The Paid Mods Question

This post concerns a lot of hot topics from about this time last year (April – May 2015) but the reason I’m speaking about it now is that it came to mind recently and is bound to come into the public spotlight again sooner or later.

  XCOM 2 'S FIRST MOD - tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN'T STOP TO THINK IF THEY SHOULD.
XCOM 2 ‘S FIRST MOD – tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN’T STOP TO THINK IF THEY SHOULD.

So, recently, a mod was released for Aliens: Colonial Marines (2013) called TemplarGFX’s ACM Overhaul. The original game was a hotly anticipated Aliens game (based upon the second Alien movie, directed by James Cameron) that turned out to be a steaming pile of rubbish that had been grossly misrepresented in pre-release footage at E3 and elsewhere. It was even up in court in a class action suit over this.

According to the mod’s description on ModDB it “reworks, reprograms and rebalances xenomorph [the alien] AI, human AI, weapon mechanics, ballistics, animations, shaders, particles, decals, lighting, and engine features to get the best out of the game possible. This is truly the ultimate Aliens gaming experience!” By all accounts, this description doesn’t exaggerate. It makes the game actually worth playing, according to many of the original’s toughest critics. It’s now a scary Aliens shooter that visually looks a lot closer to the misleadingly touched-up pre-release footage we were shown, and plays a lot more like what Alien fans wanted.

I’d be one of those fans; one who boycotted the game originally as I wouldn’t support the dishonest practices of the game’s developers. So because of the mod I was tempted to now buy the game. Terrible sales figures have seen numerous price drops and the retail price is now just €15 instead of the original €60.

But then I realised: TemplarGFX (James – the guy who made the mod) won’t see a penny from the sale. Gearbox and Sega will. The offenders. The guy who stepped in to finish their jobs for them is working for nothing and the offenders benefit. Now, you can donate to James separately if you like, but as far as buying the original game is concerned I believe that you vote with your money and I don’t want any of my money to support shady business practices that diminish the gaming industry. I also wouldn’t condone pirating the core game (for the exact same reason). 

Maybe they’ve learned their lesson. Maybe a few extra sales 3 years on at 75% mark-down won’t encourage a repeat performance of misrepresentation. In fact, maybe if sales roll in now in light of the mod it would encourage developers to make sure they finish their games. You decide for yourself. This post isn’t actually about that. It’s about paid mods.

Do Modders Deserve To Be Paid?

That’s the big question. I’d argue ‘no’. At least not formally. Hear me out. Will I donate to TemplarGFX if I start playing his mod? Yes. He definitely deserves to be rewarded for services rendered to the community. But he has no legal right to charge or expect payment. He doesn’t own the Intellectual Property and wasn’t involved in any of the legal agreements that brought about the game’s development.

Mods can be anything from audio tweaks to new graphics or even entire game conversions. The eSports phenomenon Counterstrike: Global Offensive (CS:GO) started off as a Half-Life mod. Mods have traditionally been free and done by the community for the community out of a common love of a given product. The fact that money didn’t change hands made the complicated legal situation easy to overlook and many developers encourage modding of their games.

To change this opens a Pandora’s Box of complications. Valve opened such a box in April 2015 (then promptly threw themselves bodily on the lid screaming “undo, undo”).

Paid Skyrim Mods

Via Steam Workshop, a community mod outlet for the Steam platform, Valve started allowing modders to charge for their work on the game Skyrim, with the agreement of Bethesda, Skyrim’s developer. According to my research today (and it’s in line with what I remember hearing) a modder would get 25% of the revenue for a sale of their mod (let’s say it’s a set of armour), Steam would get 30%, and Bethesda got 45%.

As far as big games companies go, I consider Bethesda to be one of the good guys, and I don’t think they try to cheat their customers, but this made me sick. Mods for a game require that core game to play. By their very existence they contribute to boosting sales of the core game, which benefits Bethesda. They then take almost double the cut from the modder’s work as the modder gets when that work is already benefiting Bethesda and costing them nothing. And that’s not even the big problem. Not even close.

Incentivising Incomplete Work

The Skyrim paid mods debacle received a huge backlash and was shut down in just a month, but it will come back again in some way or form, mark my words. If there’s a way to make money from other people’s work, big companies will figure it out. This will be bad for us. I think the only reason the system was removed and not replaced yet is because they realised how many legal issues could arise. 

The worst result from paid mods that I can see is that games will deliberately release in even buggier and less finished states than they do now. You might argue that this would never happen as it would destroy consumer confidence and trust. Sadly, you’d be wrong. The success of pre-order culture despite the broken launches of an increasing number of games in recent years proves my point. People still seem happy to pay in advance for games despite there being no guarantees that they will work as promised. And there’s an even bigger reason that you’d be wrong. Paid mods incentivise developers not to finish their games. If you financially incentivise something, businesses will make it happen.

Let me paint you a picture. Late last year Bethesda released Fallout 4. It won Game Of The Year from a few outlets (though The Witcher 3 often beat it) but it launched with a tonne of minor bugs and glitches. Some modders were quick to fix some of these and Bethesda later patched many of them. But imagine if the paid mods system of just 6 months prior were still in place? Modders fix the broken game in different ways, maybe they charge for their work (as they’d deserve to) and then Bethesda get 45% of the money. This is instead of them paying their own staff or paying for an extra month of development to get the job done themselves. They’ve saved money by releasing earlier and got paid to do so.

Skyrim was already 3 and a half years old when they tried paid mods with it. It was in good shape. Can you imagine if paid mods had been around when Aliens: Colonial Marines came out? Or what if Skyrim came out without the dragons, but they’d dropped enough hints during development to make you want them (“you could mod anything into this game, even dragons! How cool would that be?!”). Instead of paying staff to develop them, they can sit back and get paid to let the community finish their game.

