Tuesday, May 07, 2013

28

The summer seems to have arrived in England, just in time for my birthday. Which is weird because a) May is generally considered to be a spring month and b) there hasn't really been a spring. But, this afternoon I was lying on a sun lounger feeling as though I could really do with a sip of Pimm's and a dip in my parents' pool because I'm actually getting a bit too hot, so I'm going to go ahead and say that summer is here.

I've observed before that my birthday tends to fall around times of change or upheaval in my life, and this year is no exception. I can't really go into much detail, but what I can say is that a completely new set of challenges have just opened up and I'm excited to start. Still, I was very grateful for the long weekend and the fun and celebrations that came with it. I think this is the first birthday I've had in at least ten years where I got balloons, and Marina even made me a delicious fruit cake (my favourite!) Dinner on Saturday at our usual Chinese restaurant in Horsell was a very big affair, with my parents, my brothers, Alice, Allison, Marina and Marina's brother George all seated around the table.

My birthday wasn't the only thing on the schedule for the weekend: on Sunday Marina and I went for a professional photo shoot in Piccadilly, at a place called Studio 52. Once again Groupon was to thank for inspiring me to do something that I would probably never think to do otherwise, and I'm very glad I did. The shoot was a lot of fun, and the pictures that we took home were really fantastic.

After all the activity of Saturday and Sunday, having an extra day off on Monday to enjoy the sunshine was very welcome. Thus starts what is going to be another busy summer for me, and a great start to my 29th year!

Thursday, April 25, 2013

My Useless Bag of Crystals: A Traditional Gamer's Experiences with Microtransactions

I think it's fair to say that my opinion of mobile games up until recently hasn't been very high. Mobile games are for the most part designed to be snackable, requiring very little investment from the player. They are time fillers, intended to occupy the cracks in a person's life during which they would otherwise me twiddling their thumbs or trying not to make eye contact with strangers on the train, and as such I didn't see much value in them. It's probably not insignificant that I hadn't played very many of them. Up until now I've owned fairly modest mobile phones, capable of making calls, sending texts and checking Twitter but not a whole lot else. When I did get a chance to try one of these newfangled mobile games on someone else's device they were usually the mass appeal super-hits like Angry Birds which tend towards the lower end of the skill spectrum, usually only serving to fuel my disdain for the entire platform. A few months ago, however, I invested in a Nexus 4 and have been starting to explore this new frontier and find the games that are actually intended for people like me to play. But whilst the games are starting to feel more familiar, the way in which I pay for them is still going to take some time before it becomes comfortable.

As someone who plays a lot of video games what I'm used to is spending a lump sum up front in order to play the game, and never having to worry about it again. The acts of paying for a game and playing it are entirely separated, one always happening completely before the other can begin. But in the mobile gaming space a large number of titles are free to download and play. The intention is that after trying the game out for a bit the player will decide to spend their money on something. A lot of non-game apps try to shepherd free users towards a premium version of the software, offering improved features or the removal of advertising. It's a bit like downloading a surprisingly robust demo before deciding to commit to buying the app. One of the most common ways of monetising games, however, is through microtransactions, allowing the player to spend small amounts of money to unlock benefits in the game. This has become known, unfortunately, as the freemium business model. It is this that causes me some discomfort, and not just because it serves as a reminder that there is no formal review process when it comes to inventing words. It's a model that can very easily be exploitative of the player, or at the very least be mishandled, making the game feel unbalanced or incomplete unless very large amounts of money are spent. For example, after the player gets beyond a certain point the game's difficulty may suddenly spike, with a handy reminder that a pack of health potions can be had for only a dollar, but in order to actually finish the game the player is likely to need tens or hundreds of these packs. Even if a game doesn't do this, because it's possible gamers like me tend to be on the defensive when playing freemium games, always on the lookout for the moment when the game turns and starts demanding payment. Seeing that the most expensive item in the premium store of a game costs $99 doesn't help.

