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Entries in Gamers (34)

Monday
May132013

Episode 62 - Genese Davis

Bridging the gap between gamers and non-gamers: this is a topic that we've addressed many times on the show. This week we talk to author, host, and video game columnist, Genese Davis. Genese has written a novel, The Holder's Dominion, aimed at describing game culture and the desire to game to non-gamers. Listen to hear Genese's story about becoming a gamer as an adult, the process of writing a novel about gaming, and how to lark your life. 

As always, we'd love your feedback. Let us know what you think in the comments here, on our Facebook page, or on our Twitter account. 

Until next time, game on!

Regina & Rhonda

Episode 62

Monday
May062013

Episode 61 - Tropes vs Women in Video Games: Damsel in Distress Part 1

I know you've all been waiting for this discussion. Anita Sarkeesian's Tropes vs Women in Video Games is perhaps one of the most talked about and anticipated YouTube video series about video games.

We analyze her argument in the first episode, Damsel in Distress Part 1, and its relation to many of the discussions we have at Game on Girl. Joining me and Rhonda is Toria Spencer, one of the writers for the site for an engaging discussion that ranges from religion, to wrestling, to the significance of dames. 

We'd love to hear your comments about our discussion and your thoughts on Tropes vs Women in Video Games. Leave your comments here, follow us on Twitter, or "Like" us on Facebook.

Until next time, game on!
Regina & Rhonda & Toria 

Episode 61

Wednesday
Mar132013

Zynga: A View from Outside (with a definite sound of ax grinding)

If you are on Facebook, you know Zynga.  Even if you never heard of them, you've probably felt their affect.  FarmVille, FarmVille2, YoVille, Words With Friends, Indiana Jones Adventure World, CastleVille, CityVille, ChefVille, The Ville, Slingo, Vampire Wars, Mafia Wars, Hidden Chronicles, Bubble Safari.... all are current or past games that either you or at least some of your friends have played or are playing.

Founded by Mark Pincus in April 2007 (named after his beloved bulldog, hence the company's logo), Zynga launched its first game in July 2007:  Texas Hold'Em Poker (now Zynga Poker).  Within 2 years the company was the #1 app developer on Facebook, with over 40 million active users.  That's serious participation.  (Contrast that with World of Warcraft's 12 million players in October 2010, their benchmark number.  Yes, I know its apples and oranges in gaming, but it still puts the numbers in perspective a bit.)

Zynga expanded from their San Francisco headquarters (complete with weekly happy hours, free massages, gourmet food, and an indoor dog park) to additional facilities in Los Angeles, Austin, Dallas, New York, Seattle, Toronto, India, China, Germany, Japan and more, mostly due to acquisition of established studios. Since inception, they have seen revenue surpassing the market value of Electronic Arts.  Zynga went public in December 2011 with a declared a market value of over $7 billion.  All this without producing a single tactile product; everything is virtual, all is code.

How do they do this when playing the game is free?  Through advertising revenue, and by enticing players to spend money in order to advance game play through either buying enhancements directly or through business partners (for example, if you apply for and are accepted for a Discover card through a link on a Zynga game, you get bonus virtual currency to use in that game).  But players can choose to forego dropping a single dime into the Zynga bucket and still participate.

Sounds pretty great, doesn't it?  Well, if you think so, you haven't played many Zynga games.

I have played numerous Zynga games and except for Words With Friends, I no longer play any of them.  Two games - CastleVille and Vampire Wars - I played significantly, advancing to high levels before quitting, and I will admit to paying out cash to buy VWs currency a few times. (Zynga has since abandoned Vampire Wars).

Why did I become disenfranchised with the games?  Big reason #1:  complete and utter boredom.  The games, enticing at first, would very quickly became mindless clicking without any skill, imagination or involvement on my part.  In Vampire Wars, I would literally spam the Enter key and then sit back until the game caught up with my clicking.  Then I would spam it again.  And again.  Not exactly a fun time.  But I had to complete copious quests in order to level (with enhancement rewards) or to obtain randomly granted items that would allow me to do what kept me in the game:  buy outfits for my vampire avatar.  Even with the hours of time invested and personal achievements I racked up (and outfits acquired), eventually it became just was too mind numbing to continue.

Then there were the service errors.  Games would not load, or quests would be broken or would cause your system to crash, and those problems would last for days, with no time frame for resolution and often without even acknowledgement of the problem, despite pages of forum posts pleading for updates.  "Down for maintenance" screens would greet players at any given time without notice, and a "spinning orb of death" (the icon that indicated the game was "thinking" before moving on to the next action) would hang game play constantly. When these incidences happened - and they happened often - the silence on the part of Zynga was absolutely deafening.