And where does that go? Where does it end? Certainly nowhere good!

  Fallout 4  bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that's okay.
Fallout 4 bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that’s okay.

If paid mods are ever going to work, and I don’t think they will, it has to be a situation where the original developer gets nothing! Zero! No money! They must acknowledge that an active modding community increases the value (and sales) of their game and be content with that. The potential for abuse is just too high for this to work any other way.

The Legals, and Consumer Protection

There are other reasons it won’t work. Who are you dealing with when you buy a mod? You can be sure you’ll never meet them, and almost as sure that Steam and Bethesda will never have met them or dealt with them either. If you pay for a service and it stops working, most countries have consumer protection laws to cover you. It’s one thing to try and enforce them when dealing with one or two big companies, but how do you police a myriad hobbyists? Many of their mods may break when the next official patch for the main game is released. Or one set of missions might be incompatible with another and so one paid mod breaks another, unexpectedly. If you have an open platform of paid mods, some building on top of each other, and others mutually exclusive, there’s no way to feasibly test for compatibility. It would be the Wild West!

 Mods have always been silly
Mods have always been silly

One of the earliest mods that I’m personally aware of is for id Software’s Wolfenstein 3D (1992), where Barney the Dinosaur was modded into the game as an enemy. The music from the show was also used. If this were a paid mods situation, the modder is using copyright material without permission to make money for themselves. That’s illegal in most countries in the world.

And what if somebody took recordings of a lot of local small-time metal bands and put them into the new Doom? (okay I’m really using too many Bethesda examples today, but they started it!) The bands may never know that their music was used without permission until months or years later. Then Bethesda and Valve have taken money for illegally-used material. Now what? 

I think there are some ways around this by having a closed platform and vetting the modders (Steam’s Early Access doesn’t inspire confidence in this area though) but it’s still a mess. Because there wasn’t originally money to be made in mods, people made them for fun. Putting Barney in Wolfenstein was just funny. Mods have a history and culture of copyright infringement. How do you separate that?

Apart from all of that, what the hell is the value of a mod? Is a sword worth €2? What’s a new level worth then? €10? €20? What about a total conversion? And some mods are definitely worthless, or even repugnant.

Mods can proliferate a lot faster than games can. Economically I could argue that this increased supply should drive price way down to where they’re not much worth pursuing anyway, rendering the whole argument moot, but that seems like a lazy way out. I also don’t feel it’s true enough to get us out of the situation. Valve didn’t, after all.

 What's this worth to you?
What’s this worth to you?

How should/could developers get paid?

A moment ago I asked what would a total conversion mod be worth? Let’s explore that.

Take the game Squad. It’s a 50 v 50 multiplayer shooter that champions realism and is available on Steam Early Access currently for $40. It’s based on a mod for Battlefield 2 called Project Reality. The mod changed virtually everything about BF2. It was just loosely similar gameplay and built on the same engine, but it was a fan community project. You could donate towards its development but the money was peanuts!

These talented developers then decided to make their own game. There’s no shortage of game engines out there. They already had a working prototype and knew they could work together, and they had the skills required. So they created their own original IP and sold that

Modders are people with the skills necessary to make games choosing to apply those skills to someone else’s product. When they make mods, there’s no money in it. They usually just do it after their day jobs for the love of the project. I know the Operation Flashpoint, Command & Conquer and Xcom tweaks I made were just for fun, and I never expected to be paid.

If modders want to be paid (not all do. Many were against the Steam/Bethesda move) they should try to apply their skills to making their own IP or getting jobs in the game development industry. Many have used their mods as portfolio pieces to get a foot in the door before. 

In Summary

Let’s be clear about me. I have done a little modding in the past. I’m also a guitarist, a writer, an events producer, a game developer and I’ve a lot of photographer and performer friends. I hate the term “for the exposure”. Do people deserve to be paid for their work? Yes! But should we formalise a system for paid mods where the developers get a cut? Absolutely not! It’s just a terrible idea for all the reasons I’ve mentioned above, though it pains me to say it.

Modders deserve to get paid, but I don’t think they should expect to. The existing system of voluntary donations and free mods is, I think, the only healthy system of rewarding modders. Nobody gets into modding to make a living, and generally speaking no living can be made from it. This isn’t an injustice. This doesn’t need to change. Modders do what they do for love (and to keep their skills sharp) but appreciate a bit of cash if you have it. They’re like a lot of buskers in this way. We shouldn’t formalise a system where if you use a main street and there’s a guitar player busking that you have to pay them and the town council get a cut. No, you just pay the person singing because you feel they deserve it. 

And let’s remember that modding isn’t a whole trade. It’s art, sound or programming skills applied to changing somebody else’s game. By choice! Modders have valuable skills. They can seek payment for these skills in other areas within the software or gaming industries.

I didn’t start this blog expecting to give my own verdict. On this blog I usually just discuss without drawing too many conclusions. As I wrote today, however, I just couldn’t see a situation where paid mods would be a good thing, and I didn’t see anything unjust enough about the current system to warrant changing it. 

Incentivising games companies to any extent not to do their jobs is one of the worst systems we could introduce. Even if developers like Bethesda agreed to 0%, Steam would still take a cut and then they’re incentivised to flash mods for the big games up on the main store front, forcing out smaller legitimate games. We already see it with DLC for games being listed separately from the main game and collectively filling up sales charts with basically one game, forcing others off the Top 10 list (or whatever list).

