If you want my support, why don't you give me the code?

A new development company recently announced its attempts to crowdfund its upcoming game. I explain why it makes sense to Open Source it as well.

I just heard about the upcoming Diablo-contender game Grim Dawn which is still in its early development and has now dipped its feet into the concept of crowdfunding. That is a step in the right direction but I feel not enough to convince. You see, I’m a fan of Action RPG games (or more aptly called Diablo Clones) and I’ve even been playing Titan Quest the last few days as well but I see no reason to put my money on a game coming out 1 year from now just to “show my support.” Where is the mutual aid? Why are people asked to fund a company’s ventures but then expected to not receive any of the benefits any publisher or venture capitalist would get? Ownership.

When a publisher funds a game, they end up owning all the “IP” behind it. The copyrights, the trademarks, everything. The developer doesn’t get to keep anything, which is incidentally when developing companies go under, the actual team behind them cannot keep working on the settings they created. We end up with stuff like games truly deserving of a sequel simply disappearing. As such, it’s very worthwhile to try and get away from such a restrictive contract if possible.

However to jump from that to a concept of crowdfunding where you get to keep all the benefits and take none of the risks just strikes me as very unfair for those actually putting their money on the line. Not only do I give my money one year in advance, without knowing the quality of what I get or even if I get anything at all, but all I get is a license to play the game I funded? Does this seem  like a good deal to any you? Personally, I feel like a sucker.

If you want to crowdsource or crowdfund your ventures, then you’d better be willing to give something back to those who help you. And no, simply a license to play the game is not enough. You’d better give us the code in the form of free software. In short, if you do a public venture, it’s only fair that you create a public content. Not only will you then show that you are willing to meet those helping you half-way, not only will you ensure to those taking the risks (i.e. putting their money on the line) that they will get to keep whatever you started even if you get hit by a bus, but you also create a feeling of goodwill which will go a long way in making people willing to support you.

And not only that, but you will also get free support and development from the community you’ve become a part of.

The downside? If your game becomes insanely successful, you won’t end up swimming in money but with games like Diablo 3 coming out in the same year and you being a small-time developer, do you think that’s a possibility? You will still be able to sell your game just fine but you’ll simply have to find a way to give people a reason to buy. WIll that be dedicated online servers and scarce material goods? More likely. Will you end up losing the revenue from trying to sell a bunch of bytes? Sure, but then again, you got your money beforehand and those who want to support you will do so anyway, as they do with any free software project (of which many survive with substantial donations). Those who wouldn’t pay any money and simply play the gratis version are the sames who would pirate the game anyway.

Think about it. It makes sense to free your code if you go down this path. Think of the goodwill. I know for a fact that if you announced that the game would be licensed under the GPL, I’d already have given you my money and so would many others. Think of the free publicity from all the free software and open source related sites that announced this bold move of yours, from all those free software enthusiasts which now join your ranks of ARPG enthusiasts to spread the word of mouth. Think of freedom and the fact that your game will survive and continue to improve no matter the money.

UPDATE: I posted a link to this post on the official fora and an initial response seems to indicate that opening the source is impossible since the game is built over the proprietary Titan Quest engine. If this is indeed the case, it is very unfortunate as it takes the free software licensing just out of the table altogether. This again points out the problems with building a game on a proprietary engine or base. If the engine of the game was open sourced, it would have been improved and updated by the community and new ARPG built on it relatively cheap, creating a wealth of such games to play. See the Quake3 engine for example.

Also, it’s worth noting that GNU/Linux support is not planned.

EDIT2: Thread was closed, so even if you do want to argue a point, you now can’t. This personally does not fill me with any confidence.

The demographics of piracy, PCs and consoles

Game Companies think that by focusing their energies on consoles instead of PCs they’ll be making more secure profits from piracy. If only they understood their audience…

Rally in Stockholm, Sweden, in support of file...
Image via Wikipedia

As TweakGuide’s examination of piracy continues, he takes a look at some of the numbers around file-sharing for each platform and find correlations from there. I will not attempt to dispute the numbers themselves, even though one can make some very valid criticisms about his methodologies which many went ahead and did here ((Simple Example: His number for downloads from Mininova is way, way off. This is the times a .torrent file has been downloaded, not the number of times the full, working game has been downloaded. Very often a particular torrent will not include a working copy, or its swarm will not be fast enough, or simply another torrent will look to be of higher quality. Add to that the file scrapping that Torrent search sites do with each other all the time, and you figure out that his numbers might easily be 1/10th of what he thinks they are. The Torrentfreak numbers are a far better indicator but of course, he interpreted them absolutely wrong.)). The reason there is no point is disputing the numbers is firstly because it’s the impression that game companies have of the numbers (and that would be similar to the author’s) and also because I’ll attempt to show that even when the numbers stand, it’s his analysis of what they mean that is flawed.

The reason for this is that TweakGuide does not seems to realize that the dynamics of the crowd of PC gaming are not the same as of consoles or how those dynamics change when these two overlap. Before one can analyze the situation, they need to recognise the difference in demographics between those two markets and how it affects puchasing behaviour and the rate of perceived piracy.

