage off the fact that many PC titles, apart from things like RTS, lend themselves quite well to the controller format. In fact much of Steam’s current catalog would be only a short modification away from being controller ready and some are even set up for their use already. The Steam Box then would come out of the box with thousands of titles ready for it, something that few platforms can lay claim to. It may not draw the current Steam crowd away from their PCs but it would be an awfully attractive option to someone who was looking to upgrade but didn’t want to go through the hassle of building/researching their own box.

Of course this is all hearsay at the moment but I think there could be something to this idea. It might not reach the same market penetration as any of the major consoles but there’s a definite niche in there that would be well served by something like this. What remains to be seen now is a) whether or not this thing is actually real and b) how the market reacts should Valve actually announce said device. If the rumours are anything to go by we may not have to wait too long to find both of those things out.

Portal 2: A Worthy Successor.

May 2nd, 2011 No comments

There’s a lot to be said for a game that genuinely treads new ground, daring to defy the current norms. I’m always a big fan of these experiments because they’re so refreshing in a world that’s constantly dominated by the same games repeatedly even if I do enjoy some of those titles. The original Portal was one of these such games bringing in a game mechanic unlike any that had come before it. Despite the unusually short length Portal managed to capture the hearts and minds of nearly everyone who played it with it’s distinctive humor and characters, spawning several memes in the process. Portal 2 picks up where its predecessor left off and will take you much deeper into the Portal universe.

This review contains spoilers about major plot events since I wouldn’t be able to review it properly without talking about them. If you’re planning to play Portal 2 sometime soon I’d recommend bookmarking this and coming back later ;)

The game starts off with an interesting tutorial that puts you as one of the test subjects in the Aperture Science laboratories. It appears that you’re one of many test subjects who are kept in a state of hibernation and a disembodied voice walks you through some exercises to make sure you’re not turning into a vegetable. When you next awake however the bright room you were in is now in a major state of disrepair and the voice from before states that you’ve been asleep for 9999 days. You’re then introduced to a new companion, Wheatley, a personality core who assists you in escaping the Aperture Science laboratory whilst also providing comic relief at nearly every turn.

Running through these run down test chambers familiarizes you with the basic portal mechanics that were the staple of the original game. Wheatley guides you along this journey and eventually finds you in the chamber of a dormant GlaDOS and attempts to acquire an escape pod for your escape. Unfortunately he activates GlaDOS who identifies you as Chell, the protagonist from the original Portal, and proceeds to send you back to the test chambers so that you can further science once again, you monster.

The next section of the game is in essence identical to its predecessor with each chamber being a single puzzle. The differences come from the environment which, whilst not as run down as the initial chambers you went through, show signs of being in disrepair with GlaDOS attempting to fix the problems as you enter each chamber. Apart from the introduction of the jump pads (devices used to make some of the velocity based puzzles a bit easier) there’s nothing really exciting about this section of the game. Indeed I found myself a times wondering how long I’d have to put up with this since whilst the original was adventurous and inventive this just seemed exploitative, a cop out seeking to cash in on the Portal IP.

It’s quite possible that I just didn’t enjoy the formulaic nature of this particular section of the game. I loved the humor in the original because GlaDOS was always attempting to maintain the appearance of being a computer without any emotions, whilst in this one she just seemed felt like a disembodied human who was angry at me for trying to kill her. Still the puzzles were enough to keep me going and I made it through to the next section, the reunion with GlaDOS.

Wheatley’s usurping of GlaDOS was an interesting plot point although I’d be lying if I said I didn’t expect him to turn on me immediately. However the next section proved to be my favorite by far as it takes you back to the very beginnings of Aperture Science, hidden deep underground in a former salt mine. The setting feels very 1960s post-apocalyptic, with all the remnants of the initial Aperture laboratories showing their age. The attention to detail in these parts is absolutely staggering, with the paraphernalia lining the offices giving you that distinct feeling that you’d gone back in time. I spent quite a lot of my time here just soaking in the atmosphere of it all, thoroughly enjoying the fleshing out of the Aperture back story.

Of course the old Aperture also had old test chambers too and with them comes the introduction of another new game mechanic: gels. The gels are in essence paints that can cover nearly any surface that give them a certain property. Blue for bouncing, orange for ultra speed and white for turning surfaces into ones capable of having portals on them. I found them to be quite intriguing, especially when they let you loose with a full on stream of the substances so you can paint the entire room in your chosen color, even if there’s really no point to it at all.

However this brings me to a point of difference between the puzzles in Portal 2 and its predecessor. The original Portal felt very much like there were multiple options to solving the puzzles, some of which the designers had obviously not intended (especially if you watch the speed runs). Portal 2, whilst still providing many challenges, feels a lot more like there’s only a single solution and you’re just figuring out exactly what that is. The jump pads and gels demonstrate this quite aptly since they both have to be (or have been) placed in their exact positions for the desired solution. There are some exceptions to this of course (like the first room with the white gel) but its definitely one of the areas that Portal 2 falls down in comparison to its predecessor.

