Earlier today, I served as a guest host for the Civilization podcast Polycast, episode 295. I joined regular hosts DanQ, Makahlua, MadDjinn, and TheMeInTeam. The episode covered a handful of topics, ranging from the new religion mechanics introduced by the fall 2017 patch, to a proposal for athletes to be a type of great person, the new Civilization: A New Dawn board game, to the issue of micro-transactions (or "Recurrent Consumer Spending" as Take-Two Interactive CEO, Strauss Zelnick calls it), and more.
If you missed the live broadcast, then the edited archive version will be released on PolyCast's website next Saturday (December 2). I'll update this post with a link once the archive is updated.
"Recurrent Consumer Spending"
"Recurrent Consumer Spending" was one of the primary topics of the previous episode (PolyCast #294), and so we discussed it again as part of a discussion on feedback from last week's episode. Micro-transactions (and loot boxes in particular) are a hot topic in gaming of late, especially after the fiasco that was EA's launch of Star Wars: Battlefront II. Games pundit Jim Sterling has made micro-transactions an almost weekly issue in his Youtube podcast The Jimquisition. Sterling has been comparing loot boxes to gambling for months, and recently, some European regulatory agencies have started to evaluate whether loot boxes should legally be classified as a type of gambling. As someone who has previously worked for a gambling company, I am aware of how compulsive impulses are used to keep gamblers addicted to a particular game, and I definitely believe that the current implementation of loot boxes in games like Shadow of War, Call of Duty, and Star Wars: Battlefront does try to capitalize on those same addictive impulses, and so should probably be regulated similarly to gambling. I don't want micro-transactions in my games at all, but I don't necessarily think that such things should be illegal per se. But they should be regulated, and I do think that the game boxes should clearly indicate to parents that the game includes "gambling-like elements" (or some other warning).
Jim Sterling has been making a fuss about micro-transactions and loot boxes for months.
WARNING: May not be appropriate for younger or more sensitive viewers.
More importantly (for me), however, is the concerns for what micro-transactions do to the actual game. Just last night, I spent something like 4 hours in Shadow of War grinding my character and orc captains up to a point that I could siege the castle in Act II. I played every side mission available in the chapter, and then still had to do some Nemesis missions, in order to get Talion up to level 20 and unlock the ability to assign a third uruk captain to my siege assault. That third captain was essential to get my siege level up above the level of the defenders. I'm not sure if that was necessary, but I didn't want to risk having my captains killed during the attack. I actually happen to really like Brûz The Chopper, so I didn't want him dying because my siege was under-leveled. This is just Act II! I can't imagine how grindy the game might become during the later acts! And all this extra grind in the campaign is a direct result of the inclusion of the game's War Chest (i.e. loot boxes). You can spend real-life money to buy random orc captains to use in your sieges or to defend your captured forts. So the whole game is balanced such that it's just enough of a grind to encourage people to spend money to speed things along by buying the War Chest.
Well, Take-Two CEO Strauss Zelnick has said that he wants every game in 2K's library to include "recurrent consumer spending". That would include my beloved Civilization... [More]
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Tags:PolyCast, Civilization, Sid Meier's Civilization, Civilization III, Civilization IV, Civilization: Colonization, Civilization V, Civilization VI, Firaxis, podcast, DanQ, Makahlua, TheMeInTeam, MadDjinn, micro-transaction, gambling, Strauss Zelnick, Take-Two Interactive, 2K Games, Jim Sterling, Jimquisition, Middle-Earth: Shadow of War, Brûz The Chopper, board game, Sid Meier's Civilization the Board Game, Sid Meier's Civilization: A New Dawn
Grand Theft Auto V is a game that does not get off on the right foot at all. The intro tutorial is a complete mess.
Remember how in Grand Theft Auto IV, the protagonist was introduced in a cutscene during the opening credits? We learn about his personality and motivations, and why he is coming to America. Then you get off the boat, gameplay begins, and you are immediately given a simple driving tutorial in which you taxi your drunk cousin two blocks to his shithole apartment, all the while learning more about the characters and the game world itself. Then you do some simple taxi missions that let you practice driving while simultaneously letting you learn the layout of the city and soak in the environment. Then you start getting asked to beat people up and throw bricks through store windows and get tutorialized on how to fight, shoot, and do other advanced mechanics. And during all this time, the game slowly builds up a hatred and distrust for the criminals that you are working for while simultaneously laying the foundations of the game's depressing-but-exceptionally-introspective plot.
Remember all that? Remember how well that game was paced? Remember how the tutorials always showed up at appropriate times, explained a mechanic during non-interactive cutscenes so that you can pay attention to the instructions, then lets you practice the mechanic while it's fresh in your memory? Remember how well it slowly built up the important mechanics one at a time - as they became relevant - while also immersing you in the game world and building up its story to a climactic closing of the first act? Yeah, that was great game design, wasn't it?
Well, GTA V has none of that.
An almost unbearable tutorial.
The intro tutorial literally throws the player into the middle of a bank robbery in progress. You have no idea who your character is, why he's robbing a bank, who your companions are, or what the "plan" that everybody keeps telling you to "stick to" is. Then it puts an assault rifle in your hands, and a tiny little box pops up in the corner of the screen with 6-point font telling you what to do while you're trying to do the thing that it's telling you to do - and hopefully not doing the wrong thing. And then they stick you in the middle of a gunfight with an entire small army of police, and these barely-visible text popups try to tell you how to use the cover mechanics, switch weapons, and trigger super powers - all while you're being shot at. Then you go for hours before using many of these mechanics again, so you forget them all because you had zero time to practice and remember them, and they were all thrown at you at once.
Table of contents
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fb300517-533f-4eb1-8850-a24213b48628|3|3.7
Tags:Grand Theft Auto, Grand Theft Auto V, Rockstar Games, Rockstar North, Take-Two Interactive, San Andreas, Los Santos, Franklin Clinton, Michael De Santa, Michael Townley, Trevor Phillips, Achievement unlocked, action, shooter, driving, open world
This review was originally published 06/29/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
The marriage of Wild-West theme with open-world gameplay is a great idea, but Red Dead falls just short of "genius."
I was very impressed with Grand Theft Auto IV. Before the game had come out, I worried that the formula would be stale, and that Rockstar would just throw so much content into the game that it would overwhelm the player (San Andreas was a ridiculously complex game, although not in a bad way). The successfulness of Grand Theft Auto IV had me very excited about Red Dead Redemption, even though I hated its predecessor Red Dead Revolver.
The release of this game also made me realize how strangely devoid the gaming world is of Westerns. I guess game developers just didn’t feel the genre would be very popular with the younger audience. But Red Dead Redemption just might change that. The marriage of a Western theme and an open-world sandbox style of gameplay is a combination that seems absolutely genius. Red Dead Redemption, however, does not quite reach the level of "genius."
Don't let Red Dead's expansive environment and minimalist soundtrack fool you into thinking that it will have the almost-depressingly-desolate brilliance of Shadow of the Colossus. There's a lot more than just birds and lizards in New Austin, and they'll pop out of the grass to eat you alive sooner than you can spit. [More]
1857c7df-e7d0-481f-82bc-1c617fde1975|1|4.0
Tags:Red Dead Redemption, review, Rockstar Games, Rockstar San Diego, Take-Two Interactive, open world, action, adventure, shooter, Grand Theft Auto, Grand Theft Auto IV, GTA, western, Koopa, tortoise, Franz Kafka
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