Here’s what we need to consider

PCs are proliferated all over the world

The fact of the matter is that not all the world has such a big middle and upper-middle class as the USA has, and this means a few things.

First there quite a lot of PCs that are capable of gaming but not purchased explicitly for this purpose. It’s quite often that a family will have a PC purchased for the use of everyone (business, online shopping, social networking, studies etc) which can then easily be turned into a gaming-capable machine by the simply addition of a decent graphic card. Since the need for such a PC can very often be necessary (say for business or school) it’s something prioritized over an explicitly gaming console, plus it’s not out of the budget of most families, even in developing nations ((This information shows that even in the poorer nations, 1 PC per 10 people is not uncommon. Thus Their middle class is very likely to own a gaming-capable PC)). This means that quite a few people who want to game have primarily access to a PC rather than a console.

However most of those people are not wealthy enough to purchase games to go with it. Especially teenagers which are on a limited budget but have an insatiable appetite for new games, not to mention for playing whatever their friends are, are left with the only option to pirate. Usually this is done locally and not via Downloads, although with the proliferation of high-bandwidth lines even in poorer nations, this is changing. Think of it like this, if you have a PC at home only and enough money to buy the latest-greatest game per month, would you give up all the other games? Even when salivating adverts about them are all around you?

That is exacerbated even more when we consider that nations outside the 1st world have far smaller incomes while the prices of games do not tend to drop accordingly. This forces gamers to turn even more starkly towards piracy as a means of getting their gaming fix. This is only to be expected as price is indeed the main reason most turning to file-sharing and not the infantile argument anti-piracy lobbyists use of “they are just immoral free riders”. This is the reason why piracy is largest in the more cash-strapped nations in general.

What I mean to show by all this is that the reasons PCs by far lead the numbers in piracy is because there’s far more PCs available in the poorer countries than consoles and because they are poorer and cannot afford the exorbitant prices of PC Games, they turn to piracy. Thus the numbers of downloads we see  are representative of the fact that people download all around the world and not just from the developed nations and primarily for the PC.

Consoles are primarily owned by those with spare income

While a PC is becoming more and more of a necessity in everyday life due to the increasing importance of online communication and services, consoles are instead becoming more and more of a luxury. It has always been the case that the console itself was cheap because it was making the money up via the license for the games sold but the recent consoles have not only steadily increased in price by themselves (to the point where you can get an OK gaming PC for a comparable price) but in order to take full advantage of their capabilities, you currently also need an HD TV, which relatively few can afford.

Originally things were different of course, when the first and second generation of consoles was coming out, PC were still quite expensive and not a lot of people had one at all. Thus to get a complete PC for gaming, including a monitor and peripherals could rise up to the thousands. A console OTOH required a few hundred in investment and you could plug it in your TV. It was a cheaper solution, especially in a time when piracy was not as easy or widespread. Roles now seem to have reversed somewhat, or at worst equalized. A Console along with peripherals and a few new games can easily take you to half a grand (and that’s by being generous and using current console prices), and if you include an HDTV in the mix, you quickly fly over a grand.

As weird as it may seem to those of you still living in a comfortable middle-class bubble, not many can afford this. An expenditure like this, can easily take up the whole recreation budget some have for the whole year. As a result, those who do get such setups, are also the ones who can afford to buy games legally just as well. And this shows in the rates of piracy of course.

Where Demographics collide

Of course, there’s a very big section of people who own both a gaming-capable PC and one or more consoles at the same time and here, the things get even more interesting.

Certainly someone who can afford two or more gaming stations has spare income to be buying games legally in the first place. Someone who gets a console is more than likely to get it as his “legal” and hassle-free gaming station since they also have the benefit that games just work out of the box and they don’t ever have to wonder about virii, serials and DRM, or their OS breaking. Of course the PC could still be used to be able to play those types of games that just don’t work that well on a console. If that person also happens to be a hardcore gamer who enjoys playing a lot of different games, it’s quite possible that he’ll reach time, if not money constraints at some point.

Now if that person is to pirate (To be able to play the game as a demo or simply to save money,) where do you think he would do it? Would he take his console to be chipped and risk getting discovered and losing access to many of the features of his console? (eg. multiplayer, warranty etc), or would he download the PC version which requires very little effort and risk to get working? I think we all know the answer to that. Thus, even though it’s the same person doing the pirating, and even though this piracy may eventually lead to a console sale (if he likes it enough to play it legally, or on a nice HD TV), the PC piracy gets inflated once more and talks about “economic loss” are once again brought up.

PC Gamers are more demanding

Finally one thing that deserves notice in order to understand why the PC Game piracy is higher is the increased  demands of the users of this platform. You see PC gaming had always different and more open standards than console gaming and this grew out of the nature of each platform. Consoles, from the begging have been extremely locked-down and locked-in, even to the point of special custom cartidges incompatible with anything else, modifications to the games adding extra value where practically impossible to make or distribute and in general user freedom was curtailed. This was counterbalanced with hassle-free gaming, low learning curves and initial low costs (i.e. if one does not take into account the increased costs of games.) As such, they tended to attract the kind of user who would be quite willing to sacrifice freedom for convenience. “I know my machine could do so much more, but I don’t personally care for them so I won’t demand it.”

