Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, June 15, 2015

Marvel Mighty Heroes Second Look: Bad

Not broken or unplayable, just bad. Stay away unless you're prepared to spend over $100 per week just to have a chance to keep up.

The game is a desperate cash grab. Unless you have at least one "fully suited" 5 star hero (5 star is the best in the game, fully suited means owning at least 3 different suits and thus access to 3 special abilities in round) and spend over $100 each week for the new damage multiplier heroes and energy, you won't stand a chance.

The leagues and leaderboard system is designed to force you to spend real money for more energy to play more rounds. Then be prepared for lopsided matchmaking that will stick you with the same player stomping your team into the ground every round for hours and hours and hours. And if you don't place in the top 20 of the highest league, you'll miss out on one of next week's damage multiplier hero, setting you up for extreme failure and disappointment all over again.

Advancement is painfully slow if you don't spend real money and lots of it at one time. In-game currency is the only way to get 4 star and 5 star heroes unless you can place in the top 20 of the highest league each week. When a decent hero is up for grabs, players spend lots of real money and more than 60 hours per week.

Your best bet for the in-game currency is the daily logins. Every two weeks you earn enough for a premium spin. The likelihood of getting anything but a 3 star hero is astronomically against you, especially drawing one of the highly coveted 5 star heroes that you'll routinely be matched against. You'll be outgunned, making the crawl towards the other source of free in-game currency from high scores long if not impossible.

There's the engine for a simple but fun game underneath the pay or die mechanics. The touchscreen controls are simple and intuitive. Rounds are fast and frantic. Improving your heroes is streamlined unlike the complex systems of most other freemium mobile games. You fight to gain XP and level up, collect new suits from premium spins or weekly competitions for new special abilities, and improve your special abilities by collecting duplicates of the suits or using ISO-8, the only other currency in the game.

However, because of the complete reliance on spending huge amounts of real money each week just stay afloat in the game, I can't recommend Marvel Mighty Heroes. Try Marvel Future Fight instead.

Monday, April 27, 2015

Marvel Mighty Heroes

When DeNA's Marvel Mighty Heroes (MMH) launched late last month (March 2015), I was immediately on board. After quitting Avengers Alliance after nearly two yearsof solid play and consistently winning at the top prize PvP tiers, I got tired of its time-consuming grind just to keep up. MMH promised quick matches with simple controls and cutesy graphics. It seemed like the perfect alternative.

Avengers Alliance is a time suck. Hours and hours of daily play with heroes I didn't like in costumes I hated were required just to keep up with new hero releases, collection quests, and a stingy RNG rates for critical equipment and premium currency. All this not to lose out on the opportunity (no guarantee) to acquire the next game-breaking setup. PvP was the worst example of play-to-win I've ever seen where obscene dumps of premium currency before each cycle bought huge numerical bonuses that practically guaranteed victory. And then there was the constant chase to play and defend against PvP metas that felt more like dirty cheats than strategy. I definitely don't recommend Avengers Alliance, especially for new players. After I quit, I looked for something fun but with less commitment than a second job.

I started with DeNA's Transformers Tactics (TFT). I liked the simple gameplay, SDF-Funko style graphics, and the hero collection aspects, along with the basic strategy elements. What I didn't like was the Transformers lore. I'd always been more of a comic book geek prone to the "make mine Marvel" slogan. I thought to myself "wouldn't this game be great but with Avengers and X-Men?" When I saw the announcement for Marvel Mighty Heroes from the same company behind TFT, I was over the moon.

Marvel Mighty Heroes is of a different stripe than Transformers Tactics. Whereas TFT runs a simplified JRPG style turn-based combat system, MMH is an action-packed top-down coop-competitive brawler. You pick a team of 3 heroes from your roster and join three other players in short (most last between 60 and 90 seconds), objective-based rounds. The coop part comes from the joint efforts needed to complete certain goals like defending 3 maguffins from waves of enemies for about a minute or trying to take down the issue boss. The competitive element comes from trying to deal the most damage in that round to earn a higher share of the Event Points (EPs) awarded at the end.

