Perceived Value

A strange trend seems to be emerging within the review process for games. If something lacks a large quantity of content, the score goes down regardless of the quality. For example, Dirt: Showdown was given a lukewarm reception because it’s career mode is short.

I completely disagree with that assessment. I found the game to be extremely enjoyable and a decent attempt at a Burnout style game from a company known for realism. The physics felt wonderful and the damage modeling looked amazing.

For $60 though, I could maybe see the point. There isn’t a tremendous amount of stuff to do, but the included modes and cars are furiously entertaining. Then again, I got the game in a Steam sale for $5, so maybe my acceptance of it’s “lack of content” comes down to perceived value.

Gamers exist in a world where the generally accepted $60 price point is not the only way to buy a game. That may have never been the case, but every game launches at $60 at retail whether it should or not.

I know during the PS2/Xbox/GCN era, we saw a bunch of B-games come out at reduced rates. Those titles clearly knew they weren’t going to set the world ablaze and kept their MSRP low to garner more sales.

This led to titles like The Suffering and GUN becoming hits despite not being of the best quality. One of my favorite games from the era, Psi-Ops: The Mindgate Conspiracy, was a huge failure due to launching at a full retail price point.

And possibly that “To Be Continued…” ending.

Without the expectation of “$60 thrills,” games like those are allowed to be rated fairly and given a chance to entertain. If Aliens: Colonial Marines didn’t have the audacity to launch at full price, it may have not been as negatively received.

A person’s own perception may shift that idea. Games like Dead Space and Max Payne are fairly short, but have been showered with praise from gamers and critics alike. Everyone seems to think that the general polish and feel of the games is worth their higher launch prices, even if you could get extensive experiences for less.

Bethesda had started talks about this when Skyrim was nearing launch. The director of Elder Scrolls 5, Todd Howard, stated, “I do think industry-wide we would benefit from more games out at $19 or $29. I would try more games. Because I’m not going to try a game for $60. It’s a tough decision.”

That does make sense. Without having a wide range of titles to enjoy, you begin to fall into a rut and give-up on gaming entirely. Without those fresh, different, unique games, one gets jaded to the whole practice.

Valve has done their best to remedy that situation. While Steam sales may not be the best answer, they show that any title can become popular and lucrative if given a better price.

I can even attest to it. While I wouldn’t recommend Dirt: Showdown to serious simulation racer enthusiasts, anyone looking for a rambunctious time slamming cars together will not find a better title.

Yeah, $60 is a bit much, but getting the game for $5 will give you weeks of enjoyment. That lower price lets you feel out whether the game is for you and how the online mode functions. FYI, smashing others online is a blast.

The year is 2015 and we’re still dealing with full retail price. $60 is not going to cut it anymore, especially not when disasters like Batman: Arkham Knight launch on PC and just assume $60 is correct.

I think reviewers should be looking beyond the dollar value when evaluating games. It may be easy to write in that something isn’t worth full price, but don’t let that negatively effect your perception of the game.

A lot of deserving titles will get slammed because their prices are insane. Just because the games market is a broken mess doesn’t mean the title is, too. And to developers; it doesn’t speak negatively of your game to price it at $40.

Downloadables: Crazy Stairs and Stretching “Boys”

When I got my Xbox 360 in April of 2006, I hadn’t fully come to terms with downloadable content or games. I was almost going to buy some of it on Xbox, but then I figured I wouldn’t keep the console forever (it didn’t help that PGR 2 charged $6 for car packs).

After plowing through “GRAW” and tinkering around with “Burnout: Revenge” for some time, I figured I would finally browse through the Xbox Live Marketplace. I saw “Geometry Wars: Retro Evolved” and remembered how damn fun the little game was in “PGR 2.” $5 was unbeatable for me, so I downloaded it and had a blast.

Over the years, downloadable games have gotten much better in quality than Geometry Wars (which is saying a lot). When mainstream, retail games seem to be sticking to the same patterns, colors and game design, downloadable games are constantly giving gamers new ways to think about their gaming careers.

