writing about tech

Tag: gaming (page 2 of 4)

In search of a Goodreads for video games

Ever since I bought a Kindle and got drawn into Goodreads, I’ve been searching for a Goodreads for video games.  Honestly, though, it wasn’t a terribly long search – there just aren’t that many options out there that meet my requirements.  Those requirements were pretty basic.  The service:

  1. Needed to have a web app.
  2. Needed to have a mobile app, or at least be mobile browser friendly.
  3. Needed to be focused, like Goodreads.  I didn’t want a site that happened to have backlog/currently playing functionality, I wanted a site that was centered around making lists of what I had played, what I was playing, and what I was going to play.

A few minutes of research (read: Google searches) quickly revealed that none of the web apps had mobile apps, and none of the mobile apps had web services.  Well, shit.

After a bit more research (read: I Googled a little bit more), my choices came down to Dpadd and Grouvee. The services were pretty similar, with Dpadd adding some compelling social options, while Grouvee offered a valuable Steam library import.  Both of them built their service around GiantBomb’s fantastic game library API, so neither of them had an advantage data-wise.  After signing up for both, two things became immediately apparent:

  1. Dpadd’s interface was just a little nicer, but…
  2. It didn’t display a mobile version

While Grouvee’s mobile interface isn’t exactly gorgeous:

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It is, at least, formatted for mobile, unlike Dpadd’s:

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Nope! Nope nope nope!

Mobile functionality is important to me, as I often hear about games from friends in a context where a computer isn’t immediately accessible to me.  Also, in principle, I consider it fairly unforgivable for your web app to not be mobile-friendly in 2014.

I also personally prefer Grouvee’s method of game organization – I easily can mark a game as being played, or have played, or in my backlog with a single button. I can also create custom “shelves” – in my case, I have an additional on deck shelf for games in my backlog that I intend to play next.  Dpadd, being more socially-oriented, is more focused on updating your game library as a status update – “I did play this” or “I am playing this” or “I want to play this.”  There are lists, but it’s much less organization-centric, and I couldn’t find a way to add a game to my custom list after I’d created it.  When I took into account the fact that Grouvee will also import your existing Steam collection (which, if you’re like me, contains a good chunk of your backlog courtesy of Steam sales), the choice became pretty obvious.

Even Grouvee still needs two major additions before I can whole-heartedly recommend it, though.  The first would be direct Facebook integration – I can log in with Facebook, but I can’t add friends through Facebook.  According to Grouvee’s roadmap, it’s coming.  The second thing would be a mobile app, though that may be more of a long-shot.  At this point, I’d be happy with just the former.

Despite these drawbacks, I’d still gladly recommend Grouvee to anyone looking for a Goodreads-style service for video games.  It’s free, and it’ll import your Steam library – what do you have to lose?  My biggest worry at this point is that it’s just one person’s side project, and he may get bored of it eventually…but that’s a risk with any web-based service, big or small.  If you decide to join, hit me up!

The next Tomb Raider is an Xbox Exclusive, because Money.

Polygon writes:

Rise of the Tomb Raider, the next game in the reboot of the storied franchise, will be an Xbox exclusive, Microsoft corporate vice president Phil Harrison announced at Gamescom today.

There’s a quote explaining “why” from Crystal Dynamics, but it may as well read: “You know what we like?  Money, sweet, sweet Microsoft money.  Thanks for buying our last game though, suckers!”.

I can understand why some people feel betrayed, as I think there’s a difference between securing a brand-new IP like Sunset Overdrive, and making the sequel of a successful multi-platform game (a game which, apparently, sold better on the PlayStation) available exclusively on the Xbox. At the end of that day, though, that’s business, and Crystal Dynamics must have been written a pretty huge check to both make the game exclusive and potentially alienate any number of fans.  It’s a gamble and it’ll be interesting to see if it pays off in the long run.

It seems like an especially weird business decision, given that the last Tomb Raider game sold better on PlayStation systems, but I guess Microsoft can write some pretty huge checks.  Either way, I guess Winter 2015 is going to boil down to Uncharted vs. Tomb Raider, and I know who gets my money in that equation.