Gameplay is simple and intuitive. You move by tapping on a spot on the screen you want to go to. Tap an enemy and you'll start auto-attacking. Each hero can gain up to three special abilities by unlocking "suits" (alternate costumes based on Marvel events). Using them is as simple as tapping one of the three  icons on the right side of the screen. Some abilities then require you to aim by tapping a direction away from your hero on the screen. Swapping between heroes in your roster is as easy as tapping their picture icon on the left-hand side. Special abilities have different rates of cool downs but tagging in a new hero starts a global countdown for replacements.

However, the gameplay is quite buggy after four weeks. Your character doesn't always move in the direction you tap or move at all. Sometimes dodge rolls will take you right back into the danger you swiped away from. Auto-attacks don't always initiate when your hero moves into range. And special abilities won't always fire when you tap the icon and aim. These bugs can be frustrating and can often cost you first place at the end of the round.

Strategy is a mixture of teaming up your three highest rated (one to five stars) and highest level heroes who have the best abilities (AoE ranges and damages; multiple abilities) and finding the best spot on the map to achieve the objective. For Survival and Defend missions, this usually means camping the enemy spawn points and timing abilities to go off and hit the most foes. Boss battles sometimes require inflicting heavy damage quickly to the boss while dodging (swiping the screen in a direction) incoming damage. Sometimes it means destroying three maguffins before the timer runs out. The best strategy is usually to use a combination of your highest rank suits and that issue's Event Heroes.

The story is broken up into chapters and issues. Chapters are the overarching storyline. Chapter one involves the Kree, Thanos, Ronan the Accuser, and a galaxy-spanning terraforming cum genocide/ecocide plot. Earth's Mightiest Heroes, the Avengers, as well as 2014s beloved outlaw misfits the Guardians of the Galaxy have stepped in to save the day.

Issues are smaller plots within the larger storyline and correspond with the EPs and Event Heroes. Each issue lasts roughly a week. Players compete in tiered rounds each issue to accumulate EPs to reach milestone awards and jockey higher on the league leaderboards to receive better prizes at the end of the issue. After completing increasing numbers of each game type (Survival, Defend, and Boss Battle), players move into a higher tier that offers a bigger EP multiplier. Your whole team also received a damage multiplier for using the Event Heroes and suits for that issue (x2 for one hero, x3 for two, and x5 if you use all three).

Speaking of heroes and suits, the methods for acquiring new ones will aggravate free to play and paying ones alike. There are three main ways to collect new heroes and suits.

First, every 24 hours, you receive a free random hero roll from the store. This method mostly rewards the lowest rank, 1 star heroes, so you'll fill out that meager pool quickly. You will receive duplicates. The first four suit duplicates you get will upgrade the special ability associated with that suit (up to a max level of 5). After that, you receive a small amount of ISO-8 for duplicates. ISO-8 is used to level up special abilities but the ISO-8 costs for second and third tier abilities is so prohibitively high and the amount of ISO-8 you receive is such a pittance that you won't really be using this method much to improve your special abilities. You can receive heroes rated higher than 1 stars but it's rare. In the 30 days or so since I've started playing, I've only received three 2 star heroes from the daily draw.

Second, you receive new heroes for reaching certain EP milestones per issue and finishing in certain ranks in higher ranked leagues. This method will slowly fill the rosters of most free to play players. 

Lower EP milestones, around 10,000 EPs, have awarded 2 star heroes so far. Higher milestones, around 250,000 EPs, have gifted 3 star heroes. Sometimes this higher milestone hero and suit is also one of the Event Heroes for the current issue. Using that hero in that suit on your team nets you a 2x damage multiplier which helps you get into first or second place and collect more EPs.

Players who finish the issue in the top half of the top league, vibranium, will receive a 4 star hero. This hero in this suit will be the Event Hero for the next issue. They also receive a second hero, usually a 2 or 3 star hero.