While I have no preference for XBLA, PSN or Wii Ware (though I only have 2 games on Wii Ware), today I’ll be talking about some PSN titles; namely, “Echochrome” and “Noby Noby Boy.” Both titles are wholly unique from each other and offer things I’ve never really ever played before.

“Echochrome” is one of the most original ideas for a puzzle game I’ve seen since Tetris. The game has a style similar to M.C. Escher and tasks the player with moving through a series of platform based puzzles to collect things called “echos”. The key trick to these puzzles is that the player can manipulate the game world to fill in holes, create jumps or make bridges.

If that description makes no sense, it’s because the game takes a long time to fully understand. The short tutorial that the player goes through does little to prepare you for the later challenges. Your little “echo” guy (who looks like a wooden artist mannequin) has to jump off of pads while the world rotates around him so that he can land on a ledge in the distance.

Some puzzles leave you stranded on a small piece of walkable terrain and require you to move the camera so the game thinks the level is one big bridge. It’s ingenious and mindbending, but when all the pieces come together, you feel like a damn god.

How the f*#@ do I get out of here?!

The music is also quite comforting. Fully orchestrated and using a lot of violins and cello’s, the aural experience is almost as engulfing as the logical one. The music swoons and thunders with smooth sound that hasn’t really been exploited in gaming (as far as I know). It’s wholly uncommon and I love it.

What makes the whole package better is that Sony incorporated an entire level editor into the package. Not only does the game ship with 54 levels, but there are endless amounts of user created challenges waiting at your fingertips.

While I can’t say that I delved much in making my own challenges, I’ve played through quite a few out there and some make the main challenges look tame. It’s awesome when players will come up with tasks more insidious than the developers could have ever dreamed of.

“Echochrome” really helped change my perception of downloadable games. Before this came out, I really only saw these services as ways to re-release old classics. After I finally opened up and let this title into my life, I started to notice how creative and fun such smaller titles could be.

I know that in Asia and Europe, “Echochrome” was released on UMD for PSP, but in North America, the only way to get the game is through the PSN store. The game exists on PSP and PS3 and goes for $6 and $10 respectively.

“Noby Noby Boy” is more of an experience than a game. Developed by the creator of “Katamari Damacy,” the whole goal of “Noby Noby Boy” is to experiment with this weird hotdog shaped creature called “Boy.”

You can bend and stretch him to different sizes and you can even devour the entire town around you (not unlike Katamari). The left control stick moves the front of your character and the right controls the back. It’s a bit awkward at first, but the lack of any overbearing goals means experimentation takes over and you never find yourself getting frustrated.

The scoring system is rather interesting for a downloadable title. Players submit their scores to a character called “SUN,” which is essentially a massive online leaderboard. The player totals were given to a database that unlocked extra levels in the game based on how high everyone’s cumulative total was getting.

As of now, the game is entirely finished, but the race to eat people and explore different worlds was something akin to an MMO, but without the grinding or isolation that often sets in during those titles.

And you thought you had it bad…

The graphics are a bit goofy, but they have a clever charm and are very bright. It’s not difficult to just stare at the game world around your “Boy”. The music was also very charming and the folk guitar track is easily one of my favorites from this generation.

To this day, I’ve wasted maybe 80 hours playing this game. I’ve never experienced anything with so little to do, yet so much to explore. It’s very therapeutic and relaxing. Booting this up just lets me forget about the day.

I suppose the major downside to this game is how little there really is to do. While I have no problem aimlessly roaming in games, some people may find that off putting or wasteful. I think it’s relaxing, especially when mixed with the character designs and music.

The PS3 version does have trophy support, but even those can be banged out in about an hour. The price, though, makes the title worth a shot. $5 is something you can’t beat for any type of experimental gameplay.

I know there are plenty of other downloadable games I’ve partaken of, but these two are just some of the examples of games that have really stuck with me. It’s a shame that we don’t get such originality in our $60 titles, but maybe those have a place in helping the indie devs get some great content out to us gamers?

If nothing else, I know that I can finally say I’ve pooped out a sheep while two mail men road on my character and I floated through the air. I don’t think I’ll ever be able to do that in another game.