Category Archives: Games

“Video games can never be art” – Rebuttal number 343

Roger Ebert wrote an article last year with the above title, and just about everybody in the world has chimed in on the topic. It’s actually a topic that’s been beaten quite to death on the internetz in the time that has passed since that initial claim by Ebert, and I’ve read opinions on every end of the spectrum, from “never” (Ebert’s position) to “definitely”.

                                                                                            (“art”)

Debate on the topic is so tired to me that I’ve had this post saved as a draft since I started this blog. Being an avid fan of video games and coming from a liberal arts college, entering the fray of an un-winnable debate seemed like a natural move. But a post on video games as art was already feeling a year late, months ago. Why now then? My inspiration will be revealed shortly, after a very brief somewhat long just frickin stick with me okay? aside:

Art is an ideal. Nobody has the example form of “art” locked away somewhere, for us to look at and compare new creations to as a manner of deciding if they are up to snuff. Like any good liberal arts student, I’m well aware of the history of ideals in our society, and could bore plenty of people with musings about the development of ideals in society from Plato to Kant to Nietzsche. Woo hoo. The only thing that matters about ideals is that we never have a mutual, universal understanding of what they describe. Just like good in one culture is different from good in another, art in one culture is different from art in another. In an internet world where the majority of our personal exposure to culture is self-selected from an almost limitless number of sources, agreement on what is contained within a notion like “good” or “art” has fragmented even further – the websites I read tell me one thing, and the websites my roommate reads tell him another. Our inability to come to a consensus on video games as art is as unsurprising as our inability to come to a consensus on any other intangible concept, like justice or religion.

But I venture that art does have one quality which most would agree upon – art needs to be able to push boundaries. There’s an innate concept of progression in the endeavors we generally consider art, as opposed to the things we don’t, like, say, filing taxes. When people ascribe the qualities of art to typically non-art things, they are describing the sense they get when they feel a progression in the practice of that thing – when an accountant claims that there is indeed an art to filing taxes, she is describing the sense of progression that comes from doing an activity in repetition. While video games obviously have a similar learning/mastery feel, that isn’t the type of progression I feel all art shares.

This year’s E3, the perennial festival of game announcements for the coming year, was the inspiration for this post. I’m excited to play a bunch of different games, but here’s the meat of the list: Assassin’s Creed 3, Mass Effect 3, Halo 1 remake (but really, it’s the 6th Halo game – 1, 2, 3, ODST, Reach… and 1 again), Uncharted 3, Call of Duty number 70, Diablo 3… and Journey. You don’t have to know anything about video games to realize that only one of those titles has the potential to be a wholly unique experience (and thank god for Journey, or else this article would need a different conclusion). You can argue that the sequels are art in the manner that tax filing can be art, in progression through small improvements achieved through repetition. But Halo and Call of Duty are basically simple first person shooters, of which there have been literally thousands before. They will be quality entertainment, but it’s a stretch to say that they are pushing boundaries in an artistic sense.

Pushing boundaries, and thus art, requires that completely new takes on the medium show up. Van Gogh, Escher, Picasso were all great artists for their newness, as compared to pre-Renaissance greats. Those pre-Renaissance greats, the ones who painted still lifes and landscapes over and over, were artists indeed, but painting as an art form required the Van Goghs and the Eschers to lend the medium promise of originality in a sense that transcends perfection through repetition. Pre-Renaissance artists were definitely the seasoned tax specialists of my double-analogy. (Painting has always intrigued me as an art form historically, because being a living painter was a rather bleak experience in the pre-Renaissance period as compared to the fabulous lives lead by, say, Andy Warhol or Banksy, AFTER human culture agreed that painting was a true art.)

                                                    (Still life by Cezanne, a boundary pusher)

Video games are young, and my point in all this is that the medium hasn’t left the pre-Renaissance phase. I’m more excited about the games coming out of E3 than I have been in years, but Assassin’s Creed 3 is the third rendition of a decent still life. Halo is the 800th rendition of the still life called Doom. Developers are, largely, still painting still life. A large part is tied to expense: The profit motive that funds these games is, to really push this metaphor, like the patronage system that drove pre-Renaissance art. It still costs a LOT of money to make and market a big video game, so 90% of the stuff we hear about is driven by the aims of the companies bankrolling the ventures. Games are increasingly built to fit the agreements that make the developers money, by establishing a brand, and making the majority of the profits on the cheaper-to-develop sequels. This cycle works, and because games are such expensive investments, developers stick to it.

