BioWare Goes Episodic With New Games 52
The word from the site Computer and Videogames is that BioWare will be offering episodic content for all of its upcoming games. This includes Mass Effect, Dragon Age, and Jade Empire: Special Edition. CEO Ray Muzyka, in an interview with CVG, talks about this and many other elements of the coming year in PC gaming. From the article: "The videogame market is very cyclical and PC and console gaming have an uneasy alliance - as new console systems are released, early adopter fans move over to check those games out and as PC systems reach and surpass console systems at the end of a console life cycle, a good number of those early adopter fans move back over to PC gaming. Console gaming is huge of course, especially when you add in hardware sales, but it's hard to quantify the enormous impact of online gaming on the overall PC market - retail sales just don't capture the revenues from the increasingly successful PC MMOs as well as digital distribution and episodic gaming (which are both gaining strength year after year)."
Who else dislikes episodic gaming? (Score:5, Insightful)
Maybe I'm being too cynical, but why else would publishers push for episodic gaming if not for more profit? Selling less content for more money is all this is about.
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Me too post (Score:2)
I was really hoping that the failure of Sin would've quietly killed this change, but it'll probably blow over in a few years. If I wanted thirty-minute bites of entertainment interspersed with twelve-minute bouts of advertisement (a diff
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Re:Who else dislikes episodic gaming? (Score:4, Interesting)
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I haven't heard of one episodic series doing that, what are you referring to? HL2 Ep1 has a big sign on it saying "does not require Half-Life 2".
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None specific, the point is simply that episodic gaming should start with an episode, not with a full price game. While you might not need Half Life 2 in a technical sense to play Episode 1, Ep1 builds on top of the full price game (story, characters, weapons, etc.) and isn't much of a self standing story by itself. Even Half Life 2 itself isn't exactly a self
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The up-front investment in developing a new game is huge. Developers have to build (or build upon) a graphics engine for the game, writers and artists have to create a world and a story and, at the most fundamental level, hardware and software have to be purchased in order to do all the creation. All of those costs need to be recouped
Not me (Score:2)
To answer your final question, the episodic format is good for the developer/publisher b
Episodic games can mean better games. (Score:4, Insightful)
The way the industry works now, almost no developer can afford to self-fund a "full-size" game. For most of those who can, it's an all-or-nothing bet; if the game tanks (And many great games regrettably do), the developer goes out of business. So for the overwhelming majority of developers, to do a full game it means getting a publisher to fund development. Publishers are understandably cautious about funding more risky (but potentially great) games. As a result you tend to see lots of knock offs, sequels, and crappy movie licenses. Innovation is stifled. Add on that most developers exist only so long as they keep getting publishers to fund them.
One way to escape this is to simply develop smaller games. That's great if you like that sort of game, but not so good if you really want to develop a sprawling RPG, a large FPS, just about any adventure game, or something similar.
Episodic content is potentially a way forward. These days the overwhelming expense in a large game is the content, not the programming. A first episode that represents, say, 20% of a game may only need 40% of the content. (Even better, episode two probably only needs 15% more content to generate the next 20% of the game, assuming you're releasing episodes quickly enough that you don't need to update your engine or art.) It's a much lower risk. More developers can afford to self-fund in this model. More risky ideas can be tried. I'm quite confident that Bone and Sam & Max [telltalegames.com] weren't going to be funded by a major publisher as full games. As the developer typically self-publishes, if the game is a success the developer can bank it to support future development, possibly even more traditional big-single-release games.
Episodic content is problematic. As a customer you're left hanging mid-story. (Did we say you'd be playing Episode Two within six months of episode one? [1up.com] Did you purchase Episode One on that basis? Hope you don't mind waiting six more. [gameinformer.com]) If the developer goes bankrupt or cancels an unprofitable line you may never see the conclusion. (Sucks to be you, Sin Episodes fans. Of course, you can suffer that even in "full" game releases. [highprogrammer.com]) While episodic content is almost exclusively sold online, reducing overhead and costs, you pay what overhead there is once per episode, driving costs up. I'm not a fan of episodic content for these reasons. But I believe at least some developers are embracing episodic content as a way to escape extremely cautious publishers.
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In other words... (Score:3, Insightful)
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If you don't like this kind of crap, vote with your dollars, and don't buy the next one. I know the developers work their asses off under artificial time constraints induced by ma
Episodic Content (Score:3, Informative)
Burning Crusade and The Sims expansions represent a "good form" of episodic content because the games came complete and the content that is added seems (mostly) worthwhile to the target audience. On the other hand charging for horse armor or a 5 minute quest is shameful
MMOs shouldn't have expansions (Score:3, Insightful)
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- Maraudon (Dungeon)
- Dire Maul (Dungeon)
- Outdoor Raid Encounters
- PvP Honor System/Battlegrounds
- Blackwing Lair (40 man raid)
- Zul'Gurub (20 man raid)
- Ahn'Qiraj (20 and 40 man raids)
- Naxxramas (40 man raid)
Each of these new boosts added new armor sets, trinkets, items, etc.