On the other hand, The hackable nature of the PC allowed customization and expansion of games and empowered users to add extra value, far beyond the original. Furthermore, because PC multiplayer was inherently tied to the rise of the internet (as opposed to the living room split-screen in the case of consoles) it also inherited many of the aspects of the distributed, decentralized and free nature of the net. Thus individual servers for FPS, planets, modding communities, balance patches, and of course the more novel, demanding and complex games. All of this meant that the PC gamer had and still generally has quite high standards on what he should be able to do with stuff he is using. The rise in popularity of Free Software and of the more customer-focused companies has only served to increase their expectations.

So when a company attempts to introduce console mentality into the PC market, it is only natural that it faces a backlash which becomes only more intense if and when the company does an action which the PC gaming community opposes vocally. This can easily be seen by the classic by now example of Spore which instated draconian DRM and delivered a sub-par game, based on the notion that marketing alone was enough to carry them through. The most recent example was of course CoDMW2 which removed the ability for custom servers, something which they were warned would create a strong backlash. And so it did as the game soon became the most pirated game of 2009 within a few months. Not simply because it was good or popular, but also because PC gamers, quite explicitly, did it as a punishing act.

Look at the rest of the top pirated games of 2008 or 2009 and you’ll notice the same trend. The top games are those which are released for both PC and console and if anything include many options that PC gamers are not fans of. Restrictive DRMs, Missing basic features, Console-based control systems or setup, DLC-focused etc. This should point out the principled basis for this kind of piracy. It’s not based on simply wanting to get a game for free, but rather on the wish of PC gamers to make companies understand that their actions are unpopular. Unfortunately companies choose to interpret this a different way.

Bringing it all together

How does this all affect the arguments of TweakGuide? He’s basically saying that because of the disparity in the ratio of piracy to legal PC games and piracy to legal Console games, PC game developers are starting to switch their efforts to consoles and even making them their primary development platform. Accordingly we’re either going to stop seeing as many big-budget games for the PC, or they’re going to be developed with consoles in mind and therefore lose in quality, performance or taking advantage of the PC capabilities.

This is of course a bad move for their part as they are only going to worsen their sales and piracy, not increase them, and this of course will further exacerbate the issue, leading to them publishing even worse PC games, leading to more piracy and less sales etc etc.

You see, those who make the majority of pirates, the ones who simply cannot afford the huge prices for games, will not suddenly discover the money to buy a console. They will simply keep looking for the highest quality game they can get for free or for a price they can afford. If the big budget titles move exclusively to consoles, then they’ll simply won’t get them and settle for the indie and open source alternatives. If the big budget titles remove features and worsen the customization, the free or low cost alternatives are simply going to look as a better thing to play. The poor are simply incapable of getting more money for games. Naturally this means that those gaming companies have shot themselves in the foot since even the poor will shell out some money if you give them a reason to buy and the correct price. If you are not willing to do it for fear of losing control, then someone else will. Whatever happens, you’re not going to be making money out of them but rather facilitating others to doing so.

On the other hand, by focusing all their energy on consoles instead, they will start to over-saturate an already full market. Console gamers may have more disposable income but they are relatively few and have only so much time they can spend on gaming. Start churning out more games for the consoles and you’ll quickly find out that it’s the sales per individual game which start to suffer while you’ve now lost all income from the PC market. Sure, some PC gamers will switch to consoles so that they may play the big budget and exclusives but only the ones who can afford to in the first place. I doubt it will be a significant amount.

For those who have already both a gaming rig and a console, not much will change. At best they’ll switch to playing free games, or those who are given at an appropriate price for their value, or they’ll simply chip their console or buy a secondary chipped one so that they may keep pirating for demos or gratis. If anything, console piracy will increase.

And finally, those who are simply demanding of the stuff their games provide, of the modding capacity and the free support and quality service, if anything this will drive them even further away from console-type games and they will turn instead of those companies who know to give them what they expect. Companies such as Valve and Stardock and Runic and Blizzard. And if those alternatives are not enough, perhaps they’ll finally discover the possibilities of Free Software.

The large companies may think they’re protecting their interests and punishing a disloyal crowd, but their inability to understand their demographics is only going to hurt them in the long run. Naturally they won’t realize this as it’s nice to be able to say that the percentage of piracy is low, even while your total profits are lower. After all, they are misguided enough to whine about piracy hurting them…while recording record sales year after year.

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How I spent my afternoon yesterday.

Reddit convinced me to get Dragon Age legally rather than Pirating it. This is the true story of what followed.

So I get home from work yesterday and get on Reddit…

.

.

Dragon Age FFFUUU

Yes, this really happened to me yesterday exactly as you see it.