Third, you can buy a random hero in suit using the premium in-game currency "cash". The basic buy is 500 cash, or US $5, per random draw. On the plus side, this random guarantees at least a 3 star hero. However, you're not guaranteed a new hero or suit per draw. I've heard you still only collect neglible ISO-8 from 5 star duplicates. Acquiring cash without spending real money means playing many, many rounds to hit high EP milestones (200,000 EPs or more) and unlocking certain achievements but there is about 400 cash up for grabs each issue for players with lots of time and/or high-damage teams.

Your best bet is to spend your cash at the beginning of each issue in the first couple of steps of the Premium ladder. Sometimes you'll get a steep discount on the first few steps (300 cash for one hero then 700 cash for three, meaning you get four 3 star or better draws for the price of two) and sometimes it's not cheaper but you get a little extra (500 cash buys you a draw plus XP canisters).

Overall, the game is fun and quick. There is still a lot of work to be done rebalancing the extremely low value of duplicates in terms of ISO-8 and the exorbitant ISO-8 costs to rank up higher-level special abilities. Buying and earning new 3 star and above heroes and suits for strictly free to play players can be painfully slow due to competitive play against players with heroes in higher-tier suits. The devs have promised new game modes in the future.

Right now, on the other hand, I would not recommend trying Marvel Mighty Heroes. A widespread bug has frozen many players out of earning EPs, competing in leagues, and picking up milestone awards. The issue has gone on for over four days now but DeNA is being tightlipped about a potential fix date or compensation for affected accounts. So far, they haven't officially acknowledged the bug on their forums and support has not responded to most tickets about the issue.

All new games have bugs, especially multiplayer games that support cross-platform real-time play. But DeNA's communications blackout to affected players shows a lack of respect to the people who make their jobs possible.

PROs:
  • simple, intuitive gameplay
  • quick rounds
  • cute art


 CONs:
  • poor communication about bugs and expected fixes
  • buggy controls
  • late round load-ins practically guarantee low scores
  • high costs for new heroes and suits
  • expensive IAP can result neglible in-game play value after too many duplicate draws




Tuesday, April 23, 2013

The Mighty Quest for Epic Loot

This game looks fantastic! It mashes up Diablo-like action RPG gameplay (plus the emphasis on monty-haul loot gathering) with tower defense elements reminiscent of 2011's fantastic Orcs Must Die! (click here to purchase for XBLA or Steam) from Robot Entertainment and emphasizes AFK multiplayer. You raid castles designed by other players to collect sweet, sweet epic loot to beef up your hero and earn goods to fortify your own stronghold against would-be raiders. Currently, it's in alpha (click here to apply).

Story Trailer


Gameplay Trailer

Friday, September 21, 2012

the guild season 6 will be on geek & sundry!!!

Have you heard of The Guild? If you haven't, then I'm officially pulling your geek card. It's written and directed by geek darling Felicia Day. The web show, which will be entering it's 6th season this fall, chronicles the IRL (mis)adventures of a MMORPG guild. It's enjoyable, funny and endearing even if you're not a gamer.

The star of the show is Cyd Sherman, an out of work concert violinist who, at the beginning of the series, admits to being a shut-in with a series addiction to an unnamed WoW clone. Crisis brings her into real life contact with Zaboo, with whom she's been carrying on a computerized coquest; Vork, the guild leader; Clara, a stay-at-home mom; Bladez, a rogue online and off; and Tink, who seems to prefer keeping a screen her and the real world at all times.

The best moment of season 1 is definitely (SPOILER ALERT!) the boss battle against Zaboo's mom. The conversation choices of each "friend" reflects their role in the game. Is this what Legend of the Red Dragon (LORD)[1] would have been like if it had supported party play? I shared The Guild with my brother and a small group of geek friends. I think it's this moment that always clenches the win.

Season 6 of The Guild is being shown on Geek & Sundry, a web channel developed by Felicia Day, Kim Evey, and many other talented folks. I also watch a couple of other things on Geek & Sundry.

The flog, Felicia's weekly video blog, is probably the flagship program. Each week, she recommends 3 products or websites, tries to learn a new skill, and responds to a letter writer with an actual, honest-to-goodness typed letter. I really like when her brother joins the show and they (poorly) play co-op video games of the 8 and 16bit era together. Wil Wheaton's show TableTop is also great. Each week, 3 celebrities join Wil to play a table top board game. An episode lasts about 30 minutes. The trash talking is fun and I'm always glad to get a demo of a board game I haven't played before.