But what broke the camel's back for me was the pervasive sense that I, as a player, meant absolutely nothing to Zynga; I was merely profit fodder, unworthy of even a modicum of respect.  Complaints were not addressed, questions were ignored.  Games were labeled as being "beta" months after being released, yet Zynga still solicited money from players in those games.  Excuse me, but you do NOT charge for beta.  Period.  Game play would start out fun then devolve into rote repetition of quests, actions and narrative, as if Zynga had gleaned as much as they could initially then would lose interest and move on to the next game release.  Player loyalty meant nothing and longevity in the game was rewarded with diminishing returns.

Plus I often felt that I was being forced into doing Zynga's marketing and recruitment for them because I could only advance in the game if I solicited a certain amount of players to be my "neighbors" or in my "army" or "clan", who then could send me items or visit my realm or vote on my avatar's appearance.  Often these appeals could only be done through my Facebook feed.  The moving target of privacy settings and the complexity of building specific groups made tailoring those appeals to "gamers only" daunting.  And frequently the game would find a way around my settings to suddenly start broadcasting game announcements (purportedly to celebrate my achievements) that would be seen by all, which alienated many of my non-gaming friends.  It felt like Zynga was expending more effort to figure out how to circumvent my privacy settings than it did to support my game issues.  While it is possible that Zynga was not always the culprit in these broadcasting and Facebook interface issues, with no information flowing from them to the players, it made it awfully easy to assume so.

Then you hear about the incredible perks their employees get when you can't get a dev to respond even once to an 24 page long thread that has been building for days in the forums and you wonder, if they can hire dog groomers, why can't they hire someone to manage the forums or provide feedback?

That negative vibe goes deeper.  Word is that Zynga blatantly copies other games; CEO Pincus reportedly told his employees, "I don't f*cking want innovation. You're not smarter than your competitor.  Just copy what they do and do it until you get their numbers."  Admissions of participation in scams and complaints about promotions that download malware, going after other companies that dared to put "-ville" in their game titles, forcing stock buybacks and executives selling stock right before negative reports are published - it just felt sleazy to be supporting the company in any way.

Bottom line, if it doesn't feel right, don't do it.  If you aren't having fun playing, then stop.  It didn't and I wasn't, so I did.

Karma's a bitch, though.  In 2012, Zynga stock nosedived and the company had dismal quarterly reports.  Investors are abandoning ship, and CEO Pincus dropped from being a billionaire to having a personal net worth of only $425 (only!) million by 2013.

It's not all bleak, though. Through Zynga.org, the philanthropic arm of the company, players have raised over $15 million that benefitted numerous nonprofits and causes, and raised awareness for projects such as clean water and alleviating hunger.  That might not be money Zynga itself paid in, but someone has to spearhead the effort and raise the platform. Yet one has to wonder if this philanthropy is in place to merely make the company appear more community minded.  With Zynga cutting regulatory ties with Facebook and aggressively moving into the online gambling arena, the question is, will this herald a positive new focus or give the company grounds to become even more mercenary?

Time will tell if Zynga becomes more player centric and broadens its blinders to something besides profit uber alles.  But I, for one, won't be there to find out.

Thursday
Mar072013

Why I Left Facebook Gaming

Ok, so I didn’t leave it completely.  I still play Words with Friends with one person (only one, mind you; ok, occasionally with two, but only those two!) and an “action adventure” game called Castle Age, mainly because I’ve belonged to a few really strong guilds there and have met many wonderful people with whom I do not want to lose touch.  (I have one other game loaded because a friend of mine works on it, but honestly, I haven’t played it in ages and occasionally try others, but tend to leave them after a day or two.)  

But all the other games:  FarmVille,  Vampire Wars, Ravensky City, CastleVille, Hidden Chronicles, Marvel: Avengers Alliance, the Sims Social, Hatchlings, ChefVille, My Zoo, Adventure Something, some other dragon game, some cute little critter game, a game referencing Middle-earth, another dragon-ish game (these last few, now all apparently gone), I simply stopped playing and deleted them from my account.

Why?  Usually the answers were, for the most part, pretty simple.  Sometimes it was because the game was poorly produced and difficult to play, either in controls or in constant errors needing reloads.  Sometimes the game play was insipid.  Sometimes playing the game seemed overly complicated or mundanely slow.  Sometimes it was because I wasn’t getting enough bang for my buck (and seeing that the games were free, at least free to play, that says something about the satisfaction that came from playing).  I simply did not want to put my time in - and believe me, these games can end up eating a helluva lot of time! - with something that just didn't satisfy.