Other fun facts

  • I got the VPN yesterday in an attempt to allow myself to buy the goddamn game. Legally. That was a wasted 40 Euros of course but hopefully I’ll be able to use it to watch restricted content. Or you know, maybe not.
  • I didn’t download the whole game at 300Kb/s fortunately. I watched a movie for the first 2 hours which allowed the 1.2 Mb/s to continue. However when the movie finished I tried to surf the net while the last 5% where downloading. Then my speed dropped to 300Kb/s and never got over it, thus making the last 8 minutes into 30.
  • Yes, my PC did really die within 5 minutes of downloading the game. It was the PSU which gave up the ghost. Hopefully nothing else has been affected from it.
  • Of course EA screwed me over by charging the same amount in Euros as they charge in Dollars. Exchange rates be damned.
  • I’ve only managed to see the intro screen of Dragon Age and the first few stages of character creation.

And then people ask why Piracy is the better choice…

Can self-moderation of a game community reduce abuse and dickwadery?

Can a game community repair its internal social relation through self-moderation or is it doomed to fucktardery by the few. I believe the concept of Direct Action can help.

PA's Greater Internet Dickwad theoryI’ve recently entered the beta for an upcoming DotA (almost-)clone called Heroes of Newerth (HoN) when I discovered through reddit giving away 100 of ’em for the most absurd names (I submitted the Flying Spaghetti Monster of course). I always wanted to play the DotA experience but I didn’t have Warcraft3 available and Demigod is quite different from it (and a bit disappointing as well). Plus, having a native GNU/Linux client was an offer I couldn’t resist. 😉

But what does this have to do with the title above? Well one of the main issues that DotA has is the sheer number of elitist assholes who heave tons of abuse at people trying to learn the ropes or even just don’t play perfectly. I am talking total nerd-rage here. Unfortunately, this mentality seems to have migrated to the HoN community, most likely because it’s been marketed as the intellectual sequel to DotA (Items and Heroes are almost the same).

While this general level of fucktardery is not such a big issue in a free mod such as DotA, for a commercial game with developers to pay and with big plans for the future, it might make or break their life-expectancy. The less people that are interested in nurturing and increasing their “newbie scene”, the less people will stick around until they won’t be at a level where they suffer abuse simply for not having climbed the (very steep) learning curve.

As I was reading similar sentiments from other people in the fora, I got to thinking on how those who would like to help new players might overcome this obstacle and alleviate, if not reduce the rampart dickwadery. While technical solutions might be proposed and coded, such as improving the match-making system, I think the solution lies in direct action and cooperation from the community.

Of course the community cannot take very good action without the game presenting at least some tools to combat the problem, which is incidentally why the DotA community is what it is. Fortunately, even at this beta stage, the game has some controls that could be used for such purposes. Permaban and Ignore. If I understand the first one correctly, one can mark a specific account as always banned from games one hosts. Ignore just…well, ignores chat messages from a particular player.

So how can these two be used for self-moderation? My idea was through a blacklist. Lets say that a known newbie-friendly player (lets call him/her a ‘Mentor’) while playing in a newb-only game, discovers that one of his team members is constantly ranting and cursing at the others for being worthless, n00bs, sucky and whatnot. The Mentor then, grabs a few screencaps or a replay as evidence of this and adds the dickwad’s alias to a blacklist he maintains. This can be as simply as a blog with each new post being about a particular dickwad and a full list in a prominent location.

Now all the other people who have a likewise mentality, ie they like to promote a healthier community are subscribed to this blacklist. Each time a new person is added to it, people judge the evidence and if solid ((Although of course, if the Mentor or the maintainers of the blacklist are trusted, many will not even need to look at the evidence)), they add this account to their permaban and ignore lists. If just a 10% of the HoN people are subscribed to this blacklist, then the abusive players are going to quickly start running into problems joining games or talking to people.

The effects of this tactic would be akin to peer pressure in a normal social situation. Suddenly the dickwads are going to find out that being a jerk online has some drawbacks. Hopefully some might reconsider as generally, not being a dickwad is not so difficult. They should be then given a chance to take themselves out of the blacklist (probation time?) and who knows, maybe they’ll join the other side for a change.

So why is this better than simply using system based changes? Well first of all because no programmed system is perfect, especially at catching such vague concepts as dickwadery. Matchmaking may not work well enough and options to mark others as abusive (say via a game function like permaban) may in turn be abused themselves for griefing purposes. On the other hand, a self-moderated solution avoids these issues.

Let’s say for example that someone was added to the dickwads blacklist but some think this was wrong. Perhaps his frustration was warranted, or there is not enough evidence and whatnot. What would probably happen is that not all subscribers to the blacklist would add him as they wouldn’t feel he deserves it. As such his “pain” would be much less. Dialogue will be also had and perhaps more evidence requested.

Lets have another example where the Mentor goes on a power trip and starts adding people he doesn’t like to the blacklist without evidence just because he expects to be trusted. Seeing as this is not anything official, nothing would prevent people from calling him out on this, a new blacklist forked from the old under the supervision of another Mentor or even a collaboration of them and the old Mentor might quickly find himself in a prominent position in the new blacklist.