Next-gen gaming is becoming a service-based industry

Today, Polygon announced:

Hotline Miami on PS4 is cross-buy compatible with is PS3 and PS Vita versions — if you own one of these versions already, then you can download Hotline Miami on PS4 at no extra charge.

This relatively small bit of news today served to highlight something that I think has become more and more obvious in the past few months:

Next gen gaming isn’t about hardware, it’s about software services.

“Software services” don’t sound terribly sexy on the surface, but let me explain.  A couple weeks ago, I went out of town, and that trip happened to line up perfectly with the release of Rogue Legacy on the VitaRogue Legacy (a fantastic game, by the way) supports both cross-buy and cross-save, meaning that when I bought the Vita version, I also got a copy for my PS4.  Not “for an additional fee” – the same game, available on all my Sony platforms, at one price.  While I’ve known of this feature for awhile, I’ve rarely had a chance to leverage it.

Gaming, at its core, is about delighting the user, and let me say – being able to seamlessly resume my game of Rogue Legacy on my PS4 when I got back from the trip was delightful. I’ve used the Kinect, I’ve used the Wii U gamepad, and I’ve used a 3DS, but none of those hardware gimmicks impressed me as much as that.  It feels “next-gen” in a way that those haven’t.

The beautiful thing is, games like Rogue Legacy are becoming more of the rule than the exception.  I purchased Hotline Miami on the Vita a couple years ago, and now I get it on PS4 for free.  Just like that.  When I bought my PS4, there was a copy of Flower waiting for me, because I’d bought it on PS3 five years ago.  Just.  Like.  That.  Every time I see another game announced as cross-buy, it makes me feel, every so briefly, like a company is treating me like a human being, and not just a potential dollar sign.  It’s a fleeting feeling, to be sure, and I know it’s just fiction – but it’s a nice one.

It stands out in stark contrast to Nintendo’s strategy; Shovel Knight, another great game, was released for both the 3DS and the Wii U…but you’ll pay full price if you want to play on both platforms, and there’s no benefit to owning both.  Currently, owning a 3DS gives me no real reason to own a Wii U – and that’s a damn shame, because a few tweaks behind the scenes and Nintendo could easily change that.

Also in stark contrast, unfortunately, are the way AAA games are handling cross-generation titles.  The Last of UsGrand Theft Auto 5, and Sleeping Dogs are all expecting you to double-dip for the privilege of playing them on a new system, leaving it up to retailers themselves to offer you some sort of “upgrade deal”.  Unfortunately, it’s hard to see this changing in the immediate future – but one can hope.

I think the industry has hardware figured out; we know the equation to make a great console, and the PS4, Xbox One, and Wii U are all the result of that equation – now it’s time for the battlefield to move to software and services.  Already we’re seeing that, with PlayStation Plus and Games with Gold both offering great games for free every month, and now EA Access joining the fray.  If Nintendo can work out a similar deal with their own back catalogue, well, then we’d have a real interesting fight on our hands, as I think it’s a largely untapped resource that no other gaming company can truly match.

While I am certainly excited for the potential hardware advances, especially in the world of VR, I am undoubtedly more excited by the potential of software services, at least with regard to its broad impact on the industry.  This generation has the potential to be the most interesting – and, perhaps most important, the most gamer-centric – one yet.

Twitch is stuck between a rock and a giant bag of dicks

Regarding the Twitch controversy of the last few days, Polygon writes:

I was fucking furious when I first got word of Twitch’s plan to begin muting the audio of archived videos containing copyrighted music.

This move felt actively harmful to me, as someone who has spent over a year building my personal Twitch channel into something I care about strongly. I recognize the need to protect copyrights, and I’m as annoyed as anybody by streamers who play Spotify on top of the games they’re streaming.

The music industry, Chad noted, is notoriously “aggressive [in] enforcing its copyrights in lieu of what may be good business.” He’s careful to remind me that they also have the right to do this, even if it might seem short-sighted. And it’s almost certainly that aggressive-minded music industry that Twitch is trying to sidestep with this move.