So that’s basically my take on the whole thing… Economics have driven games to the point of being somewhat repetitive and derivative, and while there are certainly unique, original entries that push boundaries (Limbo and Heavy Rain last year, Journey this year), they are few and far between in a sea of first person shooter rehashes, and they don’t make nearly as much money, so developers don’t clamor for them. There’s art out there, but until the cost of distribution, marketing and development come down dramatically, studios will still favor the still life to the Picasso.

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Is Facebook’s Project Spartan/Microsoft’s Kinect SDK a sign that the application market wars have begun?

Mobile devices are the future. Whether it be iPads, smart phones, netbooks, or whatever device we will use to access “the cloud” in five years, and we probably won’t care as much about desktops or even laptops as we do now. That’s old news, but it’s yet to be seen what that news means for the traditional big hitters in the tech world, and how those big hitters will keep up with a rather dramatic market shift. Apple was the first to the market by a year or two, really, and they paved the way for the app market structure: an iphone on 3G showed the world how easily we could do without our desktops, and pointed software towards the grave. Soon the days of software developed by teams of engineers over multi-year development cycles, “mastered” and sent to a manufacturer to mass produce to send to physical stores around the world would be gone… Our mobile devices, of which it seems we can’t get enough right now, run on applications – they aren’t “finished”, but constantly and quickly updated. An excellent piece by Ben Horrowitz on the Economist website pointed out that advances in programming languages greatly reduce the number of hours it takes to create a strong piece of software, and along with a whole host of other reasons (faster wireless, cheaper phones/tablets, end of closed development platforms), applications are how 90% of consumers will get 90% of their content in the future.

This year will go down in history as the year where the big tech companies realized that the future was in application markets, and where every single one of them entered the fray. News came yesterday of “Project Spartan” (lame codename), a Facebook HTML5-based application market, designed to run on any web-capable device (aka the iphone). This joins Amazon’s app market, already running on a bunch of devices, and obviously Google’s Android market and the original “app market” by Apple. As we learned in the original computer boom, only one (or two) of these operating syst… I mean app markets… can survive. Every technological platform reduces to 1-2 main competitors eventually; just look at computers [mac/pc], operating systems [windows/OS], smartphones [iphone/android… sorry blackberry!], video game consoles [xbox/playstation]… It’ll happen in app markets too. Does Facebook’s inherent social advantage mean it can take on Apple and Google with their giant headstarts and hardware presence? Can Amazon do anything to parlay their advantage in moving physical goods and their relationships with distributors into something app users care about? Can Barnes and Noble turn a pretty solid device (the nook) into something that won’t be a historical relic in 2 years? Is Microsoft gonna uncharacteristically sit this round out, or is the Kinect their app market?

begun the app market wars has.

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The Wii U – More like a Dreamcast than a Wii.

So you’ve just finished the life cycle of one of the best-selling consoles ever. Took a big gamble on a funky controller setup, lowballed the competition in terms of processing power in a quest to reach a broader audience, and the gamble paid off! Crazy, who would have thought. What’s the next move? This is the position Nintendo found themselves in before this week, when we got a first glimpse at their answer. The Wii U was announced this week at E3 – and it’s a total departure from the Wii gameplan. The new gameplan? ZOMG EVERYBODY LOVES TABLETS LETS DO THAT.

The Wii was a shock to the console game both from a gameplay and a market perspective: it was completely outmatched in terms of hardware by the PS3 and Xbox 360, but it appealed to a much wider audience with funky wii-mote controls and quirky party games, at a lower price point. The hardware was so cheap, Nintendo was actually making money on the console itself at the end of the lifecycle, a rare event in an industry where the console is usually the loss leader (my roommate and I often joked that if the Wii broke, we’d just get another one in a box of cereal or a cracker jack box). The Wii outsold both the Microsoft and Sony competition, and inspired them to copy the Wii with the Playstation Move and the Kinect.

Maybe that’s why Nintendo had to pivot away from motion controls: the Kinect now looks like it will own that space, so why fight Microsoft on even footing? But the Wii U offering is still crazy weird, and doesn’t deserve to carry the Wii name (hopefully Wii U is just a prototype name anyway: it sounds like either a bad social game, or a person very confused about who they are speaking about…. “i just bought my we you today…. huh?”)

