Archive for the ‘Features’ Category

Game Design Challenge: Free To Play. Mission Failed.

February 4, 2010

Looking through Gamasutra, I can’t help but notice the feature Game Design Challenge: Free To Play from one of their sister sites. I thought it would have been interesting to see new and refreshing game ideas when I read the challenge, and later read the sites top picks when their deadline was over. To my disappointment, I don’t think any of the ideas presented from the readers are actually interesting and feasible at the same time.

For example, Ramboanasolo’s Unethical iContract, isn’t even meant to be a proper game, but more of technological experiment using the iPhone. The game revolves around people actually coming into close proximity in a given time frame of 3 days at the shortest and a month at the longest. People bet into a pool with real money involved, and the winner takes all. They are ranked through mini-games that occur on the iPhone or by taking a picture of a specific landmark that is assigned to them first.

Gamble
Might as well play this.

But the mini-games only happen when people enter into each others range. Which means the occurrence is going to be rare, and sporadic. Nobody is going to bet into a pool when they don’t even know if they will encounter anyone. The solution is hotspots… for a single iPhone game? It’s an ‘interesting’ idea but doesn’t really fit the Free To Play (FTP from now on) model, and is unappealing, and unmarketable.

Another game on the list revolves around people putting money into the pool once again, hardly a FTP game at all, while the winner is mostly decided on who grinded the most. And other examples are different skins of the usual FTP market, except with flawed monetary models.

Of course the question is whether or not there can be innovations in the FTP market. I think the Korean market style works, but obviously the challenge was to create something new and refreshing while making it probable for production and sale.

Flyff

To get an understanding of what the readers had to go against, let’s have a look into some of the traits of a Korean FTP game.

1. All players have full access! Free!

Obviously any blocks on the game would cause a split between the user-base. They aren’t trying to make money on the actual game content or they would have a monthly fee.

2. I’ve only spent a dollar, Micro-transactions.

Korean FTP games don’t want a large chunk of money from a single transaction, they want a lot of small individual transactions that feel insignificant to the users wallet. They are generally show up as in-game items that can be used by a character.

3. No significant advantages for purchasing items. But damn that hair is awesome!

Most items don’t effect the experience too much. Once again, any split in the community ruins it for everyone. Most items are cosmetic, or give experience point boosts, and occasionally have give a slight advantage on less important mechanics of the game, a slightly faster mount for example.

4. Grind. Grind. Grind!

While the content maybe open to all players, how fast they can actually access the content varies. I think most of these FTP games rely on the experience point boosters as their primary income. It’s hard to argue against this method because, in all honesty, this is probably the only sure way for most FTP games to make money.

5. The feeling of familiarity. Déjà vu?

A lot of Korean FTP games borrow from existing popular games, World of Warcraft like MMOs, Mariokart style racing games, Military first person shooters, Power Stone-ish fighters. It’s easy to attract people who just want to mess around with similar games but not actually spend money. Needless to say, it’s mostly generic and uninspired.

Customization

Whatever the quality, and I think they are usually decent at worst and good at best, the Korean FTP games have been successful. Creating a game that tries something different wouldn’t be easy, as all the Gamasutra’s rather improbable or uninteresting examples show.

Social network gaming is probably the most successful example of FTP games that are a bit different than the Korean ones. They focus on friends interacting with each other as a method to create a user-base, and a lot of in-game benefits occur when they do so. Of course the actual market is quite similar, you buy in-game items through micro-transactions, but they do have more freedom with game-enhancing items since the community is generally not competing with each other but working together.

Farming

So, do I have an interesting idea?

Well, no. Other than, ‘make a great game’, I can’t think of anything new. Quite frankly, the only other option is in-game advertising, and who wants a Coca-Cola ad while walking through a space station? Well, unless it’s Space-Mart, where I can buy a can of Space Coca-Cola along with a cute little Space Hamster. That sounds pretty awesome.