Basically, while Twitch could’ve handled this way, way better, the blame mostly falls on the music industry, which continues to be run by giant dickbags who have absolutely no idea how the modern world works.

As much shit as we like to give cable companies and networks for being behind the times, the music industry still seems to largely live in the 1990’s. The more modernization democratizes the distribution of content – music included – the less relevant these pathetic middlemen become. The worst part is, these people apparently see it coming, and rather than adapt and find a way to actually be relevant in the changing world, they continue to desperately fight the inevitable using terrible, out-of-date copyright laws.

Kids these days with their YouTubes and their Twitches

Several of the podcasts I’ve listened to have mentioned that their kids are largely foregoing regular TV in favor of watching people play video games (mostly Minecraft) on YouTube and Twitch.  I didn’t really believe it was that widespread until I saw the results of this survey:

That’s the surprising result of a survey Variety commissioned in July that found the five most influential figures among Americans ages 13-18 are all YouTube faves, eclipsing mainstream celebs including Jennifer Lawrence and Seth Rogen. The highest-ranking figures were Smosh, the online comedy team of Ian Andrew Hecox and Anthony Padilla, both 26.

Number three on the list is the infamous PewDiePie, who specializes largely in Let’s Play videos and currently makes about a 4 million a year.  At first glance, that seems insane, but on further reflection…I spent a great day of time as a kid watching people play video games, just in-person rather than online – and you know what?  I loved it.  A few months ago, one of my best friends and I spent the entire day at my place messing around in GTA5, passing the controller back and forth, and it was probably the most fun I had with the game – and that’s in no way a condemnation of the game itself, which I thought was fantastic.

This whole trend is pretty fascinating to me, and I wonder if what impact this coming generation of teenagers is going to have on the entertainment industry.  The common belief is that Netflix and similar on-demand streaming services will continue to gain ground at the expense of standard cable packages, but what if that’s just a temporary thing?  Will these kids “grow up” and move on to other, mainstream form of entertainment the same way kids used to watch Saturday morning cartoons and eventually moved on…or is this an indication of something more, something that many in the entertainment industry – content creators and content distributers alike – won’t even see coming?

Frustrations with Bravely Default and the value of the player’s time

I originally wrote this post in March on Polygon’s forums, but news regarding the sales of Bravely Default made me think the thoughts were worth revisiting.

Bravely Default. Literally everything I love and hate about JRPGs wrapped into a frustrating little package. 

On one hand: Great character system? Check. Entertaining combat? Check. Interesting (if cliche) story? Check.

On the other hand: Right as the story starts to get intruiging (the end of Chapter 4, beginning of Chapter 5), the gameplay becomes incredibly grindy. I’m sure back when I was 11 or 12 I wouldnt’ve cared, but now that I’m a Grown Damn Adult ™, it’s become inexcusable when a game shows absolutely no respect for the player’s time. “Of course you have 5 hours a day to play our game!”, the developers say to me with their terrible design choices.

It doesn’t help that the game is juxtaposed against Titanfall, a game with nothing in common gameplay-wise, but that says “Oh, do you only have 30 minutes to spare? Want to run and jump around like an idiot and pilot a giant robot?” Why yes. Yes I do.

It’s not just an “I hate JRPGs” thing – I played through Persona 4 Golden and it never felt like a grind, perhaps because I was more drawn in by the story and the characters. It was long – very long – but I felt like it at least respected my time and would reward me for spending a few minutes with it here and there.

I know I’ll return to it and finish it eventually, if only to justify the time I’ve already spent playing it, but right now, it’s hard to find a reason to do so.

Yesterday I built a VR headset

Wait, what?

Okay, I didn’t build it, strictly speaking – it would be more accurate to say I assembled it.  “It”, in this case, would be Google’s “open-source” Cardboard VR headset, made mostly of cardboard (obviously), velcro, magnets, and a couple of lenses.  The idea is to leverage the screen and processing power you already have – in the form of an Android smartphone – and provide an inexpensive “dock” that converts that phone into 3D VR experience.

GIFs courtesy of TechCrunch

 

The magnets are the only method of control other than the phone’s own accelerometer – they form a “switch” on the side that is, presumably, understood by the phone’s sensors as a “click”.

