Archive for August, 2010

Retrospective: NBA Jam

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.

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Regarding the Xbox Live price bump

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.

The Backlog: The Gang’s All Here edition

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!
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Games of skill and games of story, and how Starcraft II blends the concepts

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.