Showing posts with label Mirror's Edge. Show all posts
Showing posts with label Mirror's Edge. Show all posts

Thursday, January 22, 2009

February 2009 - The Month of DLC



February is looking to be an odd month when you look at some of the new videogame related stuff coming out. FEAR 2: Project Origin and Street Fighter IV are coming out, but it seems like the biggest new releases are for games we've already played.

Fallout 3, Burnout Paradise, Mirror's Edge, Tomb Raider Underworld and Grand Theft Auto IV are all getting new expansions to the original content they came with in some form or another. Developers now seem fully committed to extending the life of a game through new downloadable content, and now that the holiday crush is over, they want us to return to the games we rushed through earlier, or finally pick up the ones that we regretfully decided didn't make the cut for a purchase. I would love to see the sales figures for downloadable content from the last few years, but that information seems to be a closely guarded secret for reasons I don't understand.

In a way, Bethesda helped pioneer this brave new DLC frontier we're currently exploring. They still haven't lived down the overpriced horse armor they released for Oblivion, but the subsequent expansions they released were much more feature rich and sensibly priced. It sounds like the new stuff they have planned for Fallout 3 will take a lot of what they learned from their experiences on that earlier game. They all look like they're going to offer a substantial amount of content for the amount of money being asked for. The DLC for March will also fix one of the main complaints about the game: not being able to continue past the main quest.

Burnout Paradise of course has been receiving free content for the past year, but February's DLC will mark the first time an update is being charged for. There will also be a free patch to go alongside it, but the paid portion will test just how much goodwill has been built up over the past year from the free stuff. My worry is that this first premium pack seems to add features that nobody was really asking for, while not adding what people DO want. It adds a local multiplayer "party" feature where players pass around a controller and compete in challenges like the online multiplayer has. What people have actually asked for is a split-screen racing mode, but that has not been added in. The free patch will be adding a restart option for events, which will at least address the other large complaint many people have about the game. I still contend that pining for such an option misses the point of the game, but I'll live.

Mirror's Edge is getting a new pack of time trial levels for players to master. The interesting thing about them is that they're presented in a very different and abstract style compared to the levels in the main game and original time trials. As shown in the picture above, the new levels look to be purely a playground for the fast, fluid freerunning the the story mode only occasionally got right.

The DLC for Tomb Raider and GTA4 seem to be the most traditional. Tomb Raider simply adds a few new levels to explore that were cut from the main game. GTA4's episodic expansion, The Lost and Damned, will cost $20 and feels like the disc-based expansion packs that used to be sold for PC games a few years ago. It adds a new story and characters, but other than that we don't know much about it.

The first three examples are the most interesting to me because they all represent efforts by the developers to respond to player feedback. Mirror's Edge may be a happy coincidence, since the DLC for it was announced soon after the game was released, but otherwise we're finally seeing significant changes come to game instead of having to wait for a sequel to fix our collective gripes. It will be very interesting to see if The Lost and Damned has responded to the narrative and character complaints that people had about the original game. I think it would also be hilarious to hear the term "ludonarrative dissonance" mocked on one of the new radio or TV stations that will be added.

Responding to player feedback through patching has been pretty common on the PC for years, but it's new for consoles, and monetizing it is new to both sides. Bethesda once again seems to have paved the way for paid downloadable content on the PC with Oblivion and Fallout 3. Valve has released a slew of free updates for Team Fortress 2, but will be forced to charge for them on the Xbox 360. Infinity Ward released several free map packs for Call of Duty 4 yet charged for them on both the Xbox and Playstation 3. I'm frankly surprised that there wasn't more of an uproar from PC gamers when the Oblivion content was released. Except for the horse armor, perhaps people felt that the content being offered was done so at a fair price. When you add in the fact that DLC may directly address the larger issues that players may have had with a game, it becomes worth the price even more.

Sunday, December 7, 2008

Should Games Have Content Filters?


I never got around to posting it here, but I got a position writing at Hardcore Christian Gamer, aka HCG. It's a volunteer thing, of course. It's Yet Another Games site, of which there are hundreds or thousands on the Internet, so it's not like anyone is getting paid to write for them. The community is growing though, and I enjoy doing it during my free time at work. It gives me a way to work on my writing skills and learn how to write for a specific audience. I write the occasional review, and post news up throughout the day.

My evangelical Christian days are behind me, for the most part, but I'm still sympathetic, I suppose. The range of beliefs among the community is pretty wide, and some of the discussions on Christianity get pretty heated. One topic that comes up fairly often is whether or not a particular game has language and gore filters on it. The Gears of War games have these filters in them. Gore is changed to bright sparks. The language filter apparently only blanks out the f-bomb, which disappoints many in the HCG forums. I've heard that Call of Duty: World at War also has some sort of filter. Some won't even play games like Guitar Hero or Rock Band because of some of the lyrical content in the songs. Others can tolerate most bad language, but get upset when a character takes the Lord's name in vain.

My first reaction to questions about filters in these games was, "Isn't the gore and language part of the point of these games?" Taking them out leads to an experience as watered down as an R rated movie shown on network TV, or a vulgar rock song played over the radio. The tune is there, and so are most of the lyrics, but it loses its impact.

This of course brings up other questions like, should there even be such a thing as "bad" words? Or, why is the violence okay but the language not? I occasionally see someone start a thread on other forums asking about content filters in games, and the responses are usually something like, "Go play crappy movie games if you don't like language." People looking for the fun of a certain game without the more questionable content are generally dismissed without a second thought.

I think, however, that if we ignore those questions and take the desire for tamer content at face value, it brings up some interesting issues. The gameplay and story are almost always mutually exclusive in your typical triple-A game. The parkouring gameplay of Mirror's Edge could as easily have been featured in some kind of extreme sports game instead of the dystopian future it actually contained. The cover based, psuedo-platforming, shooting gameplay Gears of War could easily have been set in some sort of benign lasertag game. The underlying gameplay, and whether it's fun or not, is what keeps people playing. The gritty settings and characters of Gears of War are just an aesthetic choice by the developers.

Since videogames, in my mind, are more deliberately constructed than a song or a movie, I think they are more able to feature customized content. Like Gears of War, a game can be programmed to show either sprays of blood or sprays of bright sparks. A more text based game can feature alternate passages of text that don't feature the profanity that offends some people. It presents more of a problem for a game featuring full voice acting since it would be expensive to record to versions of dialogue for a significant portion of the script, but it's still doable. A movie on TV may feature jarring blanks in dialogue or, even worse, bad overdubs to add in a more "appropriate" word. A game just has to have a bit of code to swap in a particular piece of content depending on what the user chose. The RTS Company of Heroes apparently is an extremely fun game (I haven't played it myself) and can even be used to teach about WWII, but the language and gore in the game makes it something you may not want to expose your fifth grader to. The ability to turn that content off wouldn't take away from the gameplay or setting.

If these sorts of things can be added in, then a developer has broadened the audience for its game just that little bit more. It's impossible to please everyone, of course (Just the other day on the HCG forums, a mother was fretting over the presence of cheerleaders in the DS version of Madden 2009. Yes, the DS version.), but I don't think there's a good reason to simply ignore the sizeable population of people who would appreciate that sort of feature.

Incidentally, I also wish that some games were more liberal about the content they allowed. I've often wished that Harmonix would release a version of Rock Band that didn't censor the lyrics of the songs. Alanis Morrisette's You Outta Know loses some of its punch when the line is changed to "...and are you thinking of me when youuuuuuuuuuuuuuuuuuuuuuuher?" Let people have a choice, either way.

Thoughts?
 
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