So donate to your modders. Support them. They’ve done good work. But please never support a paid mods system that could damage games for us all. The next time it comes up (and it will come up again) take a look at the profit splits. Ask yourself what’s being incentivised. If it’s anything other than 100% for the modder, please oppose it, loudly!

Vote with your money. Donate to modders. Don’t buy mods.

Until next time..

Playing Romero’s New Game

Okay sorry, you’ve been click baited a little. I haven’t played John Romero’s new shooter – of course I haven’t! The ‘game’ I refer to is following the stealth marketing campaign that surrounds the new shooter, and uncovering its mysteries.

Once a month I take time out of developing my Asteroids-like game, Sons of Sol: Crow’s Nest to blog on gaming news. I’ve been following this story with great curiosity recently.

Last weekend I did a hefty amount of research into Hoxar, the mysterious (and fictional) augmented reality company that lies at the heart of this mystery. During this past week a lot has been hinted and teased, including the fact that “On April 25th at 11 am EDT, the full details of Night Work’s upcoming game will be revealed”.

What I’m writing down today is a summary of what’s happened, what’s known, and (a little bit) what I think the new Romero shooter is going to be. While I may be proven wrong in just two days, this is something of a snapshot in time for posterity’s sake. Plus if I’m right, I’ll seem like an awesome games journalist and PC Gamer should probably think about giving me a job (if they’re reading.. hint hint).

The one thing I’ll give you for free before we kick off is that the new game is NOT called ‘Hoxar’. A reliable source high up in the studio confirmed that to me.

The Return

On April 20th, John Romero’s YouTube Channel released the video above and the gaming press have picked it up. It’s the most visible element in the campaign leading to the announcement of the new shooter.

If you’re reading this blog, chances are you’ve already seen it and know its significance, but hopefully I’ll tell you some things you don’t know.

Adrian Carmack opens the video, playing a role analogous to Rey from Star Wars Episode 7. Adrian (artist) was the co-founder of id Software with John Romero, Tom Hall and John Carmack (no relation) where they pioneered the shooter genre with games like Wolfenstein 3D, Doom, and Quake. He’s also credited with coining the term “gibs” – short for “giblets”. 

None of the original four co-founders work at id any more and to the best of my knowledge, Romero and Adrian haven’t done a game together since Quake in 1996.
The same source that I mentioned before has confirmed that Adrian is involved in the production of the new shooter – not just this teaser.

In the video, Adrian’s ‘Rey’ character approaches Romero’s ‘Luke Skywalker’ and proffers him a keyboard and mouse (lightsaber), initiating Romero’s “Return”. John Romero hasn’t stopped working in games, so the presumption is that, instead of a return to game development, it’s a return specifically to the genre that they pioneered together – First Person Shooters.

As proof, The Return points towards the new Night Work Games Ltd whose currently sparse website does prominently display the text “A NEW FIRST-PERSON SHOOTER IS BEING BUILT AT NIGHT WORK GAMES LTD. IN GALWAY, IRELAND”.

According to the same site “Night Work Games Ltd. is the dark and violent subsidiary of Romero Games Ltd”, which is also now based in Galway.

As trivia; the video was created by 2 Player Productions, the same team that did the Double Fine Documentary and Minecraft: The Story of Mojang. Apparently, hearing that Romero was now based in Ireland, they decided to mimic the famous scene from the end of The Force Awakens. The final scene from Episode 7 was filmed on Sceilig Mhicíl (Skellig Michael) in County Kerry off the West coast of Ireland. This video was filmed in Connemara, about 200km North of the Skelligs, and on the mainland.

Adrian Carmack has also had an Irish base of operations for a little while, having bought a 5-star hotel in County Laois in 2014.

Hoxar

Anyone who signed up to the Night Work Games newsletter or who’s been following John or Brenda Romero’s Twitter feeds will have caught wind of something called ‘Hoxar’. It’s been floating around for a few weeks before we knew anything about Night Work Games or The Return.

Shack News seem to have scooped the Hoxar story on April 15th, with Romero confirming (in a way) the validity via Twitter.

Hoxar’s website (registered in February this year), at a casual glance, appears to be just some technology company interested in revolutionary VR. But if you read a little into it, you realise that they’re calling VR (which is only just getting started) “a thing of the past”.

The biggest clue that they’re not real is probably that their technology has “sight, sound, smell, and touch components”.. nobody in their right minds is working on smellovision. That train has sailed. (although – that’s what they said about VR..)

If you Google Image search any of the photos on the site you can see that they come from stock photo websites or similar, and you won’t find any of the supposed employees on LinkedIn or anywhere else.

A lot of detail has gone into the site, and there’s even job openings. Apparently, a PR company is helping with this game, so presumably this whole Hoxar thing is part of their brief while Night Work Games makes the actual game.

What the company supposedly do is develop “BLACKROOM”, an extremely (impossibly) advanced virtual reality experience that doesn’t require any headsets. It includes advanced AI and uses hoxels (holographic pixels). It has entertainment, therapeutic, and military applications. The kicker though is their PMT (Predictive Memory Technology). Read the site’s info itself if you want, but essentially, in the fiction, it reads people’s memories and extrapolates more realistic experiences based on what the user would expect to happen.

The Social Media Fiction

Again, you can track it all down in detail yourself but in short; Through the Hoxar Facebook and Twitter pages, as well as their various newsletters, they’ve told us of how their tests with the technology are proceeding. A woman got to reunite with her dead mother and find closure – great!

There was also a military test that went wrong and is basically being examined – not so great! But this is why you test! Nothing to worry a bout..

This smacks of the kind of thing you hear on the TV or radio at the start of a horror movie before the hero turns it off, thinking nothing of it, only to have it start chewing on his or her leg thirty minutes later.