For fans of Game of Thrones, George R. R. Martin appeared on Sword & Laser. Levar Burton has been on, too.

In other words, do yourself a favor and subscribe. Currently, they're running a drive to reach 500,000 subscribers. As they meet tiered goals, various prizes and giveaways are unlocked. So join up today!





[1] Legend of the Red Dragon was an online fantasy role-playing game hosted on Bulletin Board Systems (BBS) back in the early days of commercial internet. You can think of it as an early forerunner of modern MMORPGs like WoW.

Sunday, October 2, 2011

have fun storming the castle

I've been looking forward to Robot Entertainment's upcoming title Orcs Must Die! all summer and now we're only 3 days away from the release date. The game blends third person action, strategic, and castle defense elements together to create gameplay that looks unique and fun.

Players take on the role of the War Mage who's tasked with keeping the titular orcs and other baddies away from the rift that will allow the monsters to storm your home realm. And you're able to do that in two main ways. First, by laying down traps such as spikes, arrow walls, and spring traps that launch baddies into environmental hazards like lava pits. Second, by taking up arms (and spells) yourself to bash, burn, and blow wave after wave of wave to keep home safe. The blending of those two very different play styles into one game is a big draw and I'm hoping it's executed seamlessly.

Try this interactive choose your own adventure style trailer to get a feel for the gameplay.


Visually, Orcs Must Die! has opted for a more stylized, cartoonish approach like Team Fortress 2, Torchlight, or the upcoming Star Wars: The Old Republic over something more gritty and realistic. It looks great in my opinion with a colorful palette that's fun and unique. It's definitely a step up from the more muted, uncreative style of a game like Dungeons & Dragons: Daggerdale. The fun look of Orcs Must Die! is definitely a plus and another reason I've been eagerly anticipating its release all summer.

I'll write up a full review of Orcs Must Die! after 5 October once I've had a chance to get my (virtual) hands on it.

Orcs Must Die! will release on XBLA 5 October and for digital download on PC 12 October.

Saturday, October 1, 2011

dungeons & dragons: daggerdale

I know I said I would review Bastion for you, but something more pressing came up. Right now XBLA is advertising Dungeons & Dragons: Daggerdale by Atari for download at a discounted rate. Let me save you some microsoft points. Do not buy it. The game is broken. I did some research on the issue and it looks like Atari has no intentions of releasing a patch to fix a long list of known issues, or at least no intention of doing so anytime soon. Don't waste your time or money on major frustration.

D&D: Daggerdale is your basic action RPG based on the popular Wizards of the Coast license. I think it's based on 4e rules but I'm not completely sure. You have the choose of 4 class / race combinations: a human fighter, a dwarf cleric, an elven rogue, or a halfling wizard. As you gain levels, you can spend points to improve your base attributes, buy and rank up special attacks & spells (about 6 per character), and purchase abilities. Each character also has a special ability based on class triggered with RB (fighter-block, cleric-Healing Word, rogue-dodge, wizard-teleport). There's enough choices to make things interesting but not enough that you can really customize your character.

Play time clocks in at about 6 hours if you run most of the side questions in addition to the main story quests for the 4 chapters. I wasn't a big fan of the dialogue screens which felt clunky and slow. And there's very little voice acting so you have to read the dialogue if you want to follow the story.

This is an action RPG so you probably want to hear about the combat and loot. It's a basic 4 button map (melee, range, potions, and interact) with your special attacks accessibly by holding the LT and pressing one of the 4 main buttons. Apparently if you press and hold, you can also charge those special attacks. I only learned about this feature after reading about it on the internet. No tutorial that I saw in the opening level pointed this feature out to me.

Loot drops are fairly regular but like most games of this ilk, a lot of the items aren't usable by your class. There are merchants distributed fairly evenly across the 4 levels. BUT you don't have to visit the merchant to sell your loot. The game gives you the option from the inventory screen to convert unequipped stuff to gold from anywhere in the level. And I don't think there's a major penalty for doing so but I may be wrong.

