Retrospective: NBA Jam
Aug 30th
Here at Silicon Sasquatch, we feel that old games deserve some love too. From time to time, we want to look back at games that have made a big impact — especially when a new version of an old favorite is scheduled to be released. It is in that context that we present to you another Retrospective article, this time on arcade and 16-bit classic NBA Jam.
It’s no secret that I am a sports guy. Many times, though, sports games are commodities: The franchises develop a lineage (à la Madden NFL) while the details on individual entries from each year are often forgotten.
NBA Jam is different. It may not be the first arcade sports game, or even the first arcade basketball game, but it was one of the first blockbuster arcade games, and it’s one that still resounds in the gaming community to this day. It’s also one of the few sports games that holds just as much nostalgia for nerds as it does for jocks. Most importantly, it’s still fun — and a new one is on the way.
Regarding the Xbox Live price bump
Aug 30th
News broke this morning that prices for Microsoft’s Xbox Live Gold service will be increasing as of November 1. Here are the specifics:
- 1 month: $9.99, up from $7.99; approximately a 25% increase
- 3 months: $24.99, up from $19.99; approximately a 25% increase
- 12 months: $59.99, up from $49.99; approximately a 20% increase
This seems to be sparking some backlash among the masses of outspoken Xbox Live members because hey, it’s always been $50 per year ever since Xbox Live launched in late 2002, right?
Right. But fifty bucks isn’t what fifty bucks used to be. When you calculate the change in relative worth of the US dollar over time, you see something like this:
It turns out that, by just about any measure, $50 in 2002 is roughly equivalent in worth to $60 in 2010. And yes, you could potentially make the argument that Microsoft should be saving a lot of money through diminishing operating costs for maintaining a server infrastructure for machines that are now running five-year-old hardware. But there’s also the valid counterargument that interface updates and access to new free services have helped to maintain a relatively consistent value for Xbox Live.
Is the price increase unexpected? Absolutely not. Microsoft’s gearing up to integrate services like ESPN into its Xbox Live Gold service this fall, and that must have been an expensive deal between the two companies. But when you just take a look at the numbers, there’s nothing controversial about this at all.
Backlog: The Gang’s All Here Edition
Aug 29th
We’re baaaaaaaaaaaack. Aaron’s returned from a summer sojourn spent in the woods, and we felt “hey, we haven’t done a real good Backlog in a while” — nevermind one with the full crew. So though Nick has been criss-crossing the Pacific Northwest, Aaron has just come back to civilization, and Doug has been tangling with the local wildlife, there’s still plenty to talk about. Aaron needs some more time coming to grips with working Internet and electricity, but we do have a contribution from Tyler, our contributor and friend of the site who’s currently living la vida Nippon in Japan.
Backlog agents! Are! GO!
Read the rest of this entry »
Games of skill and games of story, and how Starcraft II blends the concepts
Aug 25th
The more I’ve been thinking about gameplay mechanics and how gamers interact with a variety of games, the more I’ve narrowed down video games into two overarching categories: games of skill and games of story. Regardless of genre, games of skill focus more on mastery of a game engine and its trappings, while story-focused games worry more about plot progression and crafting narrative.
Naturally, I would place most first- and third-person shooters, most sports games, racing games, and fighting games into the “skill” category, while RPGs and adventure games dominate the “story” zone. Sure, a game like Mass Effect 2 may have wonderful shooting mechanics, but the game’s focus isn’t on a combat engine that’s balanced for multiplayer, where time investment and development of skill is rewarded. Instead, it focuses on advancing a captivating story with action scenes designed to make the player feel empowered. While it may help engage the player in the conflict, it’s not the same as the combat in a balanced, multiplayer-focused shooter like Halo or Call of Duty. Even the incredibly tight combat engine in a modern Zelda title is focused on a single-player experience, as its traditional “get this new tool and make use of it in the dungeon” gameplay is designed to act as a ramp to climb throughout the duration of Link’s quest.