Hoxar certainly seems to be this game’s equivalent of Doom‘s UAC (Union Aerospace Corporation). When will the scientists learn?!

The other thing to note is that the dates mentioned in all posts are in April 2036. Presumably, many people have glanced right past the dates, not noticing that there’s one digit out of place. So while we’re getting ‘live’ updates every other day, the fiction presumes that we’re in 2036.

The Invitation

In the Hoxar newsletter of April 24th, they have a post about Curse of the Ebon Raven, an “entertainment HoloSim” horror game so intense that nobody has yet made it through.

The end of the announcement said “To arrange an engagement, contact please contact Thexder Roy at thexder@hoxar-inc.com”.

I find this curious because it’s the only mention of this so far, and the game is about to be announced in two days. I’m not sure where they can go with this one (unless the hauntings turn out to be real! – ooooohhh). Nevertheless, I bit, and answered the email. To my surprise, I got a response. See below.

This email was sent out 1 minute after yesterday’s newsletter from Night Work Games. A minute is 60 seconds. 6 times 10. Ignore 10. 6. The first, second, and third numbers in ‘666’, the number of the beast! Coincidence? Wake up people!!

Okay so I’m not sure what to make of that one, but I know I’m not flying to Scottsdale to drive up 3 miles of road to an empty construction site. I put this down to just an extra level of detail to the crafting of the game’s mystique, and I have to say that I’m impressed. The reason I say that is actually my next point.

The Address

One of the most curious things that I found (and I haven’t seen any other media mention it so far) is the company address. Other media have rightly claimed that the company is registered in Scottsdale, Arizona (note that the company name isn’t trademarked with the USPTO, which would have been done for a real company of this size), but they haven’t examined the address.

11666 East Del Cielo Drive. The 666 seems like an obvious hint towards devilish themes (‘del cielo’ means ‘from the sky’), but it goes deeper than that. This is remote. 5 miles outside of Scottsdale, and 3 miles from the nearest road that the Google Street View car has visited. 

Because I couldn’t get a look through Street View, I used the satellite photos (I feel like such a spy! I love living in the future!). See the photos below.

There’s nothing there! How curious. There is a reasonably sizeable structure built into the side of the hill a little bit down the road. If I was feeling particularly conspiratorial, I’d accuse it of being a bunker built into the hillside. This is a real satellite photo, remember. You can go to Google Maps and find this yourself.

Companies can put their addresses into Google Maps, so I think it’s probable that 11666 was deliberately placed there by the game’s marketers, and not that the address was pre-existing. But, that said, you can also find results for 11665, 11664, etc. If you explore the satellite views on the way up this road, there are a few (very large, very nice) homes built nearby.

I do think there’s something to this, but I couldn’t say what, exactly. Why didn’t Romero and co just completely make up an address? It didn’t have to be searchable on Google Maps. It wouldn’t be the first conspiracy theory to come out of the deserts of the Western United States though. Most likely it’s all just part of the theme building and the fact that it’s searchable is just another layer of game-detail for the curious gamer to appreciate. It’s good design to reward Explorer-type players, because they spread stories about their findings (like I am now) and hype the game for just a small amount of content creation.

The Timing

How ready could this game be? Is it just starting out or has it been happening for years under our noses? In 2012, John Romero told Eurogamer “Yes, I’m definitely going to be making another shooter and it will be on PC first,” he explained. Read the article here. If the game he mentioned in that article is the one he’s about to announce, it could almost be done.
It would also mean that it was developed in the US, since that’s where the Romeros were based until moving to Ireland in 2015, a decision they apparently only made after visiting Ireland in 2014. Night Work Games is based in Ireland, as I’ve mentioned.

Could it be a coincidence that this new game will be announced to the world less than 3 weeks before the new Doom game releases on May 13th? 

May will also see the release of shooters Homefront: The Revolution (single & multi player open world game), Overwatch and Battleborn (both largely multiplayer ‘cutesy’ shooters). This year will also give us Cliff Bleszinski’s Lawbreakers as well as possibly the new Unreal Tournament, the original of which Bleszinski also created.

I find the timing curious. It’s doubtful that those big titles were looking over their shoulder for what Romero could be doing, since he’s been involved more in mobile and social games for years. Gearbox were more concerned with what Blizzard were doing, and vice versa. Then rises a phoenix from the ashes. A small new company (like id was) set to blow the comfortable competition out of the water.. maybe..

I speculate, but regardless of whether the timing was deliberate or not, the new Doom and the new Romero shooter will definitely be compared. If Romero’s shooter is actually close to releasing, the two games will be locking horns in a comic-book style grudge match for the ages. This could be a real life Batman vs Superman for games (though hopefully good).

What type of shooter could it be?

Theme?

Well this is all speculation now, but the Hoxar stuff certainly hints at experimental technology gone wrong and has military and horror overtones. Doom and Quake certainly match those descriptions. Add to that the fact that Adrian Carmack is involved and I’d certainly say that we’re looking at some sort of demonic, mutant, or alien sci-fi horror shooter.

Indeed, Night Work Games’ website background is the surface of the moon, and the ‘o’ in ‘Work’ is a picture of the moon. Of course this could just be in reference to “Night”, but it’s quite possible that it’s a double entendre, since this studio has only recently been founded in order to put out this one specific game.

Single or Multi Player?

There’s no way in Hell that John Romero is teasing a “Return” to the first person shooter if it doesn’t at least include multiplayer Deathmatch. Call that confirmed right now!
The aforementioned Eurogamer article from 2012 did say “Romero also hinted at a “MMO-ish” style of play, with a persistent world and data” so if that’s anything to go by we can expect some PvP action, but hopefully also the option for some solo quests.

Tech Level?