Besides potions (health, temporary resistance or stat bonuses), the major loot builds upon a fairly simple formula: item type + descriptive adjectives for enchantments + any magical bonus to attack or defense. The adjectives let you know what kind of bonuses you will get. And higher level items tends to have several adjectives because of all the bonuses.
Example: you may get 2 longswords, one a venomous longsword +1 and the other a blazing longsword +1. Both have the same base stats (for longsword) and magical bonus (+1) but one does poison damage and the other fire damage.
There is also a loot rarity system based on color with purple (or possibly blue, I'm colorblind) representing the most rare. Unique named items are also available by drop or by purchase from the merchants.

So what's wrong with D&D: Daggerdale? Two major issues in order of importance.

First, it's broken. Majorly so. And they're bad enough to severely negative the fun. The one I ran into is the deletion of one of your special skills when moving from Chapter 2 to Chapter 3. I played the dwarf cleric on my first (and likely only play-through without a patch). Shield of the Gods is a key special attack and one of the first ones you can unlock. It's major effect is to push enemies away from you (knockback) in addition to doing damage. When you start Chapter 3, all of your equipment and special skills are stripped away for plot reasons. After solving those, I found all of my points (4 total, or 2 full character levels) in Shield of the Gods had disappeared. What's worse, the game recognized I had already purchased it and so wouldn't let me spend newly earned points to reactivate it.

This became a major hassle later in the level because of an undead mini-boss that likes to stick with you and pin you. Under normal circumstances, I would have expected Shield of the Gods would have let me push it away to heal and attack from range. Instead, I had to keep running around the level, accidentally pulling the re-spawning mobs, and desperately burning through health potions because they don't make you pause midstride like Healing Word. Not being able to push back mobs was also a major annoyance. Thankfully healing potion drops were plentiful. Even burning through them like crazy due to Shield of the Gods disapparating mid-way through the game, I had somewhere around 130 in stock after finishing the game. But with Healing World, my cleric had a non-resource taxing way to heal so YMMV.

Atari forums indicate this is a known issue effecting all classes. Too bad they haven't patched it yet. It makes the game seriously less fun.

Second, the game has some serious balance issues after the second, and longest, Chapter. By this time, I had accumulated a substantial war chest and mostly purple equipment. It didn't require any extra work to purchase the few upgraded items available in Chapter 3 (Chapter 4 is just thef final boss battle against Rezlus and his dragon ally). This meant getting through the rest of the game was mostly a slog through repetitive, non-challenging mobs and bosses instead of a ramping up of the difficulty level as you progress through the game. Even the remaining special attack unlocks didn't seem to change the strategy all that much or add any novel mechanics to break the monotony. Perhaps a different character class would offer sustained interest throughout but the cleric build was severely lacking.

The graphics aren't terrible for the price if a bit boring and subdued. You spend most of your time either in dwarven mines or a fortress so there's tons of greys and browns on the palette. The character designs are pretty basic and all the NPCs look the same. Enemies aren't awful to look at but there's a real lack of variety. The level bosses, on the other hand, are pretty interesting. I really liked the Skull Lord, a 3 headed undead wizard that blocks your entry into the Tower. Not AAA quality but what do you expect for a $15 download? In terms of visuals, D&D: Daggerdale definitely lacks any original style or personality.

There's coop available for both local play (split screen?) or online. I didn't try it and from what I've read, all kinds of new bugs creep into the multiplayer to make it un-fun and unplayable in its own way.

The story isn't much to write home about, either. It's a pretty generic fantasy story about stopping an evil cleric who wants to take over the kingdom. Most of the quests are of the fetch variety (go find this person / thing) but at least you're only made to collect X number of items dropped by enemies once. At the end, I felt like I was playing Dragon Age: Origins with all the plot choices and deep character-building mechanics stripped out. Especially when the various factions you've helped as you make your way through the plot show up to lend a hand in battling Rezlus, the final boss, on top of the tower. The arrival of Incendius, his dragon ally, further drove this feeling home.