All of these then are ideas that might work to allow a game community to self-moderate itself to a healthy environment which is conductive to new people joining, without requiring any authoritarian measures on the part of the developers or the moderators. Rather it would be based on direct action by the members themselves and as such far less prone to corruption, who would then get the community they deserve.

Who knows, If I stick around with HoN once it comes out (curse my short attention span) I might actually start this for the heck of it. Just to see if a purely community driven initiative can make a difference. It would be an interest test to put some of my principles under. 😉

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"To all those people promoting our game for free: Fuck you!"

Stardocks CEO believes all Pirates are thieves, even though they practically help him. I (not-so kindly) disagree.

This is basically what the latest post from Stardock’s CEO comes down to when he says the following:

But…but…what about those hundreds of thousands of pirates? Yep. Demigod is heavily pirated. And make no mistake, piracy pisses me off.  If you’re playing a pirated copy right now, if you’re one of those people on Hamachi or GameRanger playing a pirated copy and have been for more than a few days, then you should either buy it or accept that you’re a thief and quit rationalizing it any other way.

Emphasis mine.

So what exactly is pissing Frogboy off? That Piracy helped make his game stunningly famous even before it hit the stores? That file-sharing did free advertisement for Demigod to the scale that it catapulted it to the 3rd place in sales (possibly higher if you count online sales). That Pirates urged each other to actually support Stardock if they can, to promote this kind of initiative?

Frogboy should be on his fucking knees praising Pirates at this point for all the free publicity they gave the title, not simply by the fact that they gave the game to each other to try before it officially hit the stores, but also for the controversy this raised on popular news sources which brought further spotlight to the game.

And this is, in short, the reply: “Fuck you, you’re goddamn thieves! You piss me off!”

So how exactly are pirates thieves Frogboy? Do you subscribe that every downloaded copy is a lost sale? Do you not consider for a second that the people downloading games maybe can’t afford them (so they wouldn’t buy it anyway) but they still do free word-of-mouth publicity for you? Do you consider that perhaps for others the quality of the game does not validate the price but they may still buy it just because they are pirates?

I used to think that Stardock was enlightened enough to figure out that file-sharing is caring, that pirates are, as gamers, on their side. But this latest post makes me reconsider. I’ve become a big supporter of Stardock just because of what (I assumed) their take on Piracy was and as a result I’ve bought every game I wanted to play from them. I will reconsider that as well.

More copies of World of Goo sold when GNU/Linux version was released than any other day

The innovative physics game World of Goo was finally released for GNU/Linux and it managed to outsell the previous best selling day, via the developer’s website by 40%!

Fisty's Bog on World of Goo (Day 30)
Image by laurenipsum via Flickr

I just noticed a small update on the 2D Boy’s announcement of the GNU/Linux version for World of Goo.

Update 4: It’s only been 2 days since the release of the Linux version and it already accounts for 4.6% of the full downloads from our website.  Our thanks to everyone who’s playing the game on Linux and spreading the word.  Here are a couple of nifty stats:

  • About 12% of Linux downloads are of the .rpm package, 30% are of the .tar.gz package, and 57% are of the .deb package.
  • More copies of the game were sold via our website on the day the Linux version released than any other day.  This day beat the previous record by 40%. There is a market for Linux games after all 🙂

(Emphasis mine)

This is the kind of update that deserves its own blogpost just to make this heard. It is excellent news and I believe sends out quite a strong message to anyone who is paying attention.

As it’s difficult to repost the same URL to social news sites, I’m making this new post just to raise attention to this factoid.

I’m quite excited to see how much of the total pie the GNU/Linux versions will grab. We have already passed an amazing threshold where 1% of the OS market (or so we’re told) has managed to buy the game almost 5 times as much. Here’s to reaching 10% and beyond.

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Here's to reaching the "Games for Linux" tipping point

Why the Linux game market is underestimated and what we should do to change it. The recent World of Goo port to Linux is a perfect opportunity.

World of Goo: Fisty's Bog
Image by kartooner via Flickr

It’s been a classic argument in the GNU/Linux VS Windows debates that people don’t switch to the former because there are no games for it. And there are no games for GNU/Linux because developers don’t think there’s a market for it to justify the cost. And there’s no market to justify the cost because gamers don’t switch to it.

It’s a vicious cycle from which it’s extremely difficult to get out of. To do that, it would need one side to do the first step. Either gamers need to switch and start being vocal on wanting their games native for their OS (ie platform agnostic) or game developers need to show good faith and port or code their games for it from the get go and then see that the effort was worth it.

Well, To my delight, It seems that some developers did decide to attempt the later. The lately popular World of Goo has finally been ported to GNU/Linux. This is exciting news and the kind of thing that gamers on linux need to show support for if we want to provide incentive for this kind of thing to continue. The developers at the moment are curious about the results of this move and I’d like to think we won’t disappoint.