Along the way you pick up GlaDOS who’s been transformed into a shadow of her former self being powered entirely by a potato. She provides some interesting commentary during your journey through the old Aperture labs and seems to get quite excited when Cave Johnson, the founder of Aperture Science, addresses you over the intercom via pre-recorded messages. She stays with you the entire time but isn’t as chatty as Wheatley was before her which I was quite thankful for when I was stuck on some of the puzzles.

Eventually you make your way back to the current Aperture labs where Wheatley has taken over the test chambers, many of which are GlaDOS’s creations with the wall panels rearranged to spell TEST in large letters across one of the walls. This of course is all leading up to the point where you face up with Wheatley in his current form in a boss fight that feels oddly-similar-yet-completely-different from the original boss fight in the original Portal. Of course nearly every mechanic you’ve used previously makes an appearance in this and for those who’ve completed the fight there’s a scene in their that tickled the space nut in me just right.

Of course whilst the single player game is the main selling point for most buyers Portal 2 ups the ante by including a separate co-op experience that you can play with a friend or random stranger on the Internet. Initially I choose to find someone randomly as none of my playing buddies were online and I must say the matchmaking system works perfectly, finding me a partner in science in under 30 seconds. Of course it’s not as enjoyable as it would be with good friends so I decided to put it off after a couple chambers, but I did give it a good run through last week.

Whilst they’ve gone to great lengths to make the co-op in Portal 2 pretty painless without voice communication it’s quite a lot better with it. Still though the pinger tool they give you, basically a laser pointer that can mark stuff or set a timer, still comes in handy when trying to guide (or be guided by) your partner. The puzzles themselves are quite interesting as well especially when GlaDOS takes you outside the test chambers to retrieve information left behind by the former human scientists. Her humor in these sections was also far more enjoyable as she taunts the robots and gets frustrated as they show human traits like high-fiving or hugging each other.

Overall though Portal 2 proves to be a worthy successor to the original Portal. I had had my misgivings about the game during the first half of it, feeling that the changes made to it were only skin deep. However the old Aperture labs turned me right around making me heavily invested in both the characters and the plot of the game. The puzzles, whilst many feeling like single solution jobs, still managed to keep me guessing and were incredibly satisfying once accomplished, especially considering I did not once reach for a walkthrough (although I’d put the credit for this to the game designers themselves, not my amazing playing ability). The co-op is also quite a fun experience, especially when done with a close friend. If you liked the original Portal or are fan of intriguing puzzle games then you won’t go wrong with Portal 2 and I’d highly recommend giving it a play through.

Rating: 9.0/10

Portal 2 is available on PC, Xbox360 and Playstation 3 right now for AUD$49.99, $108 and $108 (PS3 edition includes a free Steam copy) respectively. Game was played on the PC with total game time around 7 hours for the single player and 2 hours spent on the co-op missions without finishing them all.

 

 

Passion Misplaced: The Dark World of Game Leaks.

February 22nd, 2011 3 comments

The last thing you want as a developer is your code to go out into the wild before its ready. When that happens people start to build expectations on a product that’s not yet complete and will form assumptions that, for better or worse, don’t align with the vision you had so carefully constructed. Most often this happens as a result of management pressure and there’s been many a time in my career where I’ve seen systems moved up into production long before they’re ready for prime time. However the damage done there pales in comparison to that can be done to a game that’s released before its ready and I’m almost ashamed to admit that I’ve delved into this dark world of game leaks before.

The key word there is, of course, almost.

I remember my first steps into this world quite well. It was late 2002 and news began to make the rounds that someone had leaked an early alpha build of Doom 3, the next installment in the series in almost a decade. I was incredibly intrigued and began my search for the ill-gotten booty scouring the vast recesses of e-Donkey and Direct Connect, looking for someone who had the magical files. Not long after I was downloading the 380MB file over my dial up connection and I sat back whilst I waited for it to come down.

After it finished downloading I unzipped the package and waited whilst the crazy compression program they had used did its work, feverishly reassembling the code so that I could play it. This took almost an hour and the eventual result was close to double the size of the file I downloaded, something I was quite thankful for. After a few tension filled seconds of staring at the screen I double clicked the executable and I was greeted with the not yet released version of Doom 3. The game ran extremely poorly on my little box but even then I was awe struck, soaking up every second until it crashed on me. Satisfied I sank back into my chair and hopped onto Trillian to talk to my friends about what I had just seen.

It wasn’t long until I jumped back into this world again. Just under a year later rumors started to make the rounds that none other than Valve had been subjected to a sophisticated attack and the current version of Half Life 2 copied. The gaming community’s reaction was mixed as we had been promised that the game was ready to be released this year but as far as everyone could tell the current build was no where near ready. Instead of jumping straight in this time however I sat back and considered my position. Whilst I was extremely eager to see Valve’s latest offering I had seen the damage that had been done with Doom 3′s premature release and my respect for Valve gave me much trepidation when considering taking the plunge once again. Seeing the files on someone’s computer at a LAN I couldn’t let the opportunity go by and I snagged myself a copy.