Wolfenstein, Doom, and Quake were all famous for pushing technical boundaries, and while Hoxar hints at high-tech augmented reality, I think the obvious fallacy of that site doesn’t point us reliably at a cutting-edge technology or a VR based game. It still could be, but I don’t think anything hints at it.

The original id games were all driven by John Carmack’s ground-breaking tech, but he’s currently working with Oculus and has been for years. It seems very unlikely that he’s involved or that this will be a VR shooter.

On the other hand, it’s stated that this is a PC FPS, with no mention of consoles. Could this be because it’ll require a high-end PC to run? It does seem possible.

Style?

Romero has said over the past few years that he craves the speed and skill of the old shooters, and that modern cover shooters don’t satisfy him, so we can certainly expect this game to be fast and have heavy retro influences. I wish it would be sprite-based, like Doom, but Romero said in the Eurogamer article that it won’t be.

I’m sure of one thing, though: Knowing John Romero’s renowned penchant for spectacle and his love of first person shooters, we can expect this to be something special!

In Conclusion

Stealth marketing campaigns are fun (if you care about the content). In effect, they’re the meta-game already begun.

For anyone who’s been participating, they’re basically playing the prologue of the game. Sure, it happens to be a detective game and not a shooter, but the slow building of anticipation, and the excitement when you read into a new clue and imagine the implications – that’s marketing gamified! Romero has always been an exceptional game designer, able to empathise with the player’s experience. 

The Hoxar campaign is, to me, early evidence of a legendary game designer back in the saddle, and I’m excited to see what news comes on Monday, April 25th 2016, at 8am Pacific Time, 11am Eastern, or 4pm Irish.

Until next time..

 

Virtually a Reality: My thoughts on VR

 VirZoom. An exercise bike game controller. One of the surprisingly awesome VR experiences I had at GDC.
VirZoom. An exercise bike game controller. One of the surprisingly awesome VR experiences I had at GDC.

We’re almost there!

Hello folks! Myself and 27,000 other people are just home from GDC 2016 in San Francisco. For many, myself included, it was our first GDC. This year also marked GDC’s highest attendance to date, and there was no small focus on VR. They even went as far as to have an entire VRDC branch of the conference laid out with many talks and demos available for conference goers.

Personally, I was eager to try as much of the VR tech as I could, but more as a consumer than as a developer. My game is a 2D space sim, so VR is hardly going to have a major impact on it. Even further down the line, I can see myself favouring retro-style games (look at the company name, after all) than cutting edge VR, but I’m certainly interested in the area, as are many.

All the big players were at the conference and while many of the companies’ wares were on display by (very) advanced appointment only (Virtuix Omni, Playstation VR, Raw Data on the Vive) there was still a lot that I got to try out. I was very undecided about the future of VR before GDC. How the game industry evolves still remains to be seen, but I certainly now have an educated two-cents to throw into the conversation (Don’t mix metaphors. Don’t mix metaphors. Okay, sorry).

We’re closer than we’ve ever been, but is VR truly about to arrive for the masses, and if so, is it here to stay?

First Thought – Price

Before and after GDC, my thoughts on the cost of entry to higher-end VR gaming are that it is madly expensive. Even if I have now seen more of what I’d be buying in to, the cost is still a major obstacle.

The Oculus runs at $600 + shipping, and that’s without the Oculus Touch controllers which aren’t even released yet. The HTC Vive is $800, though it includes the VR controllers and the headset does have a camera, allowing AR (Augmented Reality) options that the Oculus can’t provide.

Both of those options require a high-end PC in the first place which will run easily over $1,000. 

The Playstation VR might lead the charge when it comes to user adoption. At $400 for the headset, it’s only about as expensive again as a PS4, and half the price of a Vive. While the quality is a little less impressive than its pricier counterparts, reports are that it’s not that inferior at all (I didn’t get to try it at GDC, unfortunately). Console gamers are already less concerned with having “the best” as compared with PC users and so I think here is where we’ll see the biggest early adoption of VR, at least when it comes to gaming.

There are several cheaper options again, and these lead me to my next point.

Ambiguity & Choice Paralysis

Even for those who are willing to buy one expensive VR headset, they may well wish to wait and see what takes off in a year’s time. The Vive can do things that the Oculus Rift can’t, but some of those things require an 8ft x 8ft room. Many people will need to buy a house before they can make use of that particular VR offering!

The Oculus Touch controllers (which I did try with the game I Expect You To Die) do seem somewhat more natural that Vive’s controllers, though I haven’t spent a large amount of time with either.

 I tried the Oculus Touch controllers. They aren't released yet, but they're looking and feeling pretty darned cool.
I tried the Oculus Touch controllers. They aren’t released yet, but they’re looking and feeling pretty darned cool.

Then you have the cheaper Samsung Gear VR into which you simply insert your phone (certain models of Android only) and you have instant VR. However, it only tracks your head movement and takes a single button input. This is not for advanced gaming. It’s more the evolution of mobile games in that regard, but the lower price makes it very viable for people who just want experiences like 3D movies, guided tours, or VR porn (yes, it’s already a thing. The porn industry has traditionally been on the cutting edge of technology – seriously).

Google Cardboard, the cheapest VR entry, can’t even compare with the Vive or Oculus in terms of what it can do, but anyone can afford it and it works with a far wider selection of phones. 

What is VR?

So, what is VR? Well it isn’t just one thing. That’s a problem and an opportunity. The fact that there’s an affordable VR option for everyone may lead to high adoption, but whether it robs the higher end companies of their desired market share or primes the public for that more exciting stuff remains to be seen.

I would guess that it will create a low-level interest in VR and as prices fall, we’ll see more adoption of the better headsets eventually.