Note that this isn't an e
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It's utterly infeasible to release that much data as
My only real complaint with episodic gaming... (Score:1)
Huzzah (Score:2)
I don't want to pay for it (Score:3, Interesting)
Honestly, though, it would be nice if they'd go back to the distribution model used back in the days of disks, i.e. I can download (or buy for the cost of the media+distribution/shipping) episode 1 of the game, and later episodes are what will cost me.
In that respect, episode 1 should only cost me at most $5.00, be freely available online, and be fully playable with all features (i.e. not crippleware).
Episode 2-n I'd pay for, if I liked episode 1.
You want to lessen* the amount of piracy online? Adopt the above methods.
* You'll never get rid of piracy altogether, but many pirate just to try the game out in a fully-playable way then decide if we want to buy or not
These 'Tech Demos' and 30-second trailers, while nice and all, offer none of the 'playtesting' that Wolf3d, Doom, the Commander Keen games, etc provided freely in their shareware versions.
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Ahhh, shareware, those were the days! Blood and Shadow Warrior are the last games I recall to provide full shareware versions, and Daggerfall even gave you a whole island to play with! Ah well....
Now I like the business model used with those arcade/puzzle games, like the ones from PopCap or published by Reflexive. They
Good (Score:1, Offtopic)
The newest zelda and final fantasy are awesome, but I had to put them down because I can't invest 60 hours into a game anymore. I much prefer a game like oblivion, where you can finish the main quest in 10 hours and then the rest is pretty much optional.
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Sounds like you have an attention span problem, not a time problem. One sixty-hour game should theoretically take just as long to complete as two thirty-hour games. Who cares if takes you twice as long to complete a single game? Consider it getting y
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Wrong. The problem is that a game requires you to learn its rules, it button combinations, its story, its items and all that stuff, all that takes time, plenty of time. The problem however is that you will forget many of those stuff again after a while, not completly but quite a bit of it. Especially with Zelda this is a *huge* problem, since that games provides no quest log whatsoever, if you ever forget how
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However, if you forget parts of the game, I don't think you should blame the game for that. If it takes extra long because you have to do things twice because you forgot, maybe you should take some notes? Personally, I don't even like it when there are too many logs, checklists and minimaps. Lowers the immersion.
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Why not? There are dozens of games out there which make getting back into it very easy by providing proper hints and some other that totally fail to provide any hint at all. For example why can't I get help about an item in a Zelda game when I need it? Why do they explain me only exactly once how to use an item and never again? Wouldn't it be far more immersive when I would only get the help when I actual need it
Hey, Listen! (Score:1)
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The helper character is pretty much worthless when you hadn't played the game for longer periods of time, since it only gives you a single hint, you can't talk to him about specific subject, you can't ask him about the location of his 'highlighted word', about how to use an item or whatever, it gives you a single hint and nothing more. More often then not
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If each of these were 60 hour games (granted not all or even most are going to be this long) it would be a full time job just getting through them. Not only t
Anymore? (Score:1)
For me, sometimes these 60 hours are spread over three months, and sometimes I play 3 days in a row with hardly any sleep.
Helps me hold off on buying them (Score:1)
Serialized games could be a positive thing... (Score:2, Interesting)
Think of it as the difference between a great television show or an epic movie. In a movie everything has to be "big." You basically have half of the first act for exposition before the main plot unfolds. And the story itself must be of epic proportions, even world-shattering (certainly character changing.) Put simply a movie is almost always about the most important thing that ever happened to this set of characters and t
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And of course there's also the gobs and gobs of cash to be made
-GiH
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Put out the first episode free, and give players the option to shoot you some money. If you get enough income, make episode 2 and repeat the process.
It might be a way to create a single player GPLed game.
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Cost analysis.... (Score:2)
Evolution of NWN Premium Modules (Score:3, Informative)
For NWN, this was a great way to make money that funded more development on NWN (the game has gotten over 60 patches). Which was great for NWN, with it's active user-developer community that's created many good adventures and persistent worlds. But for other games that don't come with a toolset, I don't think it's as good of an investment.
What ever they do, I hope Bioware soon replicates the NWN model. At the moment, I'm not so sure that Obsidian will be able to stay on the ball with NWN2.
You've never heard of Atari then... (Score:1)
Wonder how long they were thinking about it (Score:1)
as PC's surpass consoles? (Score:1)
PC's had surpassed the current batch of consoles long before they were released. The tendancy of console fanboys to comapre the specs of years-off vaporware to currently shipping PC hardware is quite annoying. I'm like to plop these guys down with some engineers from ATI or Nvidia who feel free to talk about what they expect PC graphics cards to be like in two years.
And as for the warm reception that episode gaming seems to
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Shattered Hopes (Score:1)
Money (Score:2)
"Our shareholders are drooling over the money that Blizzard is raking in hand over fist and episodic gaming is our way of getting you to pay the equivelant of a monthly fee. We're going to scrape content from the initial release and string it out over successive "episodes" and charge you more than we would ha