To tell the truth I haven’t played the game but I certainly have heard a lot about it. It seems to involve very innovative gameplay and I was tempted to purchase it through steam. One thing stopped me of course, which was the fact that I would have to boot my whole computer if I wanted to enjoy it.

This is, incidentally, something that happens quite often and affects my game purchase decisions. I’ve ended up only purchasing:

  • Games that are very cheap and I don’t feel like wasting a lot of money If I don’t play them until the next time I happen to boot into windows
  • Games that I really, really, really want to play. The ones that I’ve known for months that I would be playing when they came out. Needless to say those are few and far between.
  • Games that run natively on my OS of choice. It goes without saying that I do not get much of those but when I do, I don’t lose the chance to purchase them and thus have something to do play when bored without the annoying reboot. Case in point: I’ve already bough both the On the Rainslick Precipice of Darkness episodes and I will continue buying them in the future, because they are fun, cheap and most importantly, play natively.

The one thing that annoys me even more on this issue is how much resistance windows users display on this. It’s as if when game companies have a platform agnostic code then they are afraid that the performance on windows will drop. I honestly don’t know where this hostility comes from but it generally translates into mouthfuls of FUD and negativity on any kind of suggestion.

Incidentally very recently I had just such a discussion in a Demigod forum thread (one of the games that I really really want to play). The discussion started simply on the fact that Steam is and the Source engine are probably going to be ported to GNU/Linux and an appeal to Stardock ((One of the most progressive publishers and one that I believe can be more positive to this idea)) and Impulse to do the same. There were a lot of good suggestions and arguments on both sides and the very positive thing that Stardock devs actually took part and put forth their thoughts. For example:

As a part-time linux user myself, I’ve come to accept the fact that linux is not destined to be a gaming OS.  Until either developers abandon DirectX, or someone figures out a 100% painless DX port for linux, you won’t see a big move on linux games.  Why?  Because transitioning from a DX based engine to an OGL one is not in the least bit trivial.  iD can do it because I believe their games are done in OpenGL to begin with, so getting it to run on Linux is a much simpler task for them (by comparison).  UnrealEngine is built for both DX and OGL.

To get developers porting games to linux, there has to be a guarantee on the return on investment.  If it takes 1 full time developer a year to port some game, then that game has to at least sell enough copies to cover the cost.  To make it actually worth the time though it would have to make a lot more money than the cost to develop, otherwise it’s a better value to have that developer work on the Windows version which is a better financial bet.

The platform needs a few big-name champions to make it viable, but in a market where a big-name game can cost in the millions of dollars to develop, that’s a risk not many companies are generally willing to take.

In the end of course, Stardock wasn’t convinced. I was nevertheless surprised at the amount of negativity displayed by simple users, occasionaly without any obvious reasoning other than that they didn’t like GNU/Linux.

One of my main arguments in this thread was that the GNU/Linux gaming market is severely under-estimated at every turn. I truly believe that there are enough of us who not only are gamers but are willing to support those who extend a hand. And now is the time to put our money where our mouths are. Purchasing the World of Goo in non-trivial number will not only show its developers that it’s worth coding their future games for our OS as well, but it will certainly turn the heads of other publishers if they smell that there is a potential market once the WoG guys speak about the (hopefully positive) results.

To get Games for Linux (no TM yet) we need to reach a tipping point, either on the side of Gamers which will convince the Publishers that there is a market, or on the side of Publishers which will allow enough gamers to try the OS out without much gaming withdrawal. Lets hope that the results for the WoG experiment will be another small push towards that point.

Now go and read what Helios has to say about this. You also get a nice interview with the developers about the challenges they faced on the port (technical or not), as well as a little bonus offer 😉

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A break for gaming

Time to leave aside all the heavy socioeconomic and philosophical stuff and play some video games. I’m in the Demigod beta and Sins of a Solar empire is quite cool as well.

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I’ve toned down my blogging lately because my interest in gaming has been rekindled. As some may know already, I was a huge gaming enthusiast in my earlier days and now and then, the urge takes me once more and I dive into it for a short while.

This time my interest of choice has been Demigod, a upcoming RTS/RPG hybrid following on the succesful footsteps of DotA, which is quite a smart move as they get to milk an untapped market for this type of gameplay which has an already proven popularity. In Greece for example, the DotA popularity in Netcafes is immense. Day in and day out, people will tune in for this game and Counterstrike, both of which, incidentally seem to be more popular than their original game types (Warcraft 3 and Half-Life respectively).

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I always wanted to play DotA but I didn’t have a copy of Warcraft3 available and I couldn’t be bothered to buy one just for it, so it was a nice solution that Gas Powered Games came out with a commercially developed game of this type since they also created another one of my recent favourites, Supreme Commander.

The good thing is that I could go in and join the beta simply by pre-ordering the game. This is a unique take on beta testing, which I think has a lot of potential, which is to allow everyone to join in simply by promising to buy the game. That way, you don’t have to rely on random selection and you insure that satisfaction is granted to those most excited about it.