Verdict:
If Atari patches it to fix the many known issues, D&D: Daggerdale would still be a generic action RPG with balance issues plaguing the last quarter of the game. With so many better games out there on XBLA (Bastion), I wouldn't make this one a priority to play. Still, I might have pushed through it another 3 times to experience the other classes and grab the achievements for multiplayer and getting all 4 classes up to level 10. But without a patch, it's a definite miss. Bland graphics, repetitive combat, and boring story are unforgivable when combined with gameplay breaking bugs.

Wednesday, September 28, 2011

simpsons! (in minecraft)

A remarkable remake of the widely recognized opening from The Simpsons. But why is Dewey Largo naked?



So far both Star Wars trilogies, Indiana Jones, Batman, Harry Potter and Rock Band have gotten the Lego treatment from Traveller's Tales. How long until we see America's favorite yellow family[1] rendered in block form having madcap adventures?


[1] Sorry, All-American Girl. Apparently, I also need to seek out Mr. T and Tina. No, not "pity the foo" Mr. T but Pat "Mr. Miyagi used to be a cook on Happy Days" Morita. It's recognized as the first tv sitcom about an Asian American family on American TV. Query: why did all Japanese guys on TV in the 70s have the last name Takahashi? Were they all brothers or something?

Friday, August 5, 2011

Ryu VS Ken 龍與肯

I've previously featured the stop motion genius of counter656 on this blog with Sephiroth The World's Enemy. Well, the one man animation studio is back, this time with a 3 round battle between Street Fighter karate rivals Ryu and Ken.

I'm certainly looking forward to his next video with the evocative title "The Sexy Killer" previewed at the end of this video.

Saturday, July 9, 2011

"listen! listen! over here!" "i hate you, navi."

Hilarious video re-imagining tiny, annoying companion fairy Navi from the Legend of Zelda: Ocarina of Time as a large, annoying, bearded man in tights.

The Legend of Navi: A Link to the Pest, HEY! LISTEN! from Humble Punch Productions on Vimeo.

mario on paper

Holy heck Mario is one demented, psychotic, cold blooded killer. Ericpowerup uses stop motion animation to bring to light the dark, hidden side of the Mushroom Kingdom and the it's plumber "hero." Heck, maybe Bowser ain't such a bad koopa after all.

MARIO ON PAPER from Eric Power on Vimeo.

Wednesday, July 6, 2011

sephiroth the world's enemy

Amazing stop-motion animation of Cloud's encounter with Sephiroth, complete with the death of Aeris. This guy is super talented and has made lots of these based on other properties. For all you Final Fantasy VII geeks out there. Enjoy.

Saturday, July 2, 2011

this is fox mccloud to ground control...

Great youtube video made some very talented peeps. They've re-imagined David Bowie's Space Oddity starring Fox McCloud as Major Tom. Hilarity ensues as his wingmen suck (what's new) and Fox finally lets him know what he thinks. Highly recommended!

Sunday, May 29, 2011

obama enlists night elf mohawk as special envoy to china

Apparently hard time in China no longer just includes applying lead paint to children's toys and poisoning toothpaste. Now you can be sentenced to 12 hours a day farming gold in Azeroth in addition to physical labor and political indoctrination at some Chinese re-education camps according to a former prisoner at the Jixi re-education through labor camp in Heilongjiang province. As reported to the Guardian:
"Prison bosses made more money forcing inmates to play games than they do forcing people to do manual labour... There were 300 prisoners forced to play games. We worked 12-hour shifts in the camp. I heard them say they could earn 5,000-6,000rmb [£470-570] a day. We didn't see any of the money. The computers were never turned off."
For those of you who have no idea what this means, let me explain briefly. In a game like World of Warcraft, a player purchases items or abilities for use in the game through currency generated and collected while playing the game. Defeating monsters, completing tasks and quests, and other activities earn your character gold.[1] Gold can be exchanged directly from one character in the game to another. You might do this to help a beginning player or to pay for goods or services rendered to your character by another character. Gold farmers earn this in-game money through hours and hours of boring, repetitive play (grinding) and then trade it to another character in exchange for real money, dollars and pounds, deposited into real bank accounts. In other words, virtual money becomes real money for the gold farmer.[2]

