No updates this week due to GDC guys! I’ll be back next week energized, refreshed, and re-inspired!
Monthly Archives: March 2009
Teaching old games new tricks
One of the games I’ve been playing for the past year or so has been Valve’s Team Fortress 2, their team-based multiplayer shooter with the unique Tex Avery aesthetics. It’s long play life is certainly in part due to the pretty solid design and loads of polish that makes it highly playable. And being a solely multiplayer experience the game is inherently designed to be replayable. But that alone doesn’t explain why this game has been one I constantly revisited while something like Call of Duty 4 hasn’t. For me, the real reason why I keep on revisiting Team Fortress 2 are Valve’s ingenious class updates.
A quick explanation is in order. For PCs and many console games nowadays its not unusual to see some level of support after the release of a game. Patches, minor tweaks are expected and many games get a few pieces of DLC and minor additions here and there. But recently games like Valve’s Team Fortress 2 and Criterion Game’s Burnout Paradise are at the forefront of what may be a new trend in games. The consistent release of (free) DLC at regular intervals to extend the shelf life and play life of older games.
Let’s take a quick glance at the aforementioned Team Fortress 2 class updates. Team Fortress 2 gives players 9 different classes to play (ranging from spies to medics to soldiers). Each class has its own unique weapons and skillsets that contribute to the battle in different ways. Valve since the release of Team Fortress 2 in late 2007 has released four class updates that significantly expand each class upon release with new weapons and abilities.
Burnout Paradise has experienced similar levels of support from Criterion. While not all the new content has been free, additions like motorcycles as an entirely new vehicle, new gameplay features like restarting events, and significant visual refinements have all been added over the past year for Burnout. And this doesn’t even include paid DLC like car packs and new gameplay modes.
These free updates are not just out of the goodness of these developers hearts, they represent good business practices too. Team Fortress 2 is more played now then at release and Valve has reiterated that each new class update brings along a significant sales spike on release. Burnout Paradise has also had some success especially as EA’s first significant downloadable title for consoles.
It’s a trend not only for major studios, but also for indie developers. Many web-based games are initially released in barebones form only to see each iterative release add new features and evolve the game into a more complete package. And many indie games are often released early to an “extended beta” where the end result is highly-shaped by player feedback and actual real-world play. This is increasingly a trend among iPhone games where releasing constant updates serves a duel purpose as not only a way to refine games, but also as a business strategy for keeping the game upfront in the iPhone App Store.
Extending the shelf life and play life of games can only be a good thing for both the developer and the player. It gives developers the ability to polish and refine after release and adjust their game to match expectations of players. And of course in business terms its far easier to develop enhancements to existing games to extend the sales of a game compared to developing a sequel. And for players it allows the opportunity to revisit older games as fresh experiences than having to churn and burn through games.
Not that iteration and refinement are magic bullets that will instantaneously extend the long tail so to speak. Updates need to be both substantial and meaningful, otherwise they fall under the guise of simple alterations and bug fixes like any other game patch. And there’s a marketing component involved also, it’s just as important to let players know about new updates so they can actually dig up these games and replay them.
In many ways, these updates represent the evolution of the now mostly-dead expansion pack that used to be de rigueur for the PC industry. They represent new opportunities to resuscitate games, keeping them in the forefront of players’ minds through constant play and word-of-mouth. They represent good developmental shortcuts in an industry increasingly looking for a sane development model. And in the best-case scenario they make games worth playing and replaying.
Retro Game Challenge: Classic games actually as good as you remember them
Recently I’ve been playing the addictive game Retro Game Challenge. Based off a long-running series in Japan called Game Center CX, Retro Game Challenge for us westerners follows the premise that you’ve been transported back in time by the vengeful and hapless gamer Arino to beat all the difficult games he was beset with in the 80s. This Mystery Science Theatre-esque setup is the flimsy excuse to basically have you play through a series of challenges through an anthology of classic 80s games.
Ah, but there’s a twist in this matter. In Retro Game Challenge, none of the classic games are actually real. The genius of Retro Game Challenge is that the developers have created loving homages to a number of classic titles for the Famicon/NES system. Cosmic Gate is based off Namco’s Galaga, Star Prince is Hudson’s Star Soldier, Rally King and its amusing adver-centric special edition to all the top-down racers of the era, Guadia Quest is Dragon Quest II, and the Haggleman series is a combination of Mega Man and Ninja Gaiden.
It’s clear that a lot of love and care has been put into both the creation and localization of Retro Game Challenge. Each game comes complete with a detailed manual and lovingly-rendered boxart. There are issues of classic game magazines complete with reviews, cheats, and editorials (and sly references to real game journalists). Even minor translation issues and bad engrish have been retained (Happy End!). And the games themselves are all more than decent, they all range from solid to outstanding in actual play quality. And the nicest aspect about Retro Game Challenge is the developers have carefully balanced the number of gameplay anachronisms that make these games quintessentially 80s while still retraining modern sensibilities about play.
This is most evident in Guadia Quest, a classic 8-bit RPG that screams Dragon Quest in every facet of its design. There’s still the need to deliberately choose to talk to people through menus, the battles are devoid of any animation, and you still have arbitrary item limits and random battle encounters. Yet the game itself comes complete with luxuries like having a journal so you can save anywhere at anytime, a spell that allows you to walk faster, and you level up in remarkably quick fashion. It’s nothing compared to modern RPGs from Japan, but these little additions allows players to remember a lot of the positive aspects of these old-school RPGs minus the frustration that generally accompanied them back in the day.
These tweaks in the retro game formula and other additions like Arino’s challenges allows Retro Game Challenge to remain fresh even after 20 or so years of game design evolution. I highly recommend anyone with a DS and nostalgia for NES games to pick up Retro Game Challenge as a refresher course on great retro games and a mini-lesson on the changes in game design since then. Plus, with a little luck we’ll see the localized sequel, Retro Game Challenge 2 in our near future.