So I’ve been playing the beta recently and I like what I see, although it still has a way to go before it is balanced and keeps up the interest for more than 20 games. From what I hear the beta testers don’t really see the whole enchelada so we probably see the the worrying trends resolved in the full version. Unfortunately we’re all eagerly awaiting the much advertised patch to fix the huge network issues that mutliplayer suffers from currently which make online play an annoyance more than anything else. After playing mostly against the AI for 1.5 week, I decided to wait until the patch comes out until I attempt any more MP.

So, as I was browing what Impulse had to offer, I noticed another game called Sins of a Solar Empire which seemed interesting although the screenshots didn’t really amaze me. Nevertheless I kept hearing positive things about it so I decided togive the demo a try.

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I was hooked pretty quickly from it and as soon as my playtime expired in the demo, I bought the game through Impulse to continue. I won’t go much into details as you can easily find much more complete reviews of it if you’re interested but I’ll say that if you’re a fan of both RTS games and 4X games (Masters of Orion series, Galactic Civilizations etc) then this is certainly going to appeal to you as it merges aspects from both giving it an epic scale for an RTS and a fast-pace for a 4X.

What I didn’t like about it is the lack of a campaign mode, which although something standard for 4X games, is something always available for RTS’. I will try to work around it by playing on huge maps with lots of player but unfortunately this makes it a bit lacking as you only have the choice of 3 differents races to choose from and all of them have basically the same unit types (the only difference is that they get them at different points of the research tree). This makes the whole thing look a bit bland as you’re mostly playing a rock-paper-scissors game with your fleet compositions, since each ship type is basically designed to deal explicitly with another ship type.

On the other hand, they’ve done a wonderful job of merging RPG aspects into the game as well, where your capital ships are absolutely impossing and capable of earning experience and levels, giving them more special abilities and the like. In effect, the Capital ships play the role of Heroes in Warcraft 3.

Unfortunately the graphics are not as good as I would like, but I think that may be because Hegemonia spoiled me

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As it is now, I’m going to start playing with a huge map and try to act as if that is a campaign. There are expansions coming out (I already bought it with the first one) and eventually a campaign is going to be included in the first major expansion. Lets hope my interest is held until then.

Anyone up for a game?

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Sterilized Spore

In the last two days I’ve been playing Spore which I have, lets say, borrowed from a friend and I must say I quite like it. It’s a pretty addictive game and all pseudo-evolution, make your own monster stuff is cute.

But I’m not going to buy it.

Why? Because the publisher has seriously dropped the ball in regards to what the consumer wants. I was honestly considering bying the game today but then I stumbled onto the reviews of it on Amazon and realised what kind of C.R.A.P. they have in store for me. I will not buy a product who treats me as if I’m a thief already. I will not buy a product which is liable to stop working after I reinstall my machine a few times (and as a techie, this is not that rare). I will not buy a procuct which may stop accepting my activation after a few years. I will not buy a product which uses a copy-protection both known to be disruptive to your machine and taxing on your hardware.

Unless this DRM shit is removed, I am not buying the game. And it seems that most people agree with me on this.

Other than that, there are a few other things that are wrong with the game.

1) Evolution is very misrepresented.

While I understand that the game is mostly meant to be fun, there’s certainly ways you could have made it a bit more realistic. For example, I don’t mind that your creature seems to be growing in real time (especially since in the history view, this is shown as millions of years) but what I didn’t like was that your actions do not affect your evolution at all, other than the generic disposition you have (social vs aggressive, carnivore vs herbivore etc).

However, you actual creature traits have nothing to do with what actions you take. I can start as a carnivore but at any point I can switch to herbivore. I can have 4 spikes and suddenly have 1 big poison gland. I can have 8 limbs and a long body and the next generation can be a little ball with wings.

If nothing more, this seems like the creationist view of evolution where they expect a dog to give birth to a chicken or something similar, as this is exactly how it’s represented in the game. You gather DNA by doing stuff and then you mate and get to redesign your creature. At the this stage, you can pretty much make a totally new thing if you want to.

UPDATE: I think this review adequately explains everything that is wrong with the way evolution is repressented in the game.

2) Some things seem purely cosmetic.

I designed a creature with six legs which was as fast as a creature with one leg. This is because the only thing that matters is what kind of “foot” you have. You can have 10 legs if you want to but it actually hurts you. The only thing that matters is your best type of each limb. Your best hand, your best feet, etc. Multiple eyes don’t make any difference. More than 4 legs or hands are a disadvantage etc.

This is because bonuses don’t stack. You only ever use your best bonus from a specific part. So if you have one set of feet that gives 2 speed, and another that gives 3. Your overall is not 5 but 3. What this means is that there’s no point in getting more than 2 of any item as their bonuses overlap. So some feet give extra speed but less charge, some give jump and some give dance but they all overlap eventually.
There’s also no point in getting the same types of limbs for cosmetic reasons. If I have 3 sets of arms, it is a disadvantage to get all of them as human hands as I will not be getting any extra bonuses.