Some crazy facts & statistics about gold farming in China:
  • approximately £1.2 billion (over $2 billion USD) worth of virtual currencies were traded through China in 2008
  • 80% of all gold farmers are in China
  • there are roughly 100,000 full time gold farmers in China
  • a 2009 law in China makes it illegal to trade in virtual currencies without a license from the central government
It's long been "sound" economic policy to export low-skill, labor intensive jobs overseas while retaining the bulk of the surplus value for the home country, or, as the nature of businesses change, the transnational entity. But now we're exporting our supposed entertainments as well. This is more than tourism to underdeveloped nations like Thailand, Brazil, or the Philippines to take advantage of inexpensive accommodations in beautiful, exotic locales, five star food and drinks at fast food prices, and, increasingly, cheap sex with economically exploited women (and children). We're literally paying people to play the game for us, doing all the grinding while we enjoy the benefits of the work through shiny gear, flashy spells, and such.

This problem of so called gold farming has led some companies hosting MMOs like Blizzard and NC Soft to block Chinese game accounts in attempts to thwart the trade. Non-tradeable currencies like prestige, honor, and valor points which must be earned by the character are alternative methods to eliminate the secondary, and for the game companies, undesired, market in gold. The problem with these alternate currencies, however, is that their usefulness primarily manifests at the upper experience levels of play. High level characters can often generate money rather quickly but value these other forms of currency more as the sole way to purchase much of the best equipment in the upper echelons and later stages of the game. Low and mid tier characters, on the other hand, still rely primarily on tradeable currencies for advancement, meaning the demand for cheap gold, even when collected in conditions virtually amounting to slavery, is unlikely to diminish anytime soon.

Beyond the annoyance of gold spamming adverts in the open chat channels, gold farming has another more immediately detrimental effect on the in-game economy. The availability of so much cash without the corresponding investment in labor by the players actually logged-in to play means prices are heavily inflated in the marketplaces of games like World of Warcraft. It's like the Federal Reserve just continuing to print money, except the printing presses represent thousands of hours of forced labor by political prisoners who get no pleasure out of the game. Prisoners are expected to keep playing until they can barely see things. And I doubt very much Doritos and Mountain Dew are on tap.

Prisoners aren't even allowed the small pleasures of leveling up.

The nerd in me wonders if the owners of the prison camps have calculated the strategies to maximize their profits. Do the prisoners group up to complete lucrative dungeon runs? Are certain classes and professions prized more than others? Do they cooperate to collect rare materials and craft them into extremely valuable gear to be sold at in-game auction houses to fetch gold? Or do they just kill monsters, collect the drops, and repeat? It seems to me somebody could make a fortune consulting for Chinese prison camps to answer these questions and determine what gameplay generates the most wealth. Not that I'm advocating any "light treason" and violations of fundamental human rights. But it does beg the question how invested the prison officials are in getting rich off inmate labor through virtual currency trading.

Do you think when officials from the United States and Europe meet with their Chinese counterparts, they discuss World of Warcraft? Does the issue of gold farming in prison camps enter talks about human rights and trade? Or does the perception that video games are for kids, are just for fun, and what is being bought is virtual obscure the underlying issue of prison labor products being widely and openly traded on the international market, even in the US where there is a ban on importing such items when they are physical, durable goods? How should US laws handle the exchange of virtual goods for real dollars? Or should the law not get involved at all?

Now that the real and the virtual worlds so freely mix, it's hard to keep track of what is valuable since all value is relative. It's a strange new world where an accounting could in all seriousness be required to determine if my game character is worth more money than my car. As an attraction at Disney World proclaims, welcome to the world of tomorrow.




[1] A player is a real person. A character is the proxy of that person in the game, also called an avatar or a toon.
[2] I'll avoid a lengthy and technical commentary on the exchange of the real for the virtual a la Marx or Baudrillard. But it is interesting to think how effort measured by time is now fungible between serious pursuits (work) and entertainment (the game).

