The Continued Disdain for Free to Play

I find myself scratching my head over the continued bursts of angry criticism against the Free to Play business model.

Here is Michael Thomsen writing in Kill Screen, “Will Work for Fun“:

The original Super Mario Bros. defined the console blockbuster with more than 40 million copies sold worldwide. After going free-to-play, Angry Birds has been downloaded over 700 million times (though some versions are still sold for 99 cents). The scope and stakes of videogame commerce have irrevocably changed, and, in a way, the value of the medium has degraded as a result. Designers are no longer selling games to people who want to buy them, they are selling their audiences to advertisers. Worse yet, they are using them as an interactive form of muzak, creating a lively backdrop against which the small percentage of people willing to spend money on new quests or in-game trinkets will feel more likely to spend.

The value of the medium has degraded? Really? On a basic level, I still feel that this type of criticism is eerily similar to the kinds of criticisms that people tend to direct at video games in general: commercial, exploitative, devoid of artistic merit etc…

There seems to  an underlying conservatism at play, where we intuitively believe that what we grew up with (games being sold in boxes at fixed price points) is a neutral good, and that everything else is ultimately a perversion. But all business models have a built-in skew: the boxed model skews towards  pretty graphics and a well-designed first-15-minute experience, after which the game quickly becomes boring and repetitive.

On the other hand, when I say this (that all business models and incentive structures have a built-in skew), I can hear myself mimicking my undergraduate university teachers:  “games are always already influenced by business models” (the “always already” part signals that you are part of the clique).

So that also feels like a cheap argument. I was entertaining the thought that it has to do with a basic conception of games (the magic circle if you will) as an egalitarian space where things like money are not supposed to make a difference, and the free to play and microtransactions seem offensive because they make the playing field skewed and unfair. (See the report linked below.)

Again, the default counter-argument would be that this is an illusion – because there never is any pure game space where money does not matter and so on. But this is again too easy: the fundamental fact  is that our conventions of game-playing (and sportspersonship) involve trying to create a type of pure egalitarian space, regardless of the fact that this can never be achieved a 100% (and regardless of what researchers think).

Michael Thomsen discusses free to play and capitalism at length, but ultimately I think we need to acknowledge that money is just one of many different resources (and not the only one worth talking about). I recently  heard an established game developer argue that microtransactions are fair because they level the playing field between him and the people with more time on their hands, and I have entertained the same thought myself. Microtransactions are really a type of “executive summary” for games.

And that is the bottom line for me: no business model is neutral, but it is also true that free to play can  collide with some of our fundamental assumptions about what games should be. And yet … for some games, the more expensive executive summary just is the better deal. (And the task of Free to Play game designers is to make it so, of course.)

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PS. Here is a study of player perceptions of free to play: “Cash Trade Within the Magic Circle”, by Holin Lin and Chuen-Tsai Sun.

WHY THE %&*# IS THIS SO %&#ING IMPOSSIBLE??

On Friday May 4th I will be a panelist at ROLFCon in Cambridge, with distinguished co-panelists Jamin Warren, Bennett Foddy and Michael “Kayin” O’Reilly.

Gaming: WHY THE %&*# IS THIS SO %&#ING IMPOSSIBLE??

Panelists: Bennett Foddy (QWOP / GIRP), Michael “Kayin” O’Reilly (I Wanna Be The Guy), Jesper Juul (NYU Game Center), Jamin Warren (mod – Kill Screen)

We all know what it’s like to be deliciously close to victory, only to have it snatched out of our hands by that %&*#ing obstacle that has stopped you for the 30th time…tonight. So why do we keep playing games that torture us? And who are the %*(@&ers $&@*ed up enough to make these games?

The creators of some of the most brilliant yet frustrating games of all time are joining us for this panel to talk about the love/hate relationship you have with their games and why they chose to make it that way. Please don’t throw your controllers at them.

Well Played: Volume 1 Number 3

Well Played: volume 1 number 3
Drew Davidson et al. 2012

 

Time Tech and Tales: The fall and rise of the popularity of narration in games seen through Monkey Island 2 and Phoenix Wright: Ace Attorney
Emmanuel Eytan

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Queue’d Up: The Functioning of Randomized Groups in World of Warcraft
Charles Ecenbarger II

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EUROPA UNIVERSALIS II: Conquest, trading, diplomacy from the Middle Ages to Napoleon
Simon Egenfeldt-Nielsen

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Deus Ex Ludos: Representation, Agency, and Ethics in Deus Ex: Invisible War
Joseph Hogle

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Playing as a Woman as a Woman as if a Man
Gabriela T. Richard

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Get it here.

