Monday, March 3, 2008

When you lose the Gaming MoJo

I took a break from WoW and gaming in general shortly after my last blog post appeared. I needed a break. Badly. I dont pretend to know how the majority of gamers spend their non-gaming time, but the gamers I do know are all experiencing the same effects that online life tends to have on a Gamer.

We're all becoming fat asses.

I topped 290 pounds during the middle of last summer and it seemed like I could never get enough rest. I went to work everyday, mowed the yard, performed the necessary house work and chores, but theres something about that comfy computer chair that obviously inhibited my bodys metabolic rate.

Of course, it might just be that twelve pack of Mt. Dews that I was downing during my multiple-hour online sessions.

Nah, that is silly. High fructose corn syrup with a caffeine twist is good for the soul.

At any rate, I've managed to lose close to 40 pounds since taking my hiatus. I also took a second job around November so I could save enough money to get myself a motorcycle sometime this year. I hate making payments, so a hefty down payment shortens my pain in that regard. Two weeks ago I purchased a Suzuki C90 1500cc street cruiser. In just over a week I've already managed to put over 600 miles on the thing. Life is good again.

The sun and the outdoors. You really should try it sometime.

I won't sit here and say that I'm done with gaming, but after a partial ride on the Dragon's Tail I'm wondering why I ever bought a computer in the first place.

More to come.....


Maybe.

Thursday, March 1, 2007

The Time Crunch Factor and Future Content.

As the age of gamers continues to rise, game developers have begun to take notice of the buying trends and sales of game titles with a deeper degree of focus. Last june, MSNBC published an article outlining Nintendo's strategy of releasing and rebranding several 80's era games under the "Touch Generations" sub-brand. The focus of this branding targets "aging former gamers weaned on Pac Man and Pong reentering the gaming world.", and asserts that there is a vast network of older gamers who are on some kind of gaming hiatus.

The numbers this article touts includes some pretty astounding figures from a sales perspective, and it indicates that older gamers make up an ever growing share of the video games marketplace:

"According to the latest stats from the Entertainment Software Assn., in 2005, the average age of most frequent game purchasers was 40, and 25% of all gamers were over the age of 50. In addition, women made up 47% of all gamers who are parents."

The article goes on to say that:

Sales of portable games, like Nintendo's Touch Generations titles, surpassed the $1 billion mark—hitting $1.4 billion—for the second year in a row.

I find it both interesting and intriguing that this type of market branding is flourishing among older gamers where consoles are concerned. However, most gamers that I know around my age, are starting to embrace the concept of buying console only titles due to the ever increasing juggling act of balancing play time with the demands of Real Life™. The ability to save progress and play for shorter amounts of time are all factors we face as gamers as we get older, which brings me to my next topic of focus:

Episodic Gaming

The game developement community has been all abuzz lately about the entry of episodic gaming as a viable means of delivering quality entertainment to the gaming public. If done correctly.

Last year, American McGee also addressed some concerns about episodic gaming in response to Luke O'Brian's Slate article. Once again we find numbers that indicate that a large percentage of gamers are 30 years of age or older, and that the main concern is focused on the time constraints that we all face as we grow older. McGee's opinions are spot-on in my opinion, and some of the comments from his user base indicates that the main detractor will be the cost versus the entertainment value of episodic content. Based on my own experiences I tend to agree with this notion, as the Half Life EP1 was not, in my opinion, worthy of its price tag. If episodic content is going to become valuable to gamers, then yes, I agree with Mr. O'Brian' assessment that the content will have to be thought out well in advance to maximize the lifespan of the IP.

If you read the "Essential Facts 2006" pdf published by the ESA, their findings indicate that 44% of gamers are 18-49 years of age, with an astonishing 25% being 50 years or older. If developers are paying attention to the bottom line, as they should be, then as the gaming population continues to grow older, developers will most certainly have to consider the reduced play time that older gamers encounter when designing future game content.