For the rest of the article, I’ll focus more on the higher end products.

The games industry has been making the most noise about VR, so it’s easy to forget its myriad other applications. Hospitals have tried adopting it to reduce depression and anxiety and ease recovery in patients. Architects are using it to show their designs in more detail than ever before. Even Six Flags theme parks have started using VR on actual roller coasters

I wouldn’t be surprised if Google are working it into their Street View technology and all sorts of documentaries, concerts, and sporting events are sure to be recorded and broadcast in 3D in the coming years. Its use for mediation (see Deep – coming to the Tribeca Film Festival this year) or perhaps to treat forms of autism are very exciting also. And there’s the porn..

Thinking of VR as being “the next thing in gaming” is an extremely narrow way of seeing it, and many games developers are bravely leading the charge when time could very well show them to have had been headed the wrong way entirely.

This is my opinion only, but I don’t see VR treadmills designed for first person shooters as being the right way to go. I haven’t tried any, admittedly, but neither have many other potential customers, and that’s what counts. The FPS genre was pretty much fine as it was. It’s run its course, even! VR doesn’t lend itself well to lively first person movement. Older arcade shooters like Time Crisis may see a very positive revival because in those games you were tied to a single point in each section of the game, and then a cutscene moves you to the next. They worked just fine and as I watched demos of Raw Data (video below) and listened to the (very lucky) happy people coming away from their demo sessions, I think this is where VR shooters are heading.

I was very surprised to be asked “do you think VR will change the face of gaming” at GDC. For me there’s no question. It won’t! Look at the resurgence of 2D games, and the popularity of first person shooters. These games aren’t going away and they don’t need VR. Many 2D games exist because they’re cheaper to produce and almost everybody can run them. It makes no sense to develop the next FTL or Spelunky as a VR game. Indies already struggle to make ends meet (okay, maybe not those two) so they won’t limit themselves by developing for a smaller audience.

VR is a new peripheral (when it comes to gaming). It enables new types of games to exist, it will improve certain game genres, and it flat-out won’t work for other genres. The gaming world as we know it won’t change overnight, but it will slowly open up new territories.

Where VR shines for gaming

For me, any game where you are piloting or driving a vehicle will benefit well from VR. Being able to glance over your shoulder in a race car or fighter jet is something we’ve been missing and VR will really add to the experience. However, this is a very niche market. Headsets will sell well to the types of people who buy high-end joysticks or steering wheels, but these sales wouldn’t be enough to buoy up the VR industry.

We need new types of games.

I’ve tried a bunch of VR games that I’d describe as neat but I wouldn’t buy a headset for them and even if I had one I wouldn’t play the game for more than a little while. The first game I saw that I could really see myself playing every day was Ubisoft’s Eagle Flight.

You play as an eagle flying around an abandoned Paris. You hold a controller with buttons for acceleration and an attack, but all steering is done with the headset and it feels incredibly natural, smooth, and fun! There are single player and multiplayer game modes where you hunt down other birds who are attacking your nest (amongst other modes).

I queued for an hour to play this at GDC and I’m glad I did. I came away feeling for the first time like I’d really found a new type of game. The sense of flight, the field of vision, and the agility the player could quickly learn were all very compelling. And say what you like about Ubisoft (I frequently do) they know how to make compelling games that keep you coming back for weeks – at least! I can really see this one being big on Playstation, Oculus and Vive.

The problem of Fragmentation

Eagle Flight is a simple game with simple controls that works very well. I think it’ll be one of the biggest early games of the VR generation. This is because most people, whatever they own, will be able to buy and play it. 

The Vive in particular is guilty of encouraging the development of games that simply won’t be possible to play on the Oculus or PSVR. All the systems can track head movement and accept basic input, but the Vive can make use of a physical boundary scanning technology and front-mounted camera. This enables you to safely (if not yet ‘confidently’) walk around your living room while playing an experience, thus allowing types of games that we haven’t even imagined yet to be created. While that’s very exciting in theory, it’s in no developer’s interest to make games that can only be played on the Vive, when they could make simpler ones that will run on all (or most) devices.

Pushing the limits of the technology will yield great experiences, but someone who’s just dropped a grand into the Oculus isn’t likely to go over and buy a Vive for one new game. Who, then, is going to make the amazing games, and which platforms will they be available for?

I would predict a banality in the types of games that come out in the first couple of years until one platform or another really pulls ahead in terms of market share. That’s when developers will choose their dev platform and really start pushing the technology.

Peripherals

As if the headsets themselves weren’t expensive enough, there’s a whole subset of companies developing movement controllers for VR devices.

I’ve already mentioned Virtuix Omni, and my lack of belief in the product’s viability long-term. There are similar treadmills on offer, too, from other companies. I’ve even heard of virtual hang-gliders that you lie down and strap yourself into. I can only imagine how much floor space is required for that one! Presumably you wouldn’t get much use out of them, either. Games get boring, after all. This has always been true.

I say that without having tried any of those aforementioned. What I did try was VirZoom.

I’d seen GameSpot’s video (above) previously, and I was sceptical. How can you pedal a horse? That’s bound to feel stupid! Same goes for a race car. I tried this at GDC and was pleasantly surprised.

You wear your chosen headset, then sit up on an exercise bike. There’s a left and right trigger, and the pedals. Those are your main inputs. Tilting your head or looking at something directly is also a form of input. VirZomm provided five 1-minute demos back-to-back for attendees. I started off pedalling and the horse started moving. I was to lasso bandits off their nearby horses by catching up to them, looking at them and pressing a trigger. Simultaneously I had to avoid certain obstacles in the street.