Loved Demon’s Souls? Try Monster Hunter! (Part 4)

January 21, 2010

Part 4: Problems and Tri

Just because Monster Hunter Freedom Unite is one of the best titles I’ve played in recent years, doesn’t mean it’s clear of any problems. I don’t think anything is wrong with the game design itself, but the lack of a decent tutorial to ease new players limits it’s appeal. I’ve seen many people who gave up when coming across the easiest ‘boss’ monster in the game, the Yian Kut Ku. Although the wyvern itself isn’t hard to fight, the lack of a proper tutorial hurts most gamers from overcoming the challenge.

Of course I do think there is some intentional design here, I distinctly remember a quote from Capcom saying the game design is focused around communication. They want people to figure out the mechanics and strategies with other hunters. Internet FAQs as well as Youtube videos are a good resource to learning about the game, it’s the sort of game that requires that you look into the deep end of the pool before plunging in (Demon’s Souls has a similar idea, world/character tendencies and other secrets require that you either discuss or research the game for the full experience).

I admit it is part of the appeal of the game, I enjoyed watching and learning strategies in Youtube before a fight, and FAQs are pretty much a requirement for crafting as well as understanding how to get the rarer carves. It gives the game long legs, an ongoing interest to the community that surrounds it.

I’m sure there are enough players in the US for Capcom to constantly try to push the franchise towards a larger success, but the problem is the online infrastructure, or lack thereof. The PSP’s Adhoc multiplayer makes sense in countries such as Japan, where the population is much more dense. People meeting up to play games is much more common and actually preferred. It‘s impossible to create such a setting in the US, where online play is the preferred method to play with other people.

adhoc party

Thanks to the recently released Adhoc Party, Monster Hunter Freedom Unite can be played online through the PS3. But this option requires a PSP and a PS3 (the PS3 must have a hardwired internet connection as well). It’s easy for anyone to miss one of those on the check list, making Monster Hunter mostly a single player affair. As an example, I’m a HR8 (multiplayer end-game) ranked hunter purely through solo-play. Sure I have pride in my accomplishments in completing missions that were meant for 4 players, but I’d prefer hunting together with other people.

Speaking of online infrastructure, Capcom is finally planning on releasing Monster Hunter Tri outside of Japan. It’s going to be on the Nintendo Wii, and will have a proper online multiplayer. However, I doubt the sales of the franchise will rise beyond a niche level for several reasons.

Block!

First and foremost, it’s on the Wii. Now before any Wii owners cry foul, I’m not saying the Wii is a bad platform for the game itself, Monster Hunter games were on the PS2 and then on the PSP, the Wii is more than capable of pushing the franchise forward. The problem is that Capcom relied on the Japanese market to decide the platform, ignoring the global trend of the Wii.

As many of you know, hardcore games on the Wii just don’t sell, the general Wii audience just doesn’t seem to be interested in them. Considering that the Monster Hunter franchise has only shown niche success even around enthusiast gamers, this spells doom for the title already.

On a related note, changing the platform has a possibility of alienating the existing Monster Hunter fans. I’ve already read enough forum posts where people feel betrayed by Capcom’s move away from the Playstation platform, while others don’t own a Wii and have no plans on buying one for a single game. And as someone who doesn’t own a Wii, and can’t afford one at the moment, I’m also regretfully considering skipping the franchise this time around.

The New Side Slash

Another problem is that it’s still a daunting game for newcomers, probably even more so than Monster Hunter Freedom Unite. New underwater mechanics aside, a lot of the monsters in the game seem to be tougher. Capcom has promised that the game will ease in newbie hunters better than the previous titles, but it has yet to be seen.

It’s all rather unfortunate considering that the game looks to be the best in the franchise ( I’ve carefully studied almost every single monster hunt on Youtube, if that amounts to anything). While it’s lacking in overall content compared to Monster Hunter Freedom Unite, which had at least 3 prior iterations to improve and build upon, the success in the Japanese market guarantees a sequel.