Wednesday, April 20, 2011

a primer on anime female "types"

This is an article about the wussy JRPG girl but the historical background is also useful for understanding the female archetypes in anime. After finals I'll get around to writing up those anime reviews and exploring those archetypes. And then: Wonder Woman.

Here's a few archetypes to get you started. I won't list examples. Yet.
  • busty, sweet, but stupid
  • vixen-ish rogue
  • tough, loud, and obnoxious - usually short
  • geeky lesbo
  • the quiet warrior

Enjoy Chun Li Baby in the meantime. She's so adorable. And if you want to generate more, go here.

Tuesday, March 22, 2011

i love college radio

I intend to wow my readers with a comparison between GSU's station, Album 88, and the college station in my hometown, 91.7 KVRX, in the future. Unfortunately, this whole law school thing requires a lot of time to do, ya know. Practicing my oral for this weekend. As in oratory. My other skills are still quite amazing, I'll have you know.

In the meantime, I'd like to point out that I love the variety of programs 88.5 carries. Tonight was 8bit88. I tuned in around midnight. The entire show is devoted to playing the music from video games. Even better, somebody else in this crazy city loves the the Moon theme from Duck Tales on the NES enough to actually request it.





Tuesday, March 1, 2011

tourniquet

unfortunately it's that busy time of year around here for 1Ls. brief is due in a few days. applications for fall clinics and field placements must be submitted by tomorrow. and just 3842 more minutes until spring break for this guy.

but i didn't want to leave you without a daily dose of my own special brand of geek.

here's a link to an article about the fear of the feminine in video games. there's a lot of freud in there, especially vagina dentata, castration anxiety, and repression / expulsion. i've got a troubled relationship with freud but that's gonna have to wait for another entry.

here's an interesting video about the origins of wonder woman.






i've discussed the complex story of wonder woman and her creator william moulton marston before in the context of jodi picoult and gail simone scribing for the amazon. it's particularly interesting stuff, especially dr. marston's unconventional lifestyle and beliefs about gender inequality (spoiler: they aren't equal; i for one welcome our new female overlords); maybe i'll revisit it in the future in the context of gender and representation. oh goody, the topic of comic books and feminine bodies. better haul out the gallagher poncho now...

Thursday, February 24, 2011

I don't get it...

Apparently there's a new meme circulating in certain corners of the internet; the geeky, video-game obsessed corners. The trailer for Dead Island has become the gold standard for "difficult to watch" clips.

This week's episode of The Escapist's webseries Extra Credits criticizes EA's recent marketing campaigns as not advancing the image of video games as more than mere "kids play" or for adult men amidst arrested development. After taking EA to task for its recent marketing flubs and not living up to its initial promises to be a company dedicated to "electronic artists" pushing the boundaries of computer interaction, the episode wraps up by saying "There. Now the Dead Island trailer isn't the most depressing thing you've seen this week."

A forum reply to the trailer for We Dare, a new Wii title collecting "adult themed" minigames (but only rated for 12 and up for "mild sexual references), described the game's ad as "almost more painful to sit through then [sic] the Dead Island trailer."

What I haven't quite ferreted out yet is whether these and similar comments are aimed at the style of the video itself, with its slow motion cuts and reverse chronological ordering all Memento style, or its substance, more or less tracing the death arc of a young girl on a tropical vacation with her parents. Are they art crit comments or  sympathetic hearts? Or both? I guess only time will tell as this meme develops. Just ask Antoine Dodson. Until next time... stay double rainbow.



Here's the official Dead Island trailer.




Here's the Backwards-Forwards trailer. It reassembles the Dead Island trailer into roughly chronological order.





Here's the so-called LITERAL* trailer. In bad taste? You make the call!








* literal is another internet meme in which people sing about quite literally what's going on onscreen. I first became aware of it in the context of the Total Eclipse of the Heart video. This may or may not have any relation to the MadTV sketch seen [HERE] and [HERE] and [HERE].