After about ten seconds, I didn’t even realise I was pedalling any more. The gameplay just took over. The same went for driving the race car and even flying the helicopter. When you’re in it, it feels totally natural, despite how it looks to an observer and despite how unconvincing it must be to read about.

I finished the demo with a good warm-up done and a new appreciation for the types of games that could be created.

We run into the fragmentation problem again, here. Any games designed to work well for this exercise bike input will likely not be very convincing as a traditional game with an ordinary gamepad. Thus for the developers to make back money, one might expect the games to cost a lot, or at least to have been cheap to produce and probably lacking in variety. On the other hand, we see here that there are legitimately whole new directions to explore with VR. The retail cost of the bike is $400. Another steep investment. However, here you can weigh the investment against the cost of a road bike or gym membership. Maybe in colder climates where you can’t cycle or jog in Winter, the gamification of exercise could really take off. The bike also folds down pretty small so it doesn’t take up much space in your house.

If I already had a VR headset, I could honestly see myself making this the next purchase. I know I need more exercise, and while the best gameplay motivation in the current demos is merely to place on a world high-score chart, savvy developers could make some really compelling narrative games based around stories like Easy Rider, or Mad Max style road warrior games.

Update, 13/01/2018: If you’d like extra reading on the VR cycling space, I’ve recently been contacted by Eric from Bikemunk who read this article and offered a link to his own article on cycling software..

In Conclusion

I personally think VR will be a big part of our futures, but not that it will revolutionise gaming. I doubt it will revolutionise any particular industry. I think it hasn’t quite arrived yet but that when it does it will be here to stay. The internet and the smart phone will likely remain the largest technical and social milestones in our recent history, but VR will certainly shake things up a bit and make the world a more interesting place to live in.

I can’t wait until I can afford it..

Until next time..

 

 

First Person Shooter Campaigns Dying off?

I read an article during the week by Ryan McCaffrey at IGN (video format below) positing that the single-player first person shooter game might be dying off. It’s hard not to agree with Ryan’s points. While the ultimate fate of campaign modes in FPSs hasn’t been decided yet, we do see more and more shooters releasing without single-player modes, or with lame, half-assed campaigns. It’s a while since I’ve played something that really wowed me, and longer still since that was a game that didn’t feature multiplayer.

I just wanted to share my own thoughts on the questions raised by the IGN article, and hopefully get some of yours too. Note that that article and mine both focus on “first person shooters”. Not third person shooters, cover shooters, or first person RPGs. If you want to watch the IGN article before reading on, feel free:

What I love about Single-Player

So I love single player shooters. They’re pretty much my favourite genre (or have been, at least). When I started playing games I didn’t have internet access, and once I got it I was nearly 20 before connections in Ireland near my home were good enough to reliably play multiplayer. I grew up with single-player games and so developed a fondness for ones that draw you in as an individual; whether it’s with great gameplay or story, I don’t really mind. Preferably both! 

I’m a gamer with limited time so I like to commit to some sort of journey for 6 – 20 hours and know that it will resolve satisfactorily and let me get back to my life. I’ve less interest in multiplayer games because they never end. You can sink way more time into them and merely wind up frustrated at your defeats or pissed off with hackers, griefers, trolls, n00bs, or just ignorant adolescents with big mouths. There’s also the danger of becoming addicted to the progression systems. I don’t like how I feel about myself when I’m working and I can’t wait to get back to the game just so I can unlock a new scope after about 3 more hours of online play. I’ve done it, mind you, and enjoyed it. There’s some great multiplayer experiences out there, but that’s just why I prefer the single player, anyway.

I’ve been feeling a lot in recent years that my interests are being under-served, as shooters become more and more focussed on online play. Take Call of Duty, for example. The biggest kid on the block! That series started as a WW2 shooter to beat Medal of Honor with the focus on the single player campaign. Multiplayer wasn’t a big genre yet, though the game had it. The campaign story was great! You could play it again and again. The same with CoD 2 and 3, and a few since.. CoD4 (Modern Warfare) had a stellar single player story, but it also had great multiplayer and that’s when the public started flocking to the series in earnest.

 A titan of the genre
A titan of the genre

While I enjoyed the stories in Modern Warfare 2 & 3, and Black Ops 1, I feel (personally) that less and less time has been going into developing the single player sides of the games. They’re getting shorter and shorter, and the stories worse and worse.

Multiplayer used to be a bit of a sandbox where you take the levels and assets of the single player game and let players have fun with them after they finish the main game. Now it seems like the CoD games are developed the opposite way. More like “oh we need jetpacks and lasers for multiplayer. Cram them into the single player too and try make it make sense”. Ghosts’ story was pretty underwhelming. I can’t accuse them of cheaping out on the Advanced Warfare story (hiring Kevin Spacey and all) but the cracks were really showing in that story too. It just didn’t come together. Most of the marketing now focuses on selling the multiplayer.

The newest game, Black Ops 3, even shipped without the single player mode on Xbox 360 and PS3, proving which half of the game is the priority when compromises must be made. If players on those consoles buy the game anyway then Activision will have their “proof” that players don’t really care about story modes in shooters, as long as they have multiplayer.

The Business

I’m actually surprised that Activision and others haven’t scrapped story modes already. It’s an expensive side of the game to develop, needing the bulk of the writing, voice recording, direction, and set design, all for a mode that most players only get their 6 hours or so out of and then never play again. If players would still buy the game with multiplayer only, a lot of time and money could be saved in producing these annualised titles without single player.