My understanding is that Capcom is going for a strong market push for Monster Hunter Tri in the US. In that case, I believe the Wii bundle released in Japan would almost be necessary in creating buzz around the title. At least it might convince Monster Hunter enthusiasts to purchase the title along with a Wii. Hell, I doubt that I could resist that, even if it means I need to pay it off over several months. It’s probably wishful thinking on my part however.

Sweet!

Going back to the beginning, anyone who enjoyed Demon’s Souls and owns a PSP should definitely try Monster Hunter Freedom Unite. Demon’s Souls follows along a lot of what makes Monster Hunter great while adding it’s own unique twists. But I strongly contend that the level of depth and polish of Freedom Unite is incomparable, despite it being limited to the PSP hardware.

Even if you don‘t touch multiplayer, the lengthy single player content alone is worth the purchase. The appeal of Monster Hunter is that all missions usually take around 20 to 30 minutes at a time, with a maximum time limit of 50 minutes. I played the game in small chunks everyday for nearly half a year, eventually clocking over 300 hours of play time (single player takes around 100 hours to finish). It’s like a World of Warcraft addiction except you can just play for half an hour and turn it off.

The future is bright for Monster Hunter. Capcom developed Monster Hunter Tri from the ground up, rejuvenating the franchise and bringing it up to a whole new level of polish. As with the PSP iterations, Tri somehow manages to bring out the best of it’s platform. Hopefully it can achieve the following it deserves as well.

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Go to Part 1: Souls and Inspirations
Go to Part 2: Loot and Monsters
Go to Part 3: Environments and Music

Loved Demon’s Souls? Try Monster Hunter! (Part 3)

January 21, 2010

Part 3: Environments and Music

The environments you’ll traverse enhance the experience of the hunt. The characteristics of every different region and climate is shown with much detail, affecting the creatures and plants that exist in the areas, as well as the condition of the hunter. Hunters will have a melt down in the desert or volcanic heat, shiver in the cold mountains and caves, all of which can thankfully be temporarily remedied by occasionally drinking specific potions.

Jungle

The surroundings around you become a hazard and a nuisance to hunters while giving an advantage to the monsters. Some monsters will swim in the water to avoid attacks, others manage to swim in sand or lava. Some monsters prefer to fight in caves, making it hard to maneuver and dodge their attacks. Volcanic areas will have areas with lava flowing through the map, impeding the hunter’s movements while monsters in the region can freely move about. And swamp waters emit poison at night, making hunters avoid contact while monsters aren’t affected by it.

Sounds in Monster Hunter Freedom Unite mostly focus on natural ambience in the environment. But the moment a battle between the you and a monster starts, an epic orchestral score unleashes itself. The music properly conveys the mood of the situation, actually it would be more correct to say that it conveys the monster itself.

The music attacks your senses, overwhelming and instilling fear into your heart, and yet managing to give you a rush to push forward. The properly frantic and epic soundtrack of Monster Hunter adds to the character of the game and leaves a lasting impression on your experience.

There are different battle themes depending on the region or specific monster to keep the music fresh and strong even after countless hours of play.

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Go to Part 4: Problems and Tri

Return to Part 2: Loot and Monsters

Loved Demon’s Souls? Try Monster Hunter! (Part 2)

January 21, 2010

Part 2: Loot and Monsters

At it’s core, Monster Hunter is an action game. You don’t gain experience or levels and there isn’t any concrete storyline to move along the plot. There isn’t any special abilities you learn, everything is given to you from the beginning. The moment you equip any of the different weapon types, you have access to all the skills that accompany it.

The real semblance to a RPG is the loot system. You collect raw materials from collecting herbs, bugs, ores, and monster parts. With these raw materials you are able to create potions, food, tools, and most importantly, equipment.

Crafted weapons and armor crafted take on the properties and look of each individual monster. So if you create a weapon out of a Khezu, for example, you’ll get a weapon with the thunder element while looking like it was made out of slimy Khezu parts. In many ways this isn’t any different from Capcom’s other popular and enduring franchise, Megaman, where you take on the property of your fallen foes.