The Wii U looks like it returns Nintendo to the hardware battle, though without knowing what the next-gen offerings from Sony and Microsoft look like, it’s a little hard to say. But the real “draw” to the Wii U is the controller, which is basically a Motorola Xoom tablet with pieces of a Wii-mote grafted to the sides to make it more like a standard controller. It’s not the WORST idea, and I’m sure games will find some interesting things to do with it. But it feels like Nintendo just wanted a piece of the iPad/tablet craze, and less like the controller will change video gaming forever. Plus, having the controller be interactive isn’t even new, the Dreamcast did it years ago (quite successfully, too). It seems more and more to me like the Wii U is really a Dreamcast 2 in disguise: it’s got the same color scheme, the controller is rather rectangular with an interactive screen in the middle, and it’s bound to be weaker than the truly next-gen systems that will follow it by a few months. So it’s a weird play by Nintendo. Might still be good, and I was a Wii skeptic who was forced to convert after great games like Mario Galaxy and Smash Bros. And I loved my Dreamcast back in the day too. But it just seems strange to follow the Dreamcast playbook when that playbook basically knocked Sega out of the console market entirely.

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Social Game IPOs heating up, Zynga releases a new game tomorrow

News from the last couple days suggest that Zynga is planning to file for an IPO, following LinkedIn’s successful IPO move earlier in the month, and news from Popcap that they plan to IPO as early as November. So the big headlines all over the internet are that the IPO market is heating up, that social game IPOs are heating up, and that there is or is not another tech bubble (depending on who you ask). Kabam also raised $85 million last week, so a lot of money and hype is heading into the social game market right now.

In other/related news, Zynga is releasing their first game in many months tomorrow, and it DOESN’T end in ‘ville! Empires & Allies will launch tomorrow according to every technology site on the planet, and it’s a pretty big departure from the “mindlessly clicking on things and coming back tomorrow to click again” genre that Zynga has cornered so far. Apparently the game is something of a Risk/Settlers of Catan hybrid, though I’d be surprised to see the deeper strategy elements of either of those games appear in E&A.

Social games are clearly on the rise, and Zynga’s eventual IPO is probably going to surpass LinkedIn’s valuation by a mile and rile further claims of a bubble, but really the social games market isn’t close to finished growing. Here’s why:

The iphone has really only had one blockbuster game (Angry Birds), and it wasn’t even social – Social/mobile is the new hotness in the consumer web world, but it hasn’t hit it’s stride yet. There hasn’t been a big game yet that successfully connected a gaming experience with a social experience for a mobile device. Somebody will eventually figure out how to connect those dynamics and make a compelling user experience, but so far nobody has. And even besides that, Angry Birds showed that there is a large market for a game based on a single-player campaign with none of those social elements, and there are bound to be more hits the size of Angry Birds as developers become more sophisticated.

Nobody has made a good Facebook game yetThat’s right, as somebody who actually likes PLAYING games, I can confidently say that compared to the other things in the world that we consider games (board games, console games, classic games like chess), development for the Facebook platform has been rather pathetic. Compulsion loops are great for making money, and there’s no questioning that plenty of companies have made a living by satisfying people’s demand for mindless entertainment. But in terms of experiences that we could use in an argument about games as art, nothing from the major social game developers has really come close. Does every developer need to be trying for art when they make a social game? Of course not. But at least a few will, and whoever succeeds will probably have a sizable hit on their hands and gain a cult following for it.

Tablets (iPads) will probably be the next big development platform, and demand for tablets is not yet satisfied – Tablets, with their huge screen and more powerful hardware, present developers with the chance to make completely different sorts of games than we currently see on iphone and Facebook, but few have focused on the platform yet. As tablets continue to populate our planet at an increasing rate, more developers will gravitate towards it as a medium and eventually an Angry Birds-sized hit designed specifically for the iPad will launch a developer into the stratosphere. But as of now the biggest iPad game is Angry Birds, which wasn’t even designed with the tablet in mind.

So despite some of the negative bubble buzz, I don’t think these companies are overvalued or a sign of the impending apocalypse/bubble. People point to Zynga’s valuation as a sign of the bubble, but Zynga is making crazy money, and if you believe any of the three notes above, they’ll probably be able to make even more in the coming years. That’s a far cry from the bubble companies of yore, which went public before seeing any revenue or even developing a business plan.