The most frustrating reason I have for leaving a game - and unfortunately, what has caused me to leave quite a few games - is when greed becomes the main motivation for the game existing.  Not on the part of the players (necessarily) but the company that built it and/or runs it.  Greed for exposure, greed for publicity, greed for the bottom line.  I’m not adverse to a company making a profit - profit is a necessary in order for a company to be a "going concern".  Profits are what allow designers and admins to live, to have homes and feed their families, it's what allows for new games to be developed and current ones to be perfected.  I completely understand that no one and no company can live on good deeds alone, and I abhor those gamers who keep defaulting to the greed of developers when a game doesn’t live up to their expectations (no matter how extreme or unrealistic those expectations are).

But when a game seems to exist only to force the player to promote it on their news feeds in order to play, or the only way one can advance except in miniscule, incremental levels is to actually pay for adequate energy, stamina, tokens, whatever to actually accomplish anything, or causes the player to have to beg other players to send them gifts or items needed to advance… that’s just sad.  And maddening.

These kinds of games claim to be free, but like the proverbial crack dealer on the playground, they suck you in at no cost but do their best to addict you to their game so that you then will spend money in order to play in a significant manner, or make it so that you have to pay in order to partake in the most fun aspects of the game.  Or, if you still refuse to pay out cash and settle for a slower advancement, you end up competing with and against those who do have the resources to buy buffs, tokens, energies, equipment and extra life.  This makes it not so much of an unfair advantage for those players (my choice, their advantage)  but makes it so that there is never a chance for a level playing field.  I'd much rather a gaming company come right out and tell you the you will need a subscription to play a game, rather than keep dangling the only really fun aspects of the game for those who will pay for the ability.

In my next post, I will take a closer look at one of these social media gaming companies:  Zynga.

 

Tuesday
Mar052013

Game Music and Me, We Go Way Back: Body Harvest (N64)

This is certainly not on the list of usual suspects in terms of N64 gaming music...but it ought to beI may be taking a hiatus from these following this particular article; they haven't generated a lot of commentary. This may be my fault. I'm just babbling about music that has left a tangible impact on my gaming psyche, and perhaps I'm leaving you all out too much in my recollections. I'm not sure. Maybe I'm just being too harsh on myself. :p If you've been enjoying these at all, let me know! It'll motivate me to keep on keeping on or something.

Anyway, instead of diving into a broad pool of gaming music by console like I have been, I'd like to instead put the spotlight onto a particular game's soundtrack. In this case, it's the vastly underrated score for the forgotten N64 action/shooter Body Harvest. If you'd like some background on the game, I just so happen to have written a lengthy piece on the game for Hardcore Gaming 101 that may be of interest. For those who would like the Cliff Notes version, I'll summarize: Body Harvest was originally announced before the launch of the Nintendo 64, to be published by Nintendo and was developed by Lemmings and Grand Theft Auto developer DMA Design. Nintendo and DMA had conflicting opinions on how to design the game; Nintendo hoped to convince DMA to make Body Harvest a RPG, but DMA wasn't really interested in going that way. Eventually, Nintendo backed out, leaving the game in a brief bit of limbo. Midway stepped in to publish the game in America, and DMA Design was bought out by Gremlin, which was bought out by Rockstar/Take 2 Interactive, and now are best known for...well, I did say Grand Theft Auto a few moments ago. :p The game itself is a solid if slightly clunky experience that shows a lot of the same design philosophies as GTA3, but I think it controls better. :p

Stuart Ross and Allan Walker were responsible for composing the game, and the quality of the instrumentation and the stunning arrangements are a definite highlight for a console not well regarded for its sound hardware. Most people would probably point to Zelda: Ocarina of Time as the finest example of musical excellence on the N64, but not I. Body Harvest exceeds in terms of its stunning sampling and striking emotional weight leaves me awe-struck. Here's a sample:

Such a excellent piece. It's one of the random "indoors" themes that occur whenever Adam, the protagonist, steps into a cave, house or other building. What I love about it is how it conveys both a sense of safety and tension. Aliens are lurking about outside, and while Adam is escaping any fear of harm inside, it's only a temporary state. He will have to return to the fray at some point, and I think this and other indoor themes display this duality quite well.

So, is there an underrated soundtrack you'd like to pop? Want to further talk about Body Harvest? Just want to say "you're doing fine, Jerry?" Let me know in the comments!