All in all, episodic content, expansions, and sequels all have their place in the gaming market. But the bottom line will be up to us older gamers to decide. =)


-Mank

Monday, February 5, 2007

Grind is Inevitable. Sometimes Painful.

The Burning Crusade is quickly approaching the one month mark since going live, and it's time for some impressions on what I feel Blizzard has done right, and what it might have done differently in the expansion.

First off, I dont bemoan the "grind" that everyone seems to love to hate, but I do concede that it's a mechanic of progression that is long overdue for a rethink from a design standpoint. I'm now at level 64 with my character, and have some fairly good gear as a result of some quests and random drops. However, Blizzard has seen fit to tie a majority of progression elements in with a rep grind and an amazing number of new factions. Players are faced with an extreme balancing act due to the decisions they are required to make concerning levelling, skilling up their professions, and which quests to complete so as to maximize faction rep gains.

The attunement quests for most dungeons/instances are relatively easy and straightfoward, but quite a few of the "keys" needed to enter certain dungeons, or unlock the heroic setting, can only be attained once a certain amount of rep is gained with a particular faction. Some dungeons require only one member of a group to hold the key needed for entrance, while other dungeons require each and every party member to hold that key.

The sheer number of choices being offered to a player in the expansion is incredible. This is a very good thing indeed, but it has the possibility to completely overwhelm a player at first glance. Still, a casual gamer can feel comfort in knowing that some very good gear is still available to them without ever having to step foot inside a raid instance. The hardcore still have the ability to claim FIRST in killing "X" boss, or being the first to get the uber drops on Heroic setting.

The biggest concerns come with the way some of the professions were expanded past the 300 level. Blacksmithing and Engineering were just confirmed on the EU forums as being considered for rework, so as to be "more useful to players". The biggest issue is, as was the case in the old content, that craftable items are simply of no real use to players. It is very difficult to sell anything but the level 70 craftable epics due to the speed in which people are levelling up. They then go a step further and implement crafting mats that are BoP, and only readily available from Heroic runs of 5-man dungeons. I dont think Blizzard considered this properly when designing the profession trees for the expansion.

I'm currently at 350 Armorsmithing, and nothing that I can currently make is comparable to what is available in even the easiest of dungeons. It's not a deal breaker(yet), but it is VERY annoying when you cannot earn a living from a profession that you are required to put so much time into advancing.

The art work in the expansion remains top notch. Some of the new mobs in the game are incredible to look at, and many possesse abilities and attacks that will surprise even the most seasoned players.(Warp Lizards anyone?) The new races, alliances, factions and mobs all seem to co-exist with a purpose, and I have to give credit to the designers on how the lore of the world has been implemented and explained in the many available quests.

The expansion is well worth having, just be prepared for some serious research when deciding certain things. The grind is inevitable, even painful at times, but the ability is there to switch over to some other line of progression with the many factions and associated quests that exist.


-Mank

Tuesday, January 23, 2007

Deeper and More Meaningful: My Take

As the age of the gaming populace continues to grow, more and more of my peers, as I, are relating the desire for a deeper and more meaningful gaming experience.

What is this "deeper and more meaningful" experience?

I'm a firm believer that a computer is used as an aid in the extension of our own brains. We all possesse the ability to solve complex and rational problems using systematic methods. We all have an imagination, and we use it in every waking moment of our everyday lives in one form or another.

When I was a child I remember substituting sticks and rocks as the implements in my imaginary world to overcome the perils as I imagined them. As I grew older, the mechanics of my imagination changed as my life experiences provided new fodder for my mind to contemplate. My imaginary gameplay became more complex and more involved as a result.

There is no doubt that "deeper and more meaningful" will have different meanings for different people, so I'm taking the approach of how game design has, and should continue to evolve if gaming is to reach new heights. If you compare the mechanics and skill sets needed to play a game like Pong, to those required of a game like Myst, you can see how the advent of new technology was properly taken advantage of in the creation of a "deeper and more meaningful" gaming experience.