Don't get me wrong. I firmly believe in supporting the developers by paying for the games that I play. Long before I even considered working in the games industry to be a possibility I knew that people worked hard to make the game I was playing, and thus should be suitably remunerated. It's a pretty simple equation: if the people who make the games don't get paid, eventually they're going to stop making them, and that will be a bad thing. However, without that initial lump sum I'm a bit uncertain about the best way to go about rewarding developers for a game well made, and it has lead to some bad experiences.

In February I started playing a game called Life is Magic, having met the developers in Seattle last year and liking what I saw, and was initially very impressed by its interesting element-based RPG combat, its use of the device's location to transform the real world into a fantasy landscape and its clever use of social features to form parties with your friends. The initial download was free, so I started to poke around in the game's premium store to figure out how I could give something back to the developer. Unfortunately all I could find was the option to buy crystals, the game's premium currency, used to purchase new spells and equipment for your character, none of which I really needed. After quite a lot of consideration I finally put my money down and bought a pack of 110 crystals, spent less than half of them on spells before hitting the limit of what my character was allowed to use for their level, and then found that what I had left wasn't enough to buy any equipment better than what I already had. The spells I bought, whilst helpful, didn't do much to accelerate my progress through the game, and after pushing myself to play for another couple of weeks (after all, now I had spent money so I had to play) got fed up and stopped. So now I'm just left with a bag of useless crystals and £8 that I will never see again.

This is of course my own fault. No-one was forcing me to spend any money, and I was fully aware of what the crystals were used for before I bought them. The problem is that I was trying to take responsibility for something the designers of the game failed to do: create a compelling reason for someone invested in their game to spend money. This is a very common failure for freemium games, particularly since not every player has the same expectations about paying for games. Getting the monetisation right in a freemium game is a bit like crossing a canyon on a tightrope for an audience who can't agree what sort of bicycle you should be riding. It's a tricky thing to get right and it's not surprising that so many games prefer to target the whales, the small percentage of players who spend exponentially more money than everyone else.

From my point of view the problem is this: whilst I'm not someone who feels that spending real money on virtual items is a waste, I'm not sure if I'll ever feel comfortable spending money on things that I don't get to keep. If a game offers me a permanent upgrade, such as a coin doubler that lasts for as long as I choose to play the game then I'm fine with that. Even if the thing I buy is fairly minor and acts a bit like a tip jar for the developers then I'm happy; in a lot of ways it just feels like paying for the game as I normally would. But if the game wants me to spend 69p on something that I can use only once then I'm not interested. The fact that it's only 69p doesn't matter: that money is gone and I have literally nothing to show for it once the boost wears off. The most egregious example of this I have encountered is in a game called Smash Cops: Heat, in which the player can buy packs of single-use upgrades that make them temporarily faster and invincible during a mission but are very easy to not use effectively. If you buy one of these packs, use all the upgrades but still don't complete your mission, then you're back to where you started except now slightly annoyed that you spent money on going nowhere.

So here I am in a weird situation: I prefer not to get games for free. These days if I'm browsing for a new game to play I spend a lot more time in the paid section of the Google Play store. Call me old fashioned (and many will) but I prefer to not have to consider the game's business model before I jump in, or whilst I'm playing. I don't want to get invested in a game's mechanics only to discover that I'm never going to see the end because I object to how it wants me to pay for my fun. I'd rather just pay for the game and know that I'm getting an experience balanced in the same way as everyone else. I'd rather get the business part of the transaction out of the way so that I'm not thinking about it whilst I play. I have noticed that in games with microtransactions I'm developing a kind of weird aversion to anything that might require me to spend money. The game Nimble Quest allows you to spend tokens to activate a bonus that lasts for the next round of the game. I have plenty of tokens, and I would probably find the bonuses very helpful, but I don't want to use them because I know they're something that I would eventually spend money to get more of and I just don't want to engage in that system. I feel discouraged to explore the full structure of freemium games because I'm expecting a pay wall to slam down in front of me if I try to do too much. When playing 10000000 or Dungeon Raid, which require payment up front, I can just relax and enjoy myself.