There’s over 30 monsters in the game, which doesn’t even account for variations and their higher ranked versions. Couple that with weapon variations spanning great swords, long swords, sword and shields, dual swords, hammers, horns, lances, gunlances, bows, bowguns, heavy bowguns, all with branching upgrade paths, armor and socket-able gems, you have a ridiculous amount of equipment you can create and equip.

Hunt them all!

Each monster you battle also have fairly unique characteristics and behaviors as well. Every new encounter feels fresh and daunting, as you won’t know how the monster will act. Soon you’ll learn each monsters habits and movements and learn to exploit them. It’s very similar to Demon’s Souls in that respect, careful inspection and well thought out attacks are the key here. Of course what it does better than Demon’s Souls is that the monsters don’t feel like set pieces or a puzzle, they feel like living breathing creatures.

There’s a strong sense of awe and respect towards the monsters you are hunting. First off, they are enormous compared to the size of the hunter. And secondly, they’ll deal the damage you’ll expect from such large creatures against a tiny human. Every hit you take is significant and deadly.

Narga Kuga

As such, you’ll spend a lot of time circling a monster and looking for an opening rather than blindly charging in. You’ll learn to react to the subtle motions as they twist and turn to prepare for an attack. Learning the moment a monster is open to your own attacks, and when you should back off is a key to your success.

It’s the battle of the wits between a impossibly dangerous and enormous animal, and a seemingly helpless and small hunter. You’ll learn to hate the annoying Plesioth, respect the agile Narga Kuga and be overwhelmed by the aggressive Diablos. Every battle is hard fought and every victory is a celebration.

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Go to Part 3: Environments and Music

Return to Part 1: Souls and Inspirations

Loved Demon’s Souls? Try Monster Hunter! (Part 1)

January 21, 2010

Part 1: Souls and Inspirations

It seems that Demon’s Souls captivated peoples’ minds at the end of 2009. It was the surprise dark horse of the year, dragging many into the depths of Boletaria and it’s surrounding demon infested environments. I personally have beaten the game and am in the process of finishing up my second play through. It’s a challenging title that knocks you to the ground, waiting for you to get back up again for another beating.

Or so the saying goes…

I don’t believe Demon’s Souls is as challenging as it was made out to be. While there isn’t a auto-check point in the game, there is always a shortcut that opens up either at the middle or near the end of the level. And while losing all your souls, the currency in the game, after a second death might seem harsh, you’ll learn that you gain the most souls upon defeating bosses, as well as a permanent checkpoint, promptly allowing you to return to the hub where you can spend all your souls before venturing into a new area.

Demon's Soul

Anyways, I’m not actually here to advocate people to try Demon’s Souls. And even though I enjoyed Demon’s Souls quite a bit, I can’t shake that feeling off the top of the head that I wasn’t satisfied enough.

What was it about the game that bothered me? I enjoyed traveling down those dark and lonely corridors, battling blood thirsty bosses, barely vanquishing them with a hair of health. Every encounter was an event, every step was an accomplishment. So what was missing?

Demon's Souls

Nothing actually. It wasn’t the game itself that had failed me in anyway. It was the enormity of what came before it that effected me, the one game that inspired Demon’s Souls design, and also inspired me to play Demon’s Souls in the first place.

While Demon’s Souls gained popular acclaim among many enthusiast sites, Monster Hunter Freedom Unite hasn’t really gotten much attention throughout the year. Sure there were passing mentions of it to explain the Japanese trend of Adhoc games on the PSP, but nobody went in depth as to why this franchise could have made such a big impact in the first place.

All Adhoc related social implications aside, Monster Hunter Freedom Unite deserves a closer look as to why it was able to change the direction of the PSP and spread it’s influences into other platforms.

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Go to Part 2: Loot and Monsters

Go to Part 3: Environments and Music

Go to Part 4: Problems and Tri