Conversely, your classic Street Fighter, Soul Calibur, or other fighting game may have a story mode, but it’s secondary fluff on top of the fighting engine, learning characters’ move sets, and how to become a better fighter. Racing games are the same way; simulation games like Forza Motorsport or Gran Turismo are about the feeling of driving, improving yourself as a driver and mastering the physics engine at the heart of the game, not a narrative. And, of course, shooters like Halo and Call of Duty have engines that lend themselves to a level playing field for truly competitive multiplayer.
Using these different lenses, then, it’s interesting to view the changes Blizzard is making within Starcraft II to play to each of these strengths. While the multiplayer modes (as previewed during the beta period and available now with the retail release of Wings of Liberty) seemed like a graphical and game-engine evolution of the original Starcraft, the company has taken a different tack with single player. Of course multiplayer has been updated in many ways, but single player no longer contains all of the same details as multi. Some units are only available in the campaign, as is the ability to make customization choices through a branching path in the single-player mode.
While these sort of branching changes would inevitably break multiplayer — having to balance all the possibilities could be impossible, even for a company with resources like Blizzard — they help make the single-player experience a more robust and individualized process. I’ve heard on different podcasts a variety of laments for taking one upgrade choice over another: in the same way that the branching paths in the game open up unique experiences, so does having that permanent branching upgrade tree. Blizzard introduced more Terran options into the single player campaign, and once you make a decision, you have to live with it.
It may not be an analogous situation, but the new Medal of Honor game from EA is following a slightly similar tack — at the very least, the single-player and multi-player modes are being handled by two different companies within the EA hivemind; EA’s Danger Close Games in Los Angeles is crafting the single-player mode, while Battlefield series developer DICE is handling the multiplayer. This outsourced style of development may be the future of AAA games: the first Bioshock famously had segments of the game outsourced throughout the 2K studios worldwide.
However, separating the development of single-player components from multiplayer — and the admission that they take different approaches to make work — is a fascinating evolution in the history of creating video games. It’s an admission that there are different goals regarding crafting a single-player experience and a finely tuned multiplayer game that allows for competitive play. Moreover, for super-large AAA-quality games in the future where gamers demand both an engaging single-player campaign and competitive multiplayer, dividing the creation duties could become the standard development strategy.
Backlog: Silicon Sasquatch’s Finest Hour edition
Jul 23rd
So this book called Scott Pilgrim’s Finest Hour came out this week. You might not have read the series yet, but you’ve probably heard about the comics, or the upcoming game, or the movie starring Michael Cera. The reason it bears mentioning is that it’s a spot-on representation of the minds and memories of all of us children of the ’80s who grew up on Nintendo and Sega. If that sounds like something you can relate to, you’re probably going to love the comics.
It really has been a good week for us, too. This is our fifth post in seven days, which is almost a record for us. It’s even more impressive when you recall that we’re only running at two-thirds of our normal capacity because Aaron’s working a summer job in the wilds of Oregon. But while he’s no doubt been perfecting his mountain-man beard and learning to forage for roots or something, Doug and I have been holding down the fort by playing our fair share of games. Check out what we’ve been up to after the jump, and if you’re feeling generous, why not let us know what you’ve been playing in the comments section? Consider it your one charitable act of the day.
Review: Limbo (Xbox Live Arcade)
Jul 22nd
I’ve tried to keep some distance from the debate over whether games can be — or currently are — art. It’s my belief that art is in the eye of the beholder, so who cares if a few critics (including some critics of another medium entirely) disagree? I’ve had experiences with games that have been as thought-provoking and moving as some of the best movies, books, paintings, songs, and so on.
But if you’re not content to sit by the sidelines and just let Roger Ebert trash-talk games, you’ll find some strong ammunition for your viewpoint in Limbo, Playdead’s debut Xbox Live Arcade title and the first game out the door in this year’s Summer of Arcade series. With its bold, almost suffocating art style, excellent use of sound and subtle yet significant method of storytelling, Limbo is a thoroughly inspired concept that couldn’t be realized in any other medium.