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How social games are like massages, and why anybody might care

The massage therapy market seems to be doing just fine in the recession, at least if you believe a google search on the topic. I’ve previously posted about how well the social games market has done growing up during the recession, and in some ways I think social games are a lot like massages. Think about it:

You can’t satisfy demand for them in just one purchase: There’s a reason you don’t see advertisements for 10 hour massages, and you can’t beat a social game in one sitting like you could a console game. The good is structured in a way that demand is fulfilled by experiencing the good in small intervals, with the goal of addicting you so that you come back later. Compare to something like chocolate: If I was offered 10 pieces of chocolate for $5, or 20 pieces for $5, I’d be economically irrational not to take the latter offer. But with massages, I’d take a 2 hour massage for $20, but probably wouldn’t want a 10 hour massage even for the same price. Similarly, I might want to play Mafia Wars for 20 minutes, but probably wouldn’t want to for an hour straight even if the value proposition of a normal good would suggest that to be irrational. (Turns out I won’t play Mafia Wars even with my developer friend begging me to play it, because the game isn’t much fun, but you get my point.)

Both goods defy the typical definition of a luxury good, apparently: Luxury goods are typically understood as goods with a high elasticity of demand; the more money people have, the more they want to buy, and vice versa. Apparently social games and massages aren’t really luxury goods, even though most of us would think of them as superfluous to our existence (rightly so, I’d say). My cursory google research has me believing that the massage/spa industry is doing quite well even during the country’s economic turmoil, and there were no such things as social games 2 years ago.

Maybe both goods are… replacement goods?: If they aren’t luxury goods, though, this raises an interesting question for social games: will the market continue to grow as the economy recovers? Social games might actually be a replacement good – I can’t afford a console game, so I spent 20 bucks on Farmville Frontierville Cityville. Hear that sound? That’s the sound of this post getting to it’s point – Maybe we should be realistic about the potential market for social games as the general economy recovers. Obviously it will grow, as it’s a young industry, and there’s only been one killer app on iphone/ipad (Angry Birds, which isn’t really even social). And the markets are somewhat different: Farmville was built on middle age women. But if social games are a replacement good rather than a luxury good, we might consider the possibility that at least some gamers will go back to console games, and at least some middle age women will go back to whatever middle age women used to entertain themselves with.

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PSN returns! But not in Japan. Giant Angry Birds game in Spain.

The PSN outage is finally over. Untold fortunes were lost by Sony in all this, with the outage lasting almost a full month, causing a surge in PS3 returns at used game retailers, and a Call of Duty map pack released exclusively on 360 as a result.

While the reactivation of the PSN is a big step, there is still plenty for Sony to worry about going forward. For one, Japan says that Sony can’t reactivate the PSN there until they take further precautions, like enacting further counter-hacking measures. Tough crowd in Sony’s home country, don’t they know that they are missing Call of Duty maps?

The best part of the PSN outage has always been the prospect of a solid Kotaku photoshopping contest, underway since yesterday. Here are a couple awesome ones so far, click the link to see more:

And to keep up with the light tone of this post, Kotaku also had news of a spanish video of a real life angry birds setup, that seemingly gathered at least 20 people to watch it. It’s kinda funny.

In other news, it’s a slow news day.

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Sony saga continues, 24 billion more reasons not to sue your fanbase?

Sony finally came clean, announcing that the Playstation Network is down because of an outside attack, and that the information of roughly 77 million users may or may not be compromised. They are emailing users whose information may have been put in jeopardy.

See my prior post on the issue for a full discussion of why Sony shouldn’t have put themselves in this position, and why it is closely related to them making the terrible legal decision to sue a user and reach too far into user privacy in the lawsuit. Now, the full costs of this mistake are beginning to take shape.

Venturebeat has an article making some guesses, though I suspect the author is relatively unfamiliar with the economics of the xbox live/PSN markets, because the guesses seem inaccurate. That article claims losses of up to $20 million for lost revenue from the downtime, but it also claims the PSN operates with a 30% profit margin, which it doesn’t (it was hoped to be profitable this year, for the first time ever… though obviously that’s out the window now). But ignoring that, my research estimated $2 million per day in revenue from the PSN, which would come out to something in the $26 million-ish range if it is down for another week.

More interesting was the estimate of what Sony could lose as a result of the user privacy compromise. One estimate apparently threw out the number $318 per user, which would put the loss in the $24 billion range. That seems pretty outrageous, and I feel like even $30 million would be high for that aspect, so who knows. And don’t forget that somebody has already filed a class action lawsuit against Sony for the outage: If they don’t fight it, that’s a pretty large class to settle with, and if they do, they likely spend nearly as much.

So, low end, Sony is losing $50-100 million, and high end, Sony loses more than $24 billion. All because they had to sue the guy who made a workaround for a feature they removed. Perhaps the biggest legal blunder a major video game company has made.