Releasing both seems like splitting attention. I often cringe when I see games that are supposed to be primarily single-player experiences just tacking on multiplayer. Batman: Arkham Origins and Max Payne 3 arguably didn’t need multiplayer, and I’ve heard nobody say good things about them. Money was spent to create half-assed modes and the best reason I can think of for doing this is to justify the ‘full’ price tag. €60/€70 for a single-player only game is probably hard to justify. The same goes for multiplayer-only.  Full priced games have usually had both modes, and publishers/retailers want to charge full price, so both branches of a game are usually developed to varying standards. I can’t justify spending €60 on the new Star Wars Battlefront, for instance, because it’s just multiplayer. Where’s my single player? Not to mention that the DLC pass is €50!! I protest! But I digress too..

Alien Isolation could have tacked on a ruinous multiplayer mode and upped their price from €50 to €60 but they stuck with single player only and crafted a masterpiece! Its 20 hours of play also justifies the price tag when compared with 6 hour games for the same money.

 Alien Isolation wasn't really a shooter. Like my friend Niall said, the pistol is like
Alien Isolation wasn’t really a shooter. Like my friend Niall said, the pistol is like “throwing Tic Tacs at the alien”. Evasion was the only way to win.

I think it makes the most sense to make either a single player game, a multiplayer game, or some co-op half way point. Not as an absolute rule, mind you, but a developer can focus on making their primary game better, save costs by not developing a secondary side, and still charge 5/6 of the price without batting an eyelid. Battlefront are even charging a premium despite having no single player and a very shallow game overall. We know that developers are very keen to do what makes the most business sense wherever possible (especially the big boys!) so I’m surprised we haven’t seen more devs trimming the fat yet. I do believe it’s coming, though.

We Can Already See The Split

The point the IGN article made was that we are seeing more titles focus on just one side, but unfortunately, that seems to be almost exclusively the multiplayer side, prompting the article on whether single player shooters will become a thing of the past.

Star Wars Battlefront, Titanfall, Evolve, Rainbox Six Siege, and the upcoming Battleborn, LawBreakers, and Overwatch are all multiplayer only (some have some 1-4 vs bots, technically allowing “single” player, but have no story mode).

Even Halo, traditionally both a strong narrative game and a strong multiplayer game, has fallen with the rubbish (my opinion, yes, but come on!) Halo 4 story mode. Halo 5 has now been designed with the story mode focussed on being a multiplayer co-op experience, with squads of 4 in all story missions (I haven’t played yet, correct me if I’m partially wrong).

 Halo 5. Master Chief is no longer such a lone wolf.
Halo 5. Master Chief is no longer such a lone wolf.

You’d be forgiven for thinking that single player first person shooters are dying off. I mentioned Alien Isolation earlier, and that’s not even a shooter. Deus Ex is a first person stealth-RPG with guns; not a shooter. Even Fallout 4 isn’t really a shooter, though I won’t argue if you want to treat it as one.

The only (AAA/ high quality/ high-exposure) games I can really place on the scales as honest-to-God single player shooters from recent years are the Metro and Wolfenstein: New Order games. All fantastic, by the way! Play them! They have no multiplayer at all, but instead focus on really high quality campaign modes (and challenge modes in Wolf). 

Reasons to include single and multiplayer modes

Plenty of games are still doing both modes, and there will always be good reasons to have single and multiplayer modes. Multiplayer is where most of the time is spent by players, and it’s where developers can make more money with microtransactions or cost-effective DLC. But multiplayer-only worlds like the ones seen in Evolve and Titanfall lack depth and character. Single player modes are needed to lend credibility to a narrative setting and really create hardcore fans. Without emotional investment in the world, the setting is all just white noise. Sci-fi games in particular need single player to make their worlds come to life.

 Something something, reason to shoot, don't care!
Something something, reason to shoot, don’t care!

The new DOOM game will have both modes, though how story-driven the campaign will be is unknown. DOOM’s story (and Quake‘s) was traditionally a mere paragraph of text followed by non-stop blasting action until another paragraph at the end.

Battlefield (originally multiplayer only, or single with bots) has had story modes for a while, but let’s be honest, they’re pretty crap. Battlefield 3’s story wasn’t up to much (how do you make nuking Paris lack drama) and my all-time most hated single player game is Battlefield 4. The Bad Company games were good though; humour helps.

The Far Cry games are still strong AAA single player shooters, it must be said, but are also trying to bring in more multiplayer elements with each title. Dying Light deserves an honourable mention as a primarily single player FPS from 2015, though.

The Real Question

Where the hell is Half Life 3?! HL1 & 2 were both total game changers for the genre. What will 3 have to say about all this, if it ever comes out?

Okay, the “Real” Real Question

While it may look like shooters are slowly moving towards being multiplayer-only games, we have to recognise that this creates a vacuum. A shortage of supply of narrative-driven single player shooters will be created, yet demand for these titles will presumably remain pretty steady. All sorts of games are made nowadays, serving all types of interests. While AAA studios have traditionally cornered the markets on shooters (because graphics are very important in first person games, and big studios can afford better graphics, models, and animations), what could smaller studios do with the genre if the bigger developers move on?

We might lose some scope and spectacle if single player shooters start becoming the domain of indie studios (and that will sadden me), but I don’t believe the genre will ever die out. It’s too much a main-stay of the games industry. Also, indies are the ones who take risks and create genuinely interesting new titles. There’s no particular difference between Black Ops 3, Modern Warfare, and Battlefield 3. Nothing major. They all offer the same basic gameplay. We could actually see some great new stuff!

What could indies do if they take over the single player first person shooter genre? Will it ever happen? Will the AAA studios ever totally cut out single player modes and would you stop buying their games if they did? I know I already have, as I’m less and less willing to spend €60 on a crappy 6 hour story when I could just replay Metro or Wolfenstain for my shooter fix. 

Please discuss in the comments, anyway.

Until next time..