GIFs courtesy of TechCrunch

GIFs courtesy of TechCrunch

Although the only official Google-provided headset kits were given out at as swag at Google I/O 2014, you can purchase pre-assembled kits from places like Unofficial Cardboard, or follow the DIY yourself instructions and build your own.  Since my friend Chris had access to tools for precision-cutting cardboard, and is the DIY-yourself Jedi to my Padawan Learner, we opted for the latter.

 

Putting it Together

Chris had kindly ordered all the parts we needed, and in fact had assembled his a few days prior.  The only parts he wasn’t able to provide were the lenses, which I grabbed for $10 at the afore-mentioned Unofficial Cardboard site.  Besides that, the only cost to me was some cheesy bread from Magpie’s Pizza – definitely a worthy trade.

Chris' completed headset, which I would use as a model for my own attempt

Chris’ completed headset, which I would use as a model for my own attempt

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Lost in his own little world

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All of the pieces

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We used double-sided tape to make sure the pieces securing the lenses stayed in place

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VR is exciting!

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I didn’t realize how freaky my eyes looked in this photo until reviewing it later

Downloading the Cardboard app

Downloading the Cardboard app

brb, traveling to virtual worlds

brb, traveling to virtual worlds

Friends forever.

Friends forever.

So…is it any good?

Surprisingly, yes!…at least once you work out the kinks of assembly.  I’m not the best when it comes to DIY projects, due to a lack of both experience and manual dexterity, so my first attempt at folding the cardboard led to an uneven bottom edge, resulting in a weird double image until Chris and I (well, mostly Chris) figured out what the issue was.

I’ve used the original dev kit of the Oculus Rift, and this was actually noticeably better in terms of sheer image quality, almost certainly because the resolution of my phone’s screen (1080p) is noticeably higher than that of the Dev Kit (1280×800).  Of course, the practical uses are a bit more limited with the lack of a headset strap and a true control mechanism.  Still, these are issues resulting in the fact this is a $15-20 DIY project – the theory of a smartphone-driven VR headset, I think, is sound.

The primary use is Google’s on Cardboard Android app (in fact, you can even program an NFC tag to automatically launch the app when you insert the handset) and their Chrome experiments, though I also found a port of Oculus Rift’s Tuscany demo that was pretty impressive.  None of the demos will blow your mind, but they’re also pretty fun and certainly worth the price of admission.  There are some decent third-party options; of those, my favorites were probably Tuscany and Dive City Rollercoaster (because Rollercoaster demos are perfect for VR).

They don’t compare to Google’s own demos, though, since those demos are built around Cardboard’s limited control scheme.  Of those, the Windy Day 3D animated short, the Tour Guide tool, and the Google Earth demo are probably the best.  The Tour Guide tool isn’t strictly 3D, but is a surprisingly immersive Photosphere-style view and audio tour of several exhibits in Versailles.  The Google Earth demo is similar, though rather than putting you in Versailles, it drops you into the sky above one of several random Google Earth locations, from which you are free to look and move around.  The image quality isn’t fantastic, but the effect is still pretty great, especially after a few seconds of load time.  The big let-down for me is the YouTube demo, which is nice in-theory, but would be more impressive if it was limited to (or at least had a way to filter by) 3D YouTube videos.  As it is, you can just watch popular videos on a large “virtual screen”.  There is a third-party YouTube app called VRTube, but I’d prefer a way to browse 3D YouTube videos while actually using the headset.

That actually leads me into my major complaint, which is that there’s just not enough of an ecosystem developed around Android VR yet.  I still long for some basic functionality, like a VR app launcher that work within the headset itself – similar to Google’s own Cardboard app, but extended to third-parties as well.  The closest thing I’ve found is Dive Launcher, an app created originally for the third-party, multi-platform Durovis Dive VR headset.  It serves as a good first step – and is actually pretty fun to use in-and-of itself.  The other issue is that no one else seems to be using the control scheme leveraged by the Cardboard app, which uses a combination of motion and the magnet “switch” on the side for basic navigation.  Just having third-party apps support these controls could go a long way.  There are also several games that allow you use a third-party controller, but that’s not much use unless you also fashion yourself a head strap.  That said, these are all relatively trivial complaints – and I can’t complain too much considering that I’m holding a homemade cardboard contraption up to my face.