The way mobile games are monetised clearly works for a lot of players; it's hard to ignore how much money games like Candy Crush Saga are making. But for people like me who are used to buying games up front, it's going to take both developers and gamers a little whilst to get comfortable with each other.

Sunday, October 21, 2012

SSD-Day

I consider myself to be a fairly hardcore gamer. I don't think this admission will come as much of a surprise for people who know me. I may not buy as many games as I used to, and life being what it is means that I don't have as much time to play them as I once did, but I do like to keep myself abreast of the latest news from the industry and what games are coming out. However, there is one area in which I am very much a novice: installing and upgrading PC hardware. For me, this is the final frontier of gaming geekdom that I have yet to cross, the closest I've gotten is putting more RAM in my computer, but since this just involves slotting something into the only cavity that even looks like it would fit and doesn't involve having to access the BIOS or anything else at the software level I don't think it counts.

There's a good reason why I've never done it before: PC gaming has changed. Whilst there have been a handful of games released in the last couple of years that have truly taxed my computer's performance (most notably The Witcher 2 last year), most of the games I play on my PC are smaller in scope. I bought my current computer back in October 2007 from Alienware, and in the five years since it has served me extremely well. The only modification I've ever done on it was installing the 64-bit version of Windows 7, in order to leverage all of the 4GB of RAM it came with and to escape the performance miasma of Windows Vista. It was a very expensive computer in its day and that has allowed me to last until today without having to worry about upgrading.

Anyway, today I can finally say that I have upgraded a PC as I have successfully managed to install a solid state drive (SSD) alongside the hard drive that came with the machine. In the picture above, my old hard drive is on the left and the SSD on the right. For those not familiar with the term, an SSD works on the same principal as USB memory sticks but on a much larger scale, meaning that they can be used as a principal storage device inside the computer. SSDs are much faster than HDDs, so I'm looking forward to having my computer boot faster and games take less time to load. Why did I decide to upgrade the hard drive instead of something more game related like the video card? Well, because of my Windows Experience Index of course! This is the number that you can find on all Windows machines after Vista that grades your system's hardware on a scale from 0 to 7.9 (don't ask me why 7.9, I have no idea). The OS gives your RAM, processor, primary hard disk and graphics card a rank, with the lowest determining your overall system rank. The idea was that games would print their recommended WEI on the box to help people quickly work out if a game would run on their machine. There are only two problems with this: 1) As far as I know, no games ever came out with a recommended WEI on the box, and 2) people don't buy PC games in boxes any more, and Steam doesn't seem to have adopted the WEI standard for minimum system requirements. Still, it is a quick and easy way to see what part of your computer should be upgraded first, which is what I did! My old hard drive was my lowest ranking at 5.9, so it was where I decided to invest my money.

If I'm honest, I still don't really consider myself to have gotten my hands dirty with PC hardware because of how incredibly easy this operation was. I mentioned before that my computer is an Alienware, and is clearly designed with the enthusiast in mind. The entire side of the case comes off easily without the need for tools, giving easy access to all the different parts of the interior, and components like the hard drive are housed in sideways-mounted bays using a simple slide-and-clip mechanism, making the process of securing the new drive inside the computer about as complicated as putting a book in a bookshelf. It did take me a little time to find the right cables inside, but like all these things there are only a limited number of slots which will fit the ports on whatever you're installing and it's hard to go wrong. Even so, I had a web guide open on my laptop the whole time to be safe!

The trickiest part of the whole business was actually what came after. I got into the BIOS which confirmed that the new drive was connected and working properly, but I had to consult another online guide in order to make Windows recognise it, a guide which showed me a part of the OS's system management that I've never seen before! After installing Windows 7 on the SSD, I had a bit of trouble wiping my old Windows install off the HDD, which I intend to use for general storage, which ended up with me having to install Windows on the SSD again with the old drive unplugged.

I seem to have everything sorted out now, and I have a long evening ahead of installing vital programs and getting comfortable again. I'm looking forward to seeing what my £140 bought me, but for now I will bask in the knowledge that Windows now rates my hard disk at 7.5, resulting in a system WEI of...6.9!

Hmm, might have to replace that graphics card soon!

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