The game I played back then, whilst by no means a full game, still left a long lasting impression on me. The graphics and environments were beautiful and the only level I got to work properly (I believe it was the beach level) was made all the more fun by the inclusion of the makeshift jeep. I couldn’t bring myself to play it for long though as whilst I knew that the code leak wasn’t the sole reason Valve delayed Half Life 2 I knew it wasn’t going to bring the game to me any faster. This time around I deleted my copy of the leaked game and waited patiently for its final release.

Most recently it came to my attention that the Crysis 2 source, which apparently includes the full game and a whole host of other goodies, made its way on most popular BitTorrent sites. This time around however I haven’t even bothered to go and download the game, even just for curiosity’s sake. There’s less than a month to go until the official release and really I’d rather wait that long to play it legitimately than diving back into that dark world I had left behind so long ago. The temptation was definitely there though, especially considering how much fun I had in the original Crysis, but a month isn’t a long time to wait especially with the other games I’ve got on my current backlog.

If there’s one common theme I’ve seen when these leaks come out it’s the passion that the community has for these game development companies and their flagship titles. Sure its misplaced but the fever pitch that was reached in each of these leaks shows just how much people care about these games. Whilst it might damage the project initially many of them go on to be quite successful, as both Half Life 2 and Doom 3 did. Crysis 2 should be no different but I can still understand the heartache that those developers must be going through, I don’t know what I’d do if someone nicked off with the source code to Lobaco.

Will I ever download a leaked copy of a game before it’s release? I can’t be sure in all honesty. Although I tend to avoid the hype these days I still do get really excited when I hear about some titles (Deus Ex: Human Revolution for example) and that could easily overwhelm my sensibility circuits forcing me to download the game. I do make good on purchasing the games when they’re released however and since I’m a bit of a collector’s edition nut I believe I’ve paid my penance for delving into the darker side of the gaming world. I can completely understand if game developers don’t see eye to eye with me on this issue but I hope they recognize passion, however misplaced, when they see it.

Pirates, Perceived Value and Pedantry.

July 28th, 2009 No comments

The digital age that we live in has brought us something that we weren’t accustomed to before: desirable products that have no limits on production. All forms of digital media can be reproduced essentially for free, and this leads to their supply being apparently infinite. This doesn’t work well with traditional business models as the normal rules of supply and demand would dictate the price would drop to near nothing if this was the case. What this has led to is a constant arms race between those who wish to profit from the digital age and those that wish to exploit a near limitless resource for their own game. I am of course referring to the pirates, or more accurately copyright infringers.

The reasons that people pirate are as varied as they are numerous, but the common thread I see throughout most of them is that there is an almost zero cost and risk associated with pirating something. When the barrier to entry is so low that almost anyone can get on and get whatever computer software they want for free with very little risk of being caught the perceived value of the product drops dramatically. In essence these pirates view the digital media as being worth a lot less than what it is being sold for commercially, and the risks associated with illegally downloading copyrighted material are small enough to be written off as well.

Most of the mechanisms that have been used thus far to combat piracy have been blunt and ineffective. The most traditional form is a Digital Rights Management (DRM) system which attempts to regulate access to only those who have purchased a copy legally. In all my years of working in IT I have not seen one program that has managed to resist the efforts to break its DRM, with the record standing at a mere 2 weeks if memory serves me. Personally when I pay for a game or application that dares to throw more then the most basic DRM at me I do feel like I’m being treated like a criminal for doing the right thing, whilst the pirates get away without having to worry about it.

However, despite all this bellyaching there are a few glimmers of hope. Stardock made headlines late last year for releasing a Gamer’s Bill of Rights outlining what they believe to be 10 rules that all game development companies should adhere to. In essence it was all about improving the value of the product for the customer, I.E the ones who are actually paying for the software. Whilst there has been no solid research done thus far into how DRM systems affect sales (although historically any draconian DRM scheme is met with strong customer disatisfaction) it comes as common sense that if people percieve the value of a product higher when they get it for free then you’re doing something wrong.

You can then understand my excitement when I saw Ubisoft talking about how they are going to combat piracy:

“Altogether on console, the piracy is low,” Guillemot said. “On the PC the piracy is quite a lot. We are working on a tool that would allow us to decrease that on the PC starting next year and probably one game this year.”

Guillemot didn’t say what that solution would be, but it since he talked about it as if it were a new tool and not an existing form of digital rights management, like SecuRom, it stands to reason that it may be an internal solution.

The topic of piracy came up during Ubisoft‘s quarterly earnings call after Guillemot pointed to it as part of the reason that their DS games haven’t been selling well.

He said that piracy on Nintendo’s DS is strong, though oddly not as bad on the DSi, and that the company has learned that they can reduce the impact of illegal copies of the game by including physical extras like figurines, with their titles.

This is exactly the way they should combat piracy. Improving the value of a store bought copy through things the pirates can’t get their hands on and duplicate is what will draw people away from the world of pirated software. History has shown that DRM is ineffective in preventing people from obtaining a product they want for free and recent forays into reducing the price (hence increasing perceived value) have worked to increase total sales.

With 2 of the big names starting to come around perhaps soon we’ll be rid of the DRM bugbear.