As a result, your creature ends up as a patchwork of limbs that just give the best bonuses and have no relation to possibly evolve (see part 1 as well).

I don’t really understand why they did this as it would have been very easy to simply allow the stacking of these bonuses. Then there would be a reason to have similar parts. If they also threw in a penalty for switching types (say a penalty from switching from a mouth to a beak) then it would make a bit more sense.

Another thing that bugs me about cosmetic stuff is that all the parts your acquire in the first two stages become irrelevant in the rest. It makes no difference in your abilities if you have 2,3,5 or 6 arms, legs, eyes or whatever. It would be nice if the way each creature was finalized (at the end of stage 2) played some role in the rest of the game.

3) The Creature Stage is too short

By far the creature stage (the 2nd one) is the most interesting as you get to play around with your critter body and limbs and the like. Unfortunately you barely begin to enjoy it when it ends and while you can continue playing in order to gather DNA and the like, there’s no point (unless there is some hidden award in place which I do not know but I imagine there is)

All your body changes (other than speed) become purely cosmetic for subsequent stages of the game.

It would be great if on hard difficulty the DNA rewards were much slower and one had the chance to play around a bit more, get to fight some of the big monsters etc. As it is, I had barely finished migrating one time when I was done and from a previous experience, I knew there was no point in gathering more DNA.

4) Civilization stage is boring

The fourth stage of the game is the Civilization stage which for me was very boring and repetitive. I won’t go much into details in this but basically combat is not really exciting and diplomacy does not exist. It’s best if one just does as much as possible to get past it quickly.

5) It’s not very hard

As an experienced gamer, I found medium difficulty to be very easy and the hard difficulty is barely challenging. If you’re going to make it that easy on hard, at least give us hardcore gamers an “impossible” setting or soemthing so that we can have a bit of fun.

6) No multiplayer

While the game is touted as a massive single-player game, it would be great if they had though of some way to have player interraction. As much fun as it look to be able to trade creatures and buildings with others, the novelty of that will last all of one week. Still, the galactic game seems interesting even though I haven’t managed to play it a lot. However my initial impression is that it might get boring very quickly if it isn’t expanded and the only way this can work is either with user created content or regular updates from the company (like a MMORPG) in the form or new missions, new types of single player experience etc.

Still, for all these things, the game is seriously fun and addictive. I can’t see me playing for too long but I’ve enjoyed it for the last two days. It’s quite fun to make your little critter be as weird as possible and slowly evolve it (realistically) and I’m going to go back and try to make more weird types later on, just for fun.

The creature creator is the best part of the game, as never before have we had so much freedom and fun in creating a new 3D object. What before would take hours of 3D modelling, can now happen in the span of a few minutes.

I truly believe most people will enjoy Spore, even with all its problems but I also believe that it’s not worth bying. Not with horrible DRM restrictions and not with such a low replayability. And if you think I’m being too negative, just check what is going on in the Spore Feedback fora. Perhaps this screenshot will give you some perspective.

Which of the two threads do you think is more popular?
Which of the two threads do you think is more popular?

Penny Arcade RPG?

For those not in the know, Penny Arcade is one of the oldest web comics on the net (It started back in ’98) and, as most webcomics those days, is about gaming. It has evolved quite an elaborate kind of humor as well as some unique characters and it also does not shy away from profanity. In short, I like it.

Which is why I was pleasantly surprised that a new game has just been released online, that is based on this  setting and follows the same kind of rules: On the Rain-slick Precipice of Darkness.

The game is a CRPG with a Final Fantasy-esque combat system and with beautiful hand-drawn cartoonish graphics. It is novel in the sense that it is set in a weird 1920’s era and the two main heroes are versions of Gabe and Tycho from the original cartoon, as well the custom character you create for your use.

The storyline, as far as I have played it at least, seems interesting enough. Although the game, other than the narrator, does not include any speech, the dialogues are well made and, as expected, do not shy from profanity either. A welcome change for someone who is sick and tired of self-censoring games (like me)

As far as I’ve read, the game lasts around 5-10 hours but seeing as it’s the first episode, and you pay just €12  for it ($20) it does not seem a bad deal (at least for europeans).

And for the best part: It runs on GNU/Linux…natively! 😯

This was actually what made me decide to buy the game. Even though the game is still propriertary, the fact that they did not take the easy way and just use DirectX grants them my support and with the price like that, it was a pretty low token. Of course I do believe that for such a small and episodic game they might as well sell it for 5€ and double their buyers overnight. It will just not worth pirating it when you can get it online much easier.

In the end, I also think that they could just as well liberate the engine of the game and still suffer no problem. After all, the whole point of it is the artwork, music and story which are things you can keep under copyright control. However releasing the engine would make sense, as it would allow a much faster development and bug fixing process and plus, a whole lot of Positive Karma and support from the Free Software community.

And with that, this little review-of-sorts is finished and I leave you with a short trailer. If you like what you hear and see, head over to the seller and get it. Tell ’em I sent you 😛

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