The Impossible Fez Puzzle (and some Notes on Puzzle Aesthetics)

Did you solve the black monolith puzzle in Fez? Ars Technica chronicles the collective quest to solve the most cryptic puzzle of the game. This one involves cryptography and random guesswork.

I must confess that I simply don’t have patience for this kind of thing anymore. Fez is beautiful and charming, but I am bored out of my skull by go-everywhere-click-everything-guess-backtrack-repeat puzzles.

Fez is surely supposed to be interestingly old-school & challenging, but I think this type of puzzle worked much better when you were 12 and only had a single game – and you were playing it with your friends on long afternoons.

At the same time, the feeling of impossibility is fundamental to the enjoyment of puzzles: a good puzzle has to appear to be impossible, however briefly. This is why I am conflicted about Portal 2, which I completed without ever feeling stuck for more than a minute or two. Never being stuck makes me feel good about myself, but I can’t help but also feel that Portal 2 just played it a little too safe and was too afraid of veering outside my comfort zone.

I think the problem with puzzles in a game like Fez is that the delay between having a new idea for a solution, and trying it out, is just too big because of the traveling and exploration involved, so you end up repeating the same increasingly uninteresting actions over and over in order to try out new ideas for solving a given puzzle (full disclosure: I am not far into Fez).

(From Ars Technica.)

NYU Game Center Summer Courses

Interested in improving your game development skills over the summer? Then take a look at our exciting summer opportunities for students to get hands on experience creating and thinking about games!

If you have any general questions about summer courses, please check this website or email the Game Center at gamecenter@nyu.edu

OART-UT 1604 Game Development Workshop
Summer Session I: 05/21/2012 – 06/29/2012
When: Mon, Wed 12.30 PM – 3.15PM

This course reflects the various skills and disciplines that are brought together in modern game development: game design, programming, visual art, animation, sound design, and writing. The workshop will situate these disciplines within a larger context of game literacy and a historical and critical understanding of games as cultural objects. Classroom lectures and lab time will all be used to bring these different educational vectors together into a coherent whole; the workshop will be organized around a single, long-term, hands-on, game creation project. Working in small groups under the close supervision of instructors, students will collaborate on the creation of a playable game. As a creative constraint to help inspire them and guide their designs, the students will be given a theme to express in their game projects.

OART-UT 1606 Thinking About Games
Summer Session II: 07/02/2012 – 08/10/2012
When: Tue, Thu 12.30 PM – 3.15PM

This class is an overview of the field of video games that approaches them from several theoretical and critical perspectives. No special theoretical background or prior training is needed to take the course, but to have had a broad practical experience with and basic knowledge of games is a distinct advantage. Also, an interest in theoretical and analytical issues will help. You are expected to actively participate in the lectures, which are dialogic in form, with ample room for discussion.

The course will prepare the student to:
– Understand and discuss games from a theoretical perspective
– Apply new theories and evaluate them critically.
– Assess and discuss game concepts and the use of games in various contexts.
– Analyze games, and understand and apply a range of analytical methods

NYU Video Game Seminar XIV on New Interfaces & New Games: This Thursday April 12th at 5-7pm

You are hereby invited to the fourteenth installment of the NYU Game Center’s video game theory seminar series: This coming Thursday April 12th 2012 at 5-7pm.

Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room.

Are the games we play defined by the interfaces that we already use? If so, can new interfaces shake games up? Provide us with new kinds of games and new types of experiences?

The two speakers of the day are game developer and researcher Doug Wilson of ITU Copenhagen & Die Gute Fabrik, and the NYU Game Center & NYU Poly’s very own game interface researcher Katherine Isbister.

The talks
Katherine Isbister will talk on Shaking up our relations with machines.

Douglas Wilson will present his uncensored talk on Doing Ridiculous Sh*t with Technology.

 

Speaker bios

Katherine Isbister is an Associate Professor jointly appointed between the NYU Game Center and NYU-Poly’s Computer Science Department. She is Research Director of the Game Innovation Lab. Her work focuses on broadening the social and emotional palette of everyday interaction with and through computers.

Douglas Wilson is a Lead Game Designer and Partner at Die Gute Fabrik, a small indie games studio based in Copenhagen, Denmark. He is currently working on a number of game projects including Johann Sebastian Joust, which received the Innovation Award at the 2012 Game Developers Choice Awards. Doug recently finished a PhD dissertation at IT University of Copenhagen, where he wrote about designing games that embrace an aesthetic of confrontation, silliness, and brokenness. His work has been shown around the world, in venues such as the Independent Games Festival, IndieCade, Babycastles, and the Museum of Modern Art.

 

The theory seminars are aimed at researchers, industry professionals and graduate students. We are ordering coffee and grapes, so RSVP by emailing jesper.juul at nyu.edu.