Book Review: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Jul 21st
Editor’s note: Sometimes — purely by accident — we end up spending our free time on things that aren’t games. In an effort to make the site more useful and to encourage us to write more, I’ve decided to take a stab at a good, old-fashioned book review. In case you’re drawing a blank: books are those things that look kind of like a Kindle but they don’t need to be charged.
John Romero and John Carmack. The rock star and the closeted engineer. The master designer and the virtuoso coder. The gamer and the programmer.
If you’re a human being in the Western world, you’ve heard of Doom, even if you haven’t played it. And if you’re reading this site, you probably know about John Romero and John Carmack, two of the founding members of id Software. But if you’re like me, you only knew the cursory details: the two Johns’ rise to fame, their infamous split after Quake was released and Romero’s failed magnum opus, Daikatana.
David Kushner’s book Masters of Doom does an admirable job of detailing the chronology of each of the two Johns’ rise to fame and fortune from an inauspicious childhood. The entire story is told in a mere 300 pages, which I found myself flying through in just two days. However, the book was researched and written over six years, and features more than 500 interviews with all sorts of industry luminaries and, of course, the original id Software team.
While a narrative about a bunch of awkward game programmers huddled around their desks for months on end might not sound like riveting material, there’s more than enough eccentricity in the characters and drama in the plot to keep the story flowing: Ferraris are bought, rockets are launched, marriages are broken, friendships are severed and money is squandered. But what else would you expect from the guys who turned the industry on its head and got rich on their own terms, all while provoking a national controversy on the role of violence in video games?
I’ve only read a few books about the history of video games, but Masters of Doom stands out as one of the most engaging, compelling, and worthwhile. Even a casual gamer will find something resonant about the story of these two awkward, ambitious guys who defied their families’ expectations and forever changed the course of gaming.
Recommended for
- Anyone curious about the rise of one of gaming’s most infamous studios
- Gaming history buffs who appreciate a thorough, well-documented book
- People who remember the phrase “Doom clone”
Sasquatch Soapbox: Games and gamers — the line begins to blur
Jul 19th
What is a game, and what is a gamer?
In the wake of E3 coverage laced with “it’s not for us,” the rise of games on social media sites and iPhones, and Microsoft and Sony showcasing their motion-control interfaces more thoroughly, this question is coming up more often. An unscientific analysis of quote-unquote hardcore gamers would suggest they’re focused more and more on what appears to be a shrinking market. Nintendo’s press conference at E3 this year, in which it showed off new Zelda, Donkey Kong, and Kid Icarus titles, was held up as a breath of relief; the reaction within core gamers was along the lines of, “Finally, Nintendo is making games for us again!”
A truism about business that I’ve learned in graduate school is that expanding markets begin to fragment and form niches. Read the rest of this entry »
Backlog: Summer Vacation Edition
Jul 17th
It's summertime in the Northwest, which means it's time to come out from under cover and enjoy the scenery, like Crater Lake (photo by D. Bonham).
Much like a bad sunburn, we’re back after a little mid-summer hibernation. Aaron is still out in the Oregon woods getting his camp counselor act on, but Nick and Doug have been snug in civilization and playing games. Doug, now properly equipped with a TV from the 21st century, has been building cities and breaking tackles, while Nick has been matching three, hitting apexes and staring down a worthy opponent. All very thrilling.
But enough of that, let’s get on to the gaming.
Survey Results
Jun 23rd
Astute readers might remember that we asked for your input a while ago in the form of a general readership survey. We think we’re pretty good at establishing our strengths and faults (particularly the latter), but we wanted to get some insight from you guys to see where you’d like to see us go from here.
Thirteen of our readers sounded off, and so I wanted to take some time to share what those responses were (don’t worry — all the data we got was anonymous) and how we’re interpreting them to make this blog even better.
Read on for the results.