There are many a pundit who feel that recent technological advances have resulted in more of "the shiny", in terms of graphics over gameplay.

I tend to agree with this notion.

The potential for games to encompass all forms of entertainment is at our doorstep, but we're at the mercy of developers and publishers who are engaged in what can only be described as a bad marriage, as creativity and emergent game types are slaved to the almighty dollar.

Published just last week, Dr. Scott Rigby and Dr. Richard Ryan have collaborated and generated what I consider an excellent read over at Gamasutra. It's highly insightful, and details a system that goes far beyond what I could hope to convey in terms of how "deeper and more meaningful" should be considered when designing future games.


-Mank

Monday, January 15, 2007

Generational Gaming

Depending on what polls you read, you're likely to notice that more and more of them are indicating that the majority of gamers are in the 34 and up age group. But, I doubt that this should really come as a surprise, considering that the internet is well into its second decade of influence on gamers and game design/development. Most households now support at least 2 generations of gamers all vying for time on the same equipment, and what we once considered hip and cool, gathers dust in some box, only seeing the light of day when beer or other liquid refreshment sends us into a retro gaming haze. =)

Games that I started playing on the PC in the early 90's are now considered dinosaurs where the younger generation of gamers are concerned, and with game consoles and personal computers being a common fixture in the majority of households across America, and most parts of the world, gaming is no longer the niche activity that it used to be just a few short years ago. As a result, we've seen game design branch out in numerous directions with new genres and gametypes that have served to broaden the appeal of electronic gaming to the masses.

Two years ago I switched over from the First Person Shooter community to the MMOG community. My age simply prevented me from being able to compete with the reflexes of the younger gaming crowd. I found solace in a game called World of Warcraft and havent looked back. The lack of a twitch component in WoW's PvP was like a breath of fresh air. No longer was I bound by ping or reflex times, and good ole age and treachery allowed me to once again rule the roost, so to speak, in most duels and solo PvP.

Most older gamers that I know relate the same feelings when it comes to one-on-one or group based encounters, in that the common denominator of the "fun" factor revolves around a deeper and more meaningful victory when it's achieved by strategy rather than who has the best machine or internet connection. I'm a firm believer that as the age of game developers continues to increase, we'll see more and more emphasis placed on allowing players to use thier imagination and life skills in this type of gaming scenario. This is not to imply that younger players lack this ability, it's just their embrace of the twitch factor continues to be well fostered by game designers.

Of course, being able to master a game shouldnt be dependant on spending huge amounts time in levelling and skill acquisition either. Time sinks are highly frowned upon by both young and old players alike, but I'm in the camp that thinks us older gamers are affected moreso by the time-crunch factor than our younger counterparts. I've seriously had to limit my gaming activities to no more than one or two games at any one time as I've grown older due to Real-Life™ demands.

Meanwhile, I watch in earnest as those younger gamers around me change out CD's and cartridges every few minutes, switching from one game to the next as their interest wanes just as quickly as it was built. It is this group, no doubt, that marketers and game developers set their sights on when designing games. There's a part of me that believes us older gamers might very well be left out in the cold with our desire for a deeper and more meaningful gaming experience.

But, as always, time will tell.

-Mank

Introduction

Welcome!

Being a gamer since the days of Jai-Alai and Pong, I've come to develope a deep respect for the game development industry. With over 25+ years invested in console and computer gaming, I've come to understand the inner workings of the game development community and, how we as gamers can affect change with a deeper understanding of how games are made.

The purpose of this Blog is to discuss topics as they relate to the gaming industry, and how those topics affect current and future development trends with our demographic in mind. Our demographic is an important one, as our age group is also populated by many developers and community leaders who have a direct hand in shaping the world of gaming both now, and into the future.

This is not a rant site, and the topics I submit will hopefully induce some quality feedback that will enrich the subject matter for all who choose to visit.

I look forward to your comments, and enjoy your stay!

-Mank