This whole project has certainly given me a new perspective on the VR trend, and makes me wonder what direction the industry will take.  Will standalone headsets like Oculus Rift and Sony’s Project Morpheus rule the day, or would companies and consumers prefer cheaper headsets that leverage the screens and processors that most of us carry around every day?  Samsung is already known to be working on their own VR hardware, though it will likely only work with Galaxy devices – and certain Galaxy devices, at that.  I’m not sure it necessarily has to be one or the other; there’s no reason these two ideas can’t co-exist and perhaps even support one another as more robust ecosystems develop around VR content.  After all, if you make a game or app or video that supports one VR headset, it will likely support others as well – the fact that content originally designed for the Durovis Dive works seamlessly on Cardboard is proof enough of that.  Additionally, the concept of VR is so early that there’s really no consensus as to what the UX should be for people using VR devices.  Even Google already has two distinct control schemes, one inside their Cardboard app, and one in their Google experiments Chrome page. The more VR devices we have, regardless of type, the more quickly that sort of thing will get fleshed out, and the better all devices will be for it.

Regardless of how things play out, I am more excited than ever before about the prospect of virtual reality – it’s amazing what we can do today with just cardboard, a couple of magnets and lenses, and a little bit of creativity.  Once we start getting some real money and real innovation behind it?  Well, I think things will get very exciting very quickly.

Innovation in gaming doesn’t come from hardware, it comes from software

Think for a moment: When was the last time there was a major hardware innovation that actually elevated gaming as a whole?

The Wii’s motion controller was great at selling Wii’s, but not at doing much else, and the industry has already (wisely) pivoted away from motion controls. The only hardware innovation I have any interest in at this point is VR, but I feel like that’s still a couple years out from commercial viability.

The PC has been keyboard and mouse from almost day one, yet plenty of innovation has happened in PC gaming, because developers are great and creative and the more raw hardware power you give them, the fewer limits they have and the more walls come down between their ideas and the reality of implementing those ideas.

It’s time console makers stopped worrying about what gimmick to add to their next console, and instead realize that they are best served by giving innovative developers the tools and the marketplace they need to take their ideas and deliver them to a captive audience.  If they want to innovate, give us innovative services that developers can leverage, like cross-buy, cross-save, and remote play – don’t just glue a screen onto a controller or pack your console up with a motion detecting camera and expect those gimmicks to sell your new console.

Would you buy a Wii U without the GamePad?

A commenter speculated on this post that Nintendo’s latest system update might include minor tweaks hinting at Nintendo finally releasing the Wii U without the GamePad.  Of course, someone else pointed out that without the GamePad:

it’s just basically a last generation console with Nintendo IP’s.

Funny thing is, a large number of people are actually okay with that; Nintendo makes great, gorgeous games and finally having an HD console means the tech is catching up to the art design.

I don’t own a Wii U because of the price. Why is it so expensive? The GamePad. What games do I want a Wii U for that I’d need or want to use a GamePad with? 0.

It might finally be time for Nintendo to realize – as Microsoft did with the Kinect – that their expensive gimmick just isn’t working.  People buy a Wii U in spite of the GamePad, not because of it.  I still wish Nintendo had released a traditional console that competed directly with the Xbox One and PS4, but I’d also settle for a $150 Nintendo-game-only machine.  $150 might sound ridiculous until you realize that the cost of a replacement Gamepad is apparently $140 – almost half the price of the Wii U itself.

My 10 Second Review of the Destiny Beta

Between the Alpha and the Beta for Destiny, I’ve probably spent a good 8-10 hours playing the game…and I still don’t know if I actually want to buy it.  This doesn’t seem particularly encouraging.  I’m mostly just annoyed that I spent yesterday playing Destiny instead of more Divinity: Original Sin, even though Destiny was fun while it lasted.

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