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Bad legal strategy from Sony leads to a massive headache, Portal 2 is great

The Playstation Network, which hosts 70 million users (and many of their credit card information), conducts virtual transactions, and is the backbone of online interactions and multiplayer for the Playstation 3, has been down for more than 4 days now. It’s being/has been attacked by the hacker group Anonymous, who are taking revenge on behalf of a guy Sony sued for distributing a hack of the Playstation 3. Not only is this drawing a hail storm of bad press for Sony, for suing its users, having no network available, and for being susceptible to hacker attacks, but it is also incredibly bad timing. Two big games just came out last week, both with multiplayer components (Mortal Kombat and Portal 2), and undoubtedly this is hurting sales of those games and of any content available on the Playstation Network.

It’s really too bad that Sony is making such a mess of this: Remember, this all started because Sony pulled support for installing other operating systems, sparking consumers to try and create their own workaround. Who knows why Sony felt they needed to pull this feature, that many consumers believed they would have when they purchased the system. Even if only 5% of users utilized the feature, why upset those (probably very dedicated) users needlessly? Then Sony made a second bad decision – suing the guy who released the workaround, and going too far by obtaining the IP addresses of everybody who visited his site through discovery. Then they ended up fighting a legal battle against a hacker, who was supporting his side through donations from all the random people who, presumably, now hate Sony. Sony is losing a lot of money doing this: They are losing at least $2 million in sales per day PSN is down, and I’m sure even more on fixing the network and legal costs. A disaster.

It’s really too bad, because Portal 2 is the game of the year thus far. It’s simply a masterpiece, and nobody saw it coming after Portal one, which, in retrospect, was a demo/proof of concept that evolved 30 times to get to Portal 2. Valve redefined the first-person shooter with Half-life, and they just did it again in Portal 2. Its like no other game I’ve played, even Portal 1:  it has better writing than most comedies, set pieces that are literally like riding a roller coaster, and characters that you’ll spend time loitering after a puzzle just to hear interact with one another. It’s the best first person shooter I think I’ve ever played, and you don’t fire a single bullet in the experience. But, with the PSN down, I imagine most of the country is buying it for Xbox or laptop if they can.

[Edit: Some sites are reporting on speculation that Sony is using Anonymous as a scapegoat to begin charging monthly fees for access to PSN, like Microsoft does with Xbox Live. Interesting conspiracy theory, but it isn’t true, because Qriocity, Sony’s content distribution system for movies and music, is also down.]

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My 3 Favorite Posts on GDC 2011

I didn’t attend GDC, unfortunately, but I felt like I was there with all the coverage it got. Maybe I’m just really wishing I could have gone. Here’s a sample of my favorite articles from a range of blogs. Sidebar: It’s interesting to see the way social games are treated in these conversations. A future post will focus on that, but that’s for another time.

Social Mechanics in (Social) Games, by VP of Creative Design at Playdom [http://bit.ly/i4GaKF]

Read this and you’ll never ask somebody if a game is “single player” again. A pretty awesome, massive powerpoint covering a lot of common sociological phenomenon, but highlighted in their gaming context. Details how games are designed to pit players against one another in competition for different kinds of resources, and then, at a more complex level, how tribes appear informally in a game with clans like every MMO ever. A perspective changing approach to me, but maybe this is common sense in the world of social game design. Has a Derrida quote which is cute and worth +1000 for me, though I’m not convinced the author has any idea what it means.

Brenda Brathwaite defends social games as games through their shared history of initial rejection [http://bit.ly/g7QeAC]

Hint: My future post on how social games are discussed will focus on a dichotomy I’ll preview here; the narrative is split, either social games are “games” or they aren’t, “games” meaning some sort of experience presumably on-par with mainstream offerings like Call of Duty and WoW. Ms. Brathwaite, a VP of something at Loot Drop, thinks they are, and compares it to the early games of yore that were met with backlash in the media and legislature as ruining our youth, before eventually earning enough to lobby that same legislature to shut up (This, we call democracy). Social games have earned their fair share of bashing in a similar narrative, and Brathwaite has had enough!

Another guy defends social games by cheating in a game and showering himself with silver coins (not a joke) [http://bit.ly/gm1f53]

A very humorous story of a small social game company founder who sorta cheated his way to getting a platform to make a speech, only to be told he couldn’t have it because he cheated. Either he is great on his toes or he had a speech prepared in anticipation of his disqualification (either way, brilliant), and his short rant represents the other meme in the social games debate: social games aren’t games, but they make bank so screw the haters.

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