Tuesday 25 February 2014
Marvel Legends Dr. Doom
You gotta love a guy who has an initial on their belt buckle don’t you? You know, I always wondered whether Victor VonDoom felt that he got a raw deal in life. Named doom right from the start.
Moving on to the toy though, I got this guy from the rebooted Marvel Legends line and later found out that he is actually a recolour of Dr Doom from one of the movie lines. Wow. Impressive, considering how naff Dr Doom was in the FF movie. This figure has its drawbacks, but overall I think it’ pretty good.
Thursday 20 February 2014
Wreck-Gar - A-Rama!
You know when you go a little crazy… and you end up with 4 of essentially the same figure….. well, I justify it by explaining they are Junkions. And awesome. Then I swapped their heads around to make them just that little bit more different. The I went and bought the E-hobby set, just for the new Junkion head of Scrapheap. THEN I bought the Hasbro release of Scrapheap called Junkheap. Sounds like a heap of…
Sunday 16 February 2014
Free mobile gaming forces bad game design.
With the rise of mobile gaming on phones and tablets, there is a very strong market for games that contain microtranactions. A ‘microtransaction’, is when a player buys a virtual product to be used within the game. It could be anything from a continue, a new character to play as, or even passing the time quicker (as in the case with some farming games).
This stems from the marketing technique of providing the game for free, or for very little and the company makes their profit from people buying things within the game for the game.
Continuing on from some of the criticisms I levelled at Sonic Dash, I am going to aim my sights at Activision. I know, I know, it’s a pretty easy target, but here it provides a pretty good example of what I see as a rather significant fault in the microtransaction model of gaming which I think is having a detrimental effect on mobile game design and to a lesser extent home gaming.
For the purpose of this argument, I am going to focus on mobile gaming. I first encountered this problem when I started playing the endless runner version of Pitfall! I enjoyed the game quite a bit with its simple controls, nice music and casual gameplay. However since I have been playing it for a while, I have encountered an odd situation.
As the game progressed, it naturally gets a bit harder and when you fail at a challenge and ‘die’, you either have to continue by using a ‘macaw token’ or start from the very beginning of the game. Now when I first started playing, I had access to some tokens and was also able to gather some during gameplay. Naturally being new to the game I was a bit bad at playing it and therefore used my tokens up.
Which brings me to an odd situation now. I am able to get quite far into the game, but have not been able to acquire anymore tokens to continue at all through the game itself. In fact whenever I die I am reminded by the game that to continue, I should go to the store to buy some. I am therefore stuck with having to start the game from scratch every single time I play.
Which then brings me to the point I wish to make, have we started seeing games that are designed to unfairly hinder the players to the point that they are forced to purchase items for the game? Sonic Dash in particular had a terribly bad setup of obstacles that just seemed impossible to predict or react to, thereby guaranteeing failure at that point. If this Pitfall! game had the same impassable setup, one would be forced to buy the Macaw tokens to pass that section. Unscrupulous game design. As it is in Pitfall! the section I often get to has an obstacle that I often never pick up on. In fact I believe I have yet to pass this obstacle as my attempts to pass it have failed, from either not seeing it, or my swipes were not correct. It is not obvious what the motion to do to pass is and that is part of the problem as well as the obstacle being hard to see.
In this type of simple game, everything should be easily recognizable and the solution obvious. After all mobile gaming is aiming for the casual user. Easy pick up and play is the key to this demographic.
In this case success is not and I wouldn't be surprised if it was designed to be this way, just like the “dot-point-death-combo” of Sonic Dash, it could well be to coerce the player into buying tokens to pass a deliberately impossible section.
Gameplay should be challenging, but it should also be able to be passed without external aid. Once a player has succumbed to buying ‘items’ to pass a section that can only be passed with the aid of those items, then the game becomes pointless as skill is no longer needed and lacks the most important ingredient, fun.
This stems from the marketing technique of providing the game for free, or for very little and the company makes their profit from people buying things within the game for the game.
Continuing on from some of the criticisms I levelled at Sonic Dash, I am going to aim my sights at Activision. I know, I know, it’s a pretty easy target, but here it provides a pretty good example of what I see as a rather significant fault in the microtransaction model of gaming which I think is having a detrimental effect on mobile game design and to a lesser extent home gaming.
For the purpose of this argument, I am going to focus on mobile gaming. I first encountered this problem when I started playing the endless runner version of Pitfall! I enjoyed the game quite a bit with its simple controls, nice music and casual gameplay. However since I have been playing it for a while, I have encountered an odd situation.
As the game progressed, it naturally gets a bit harder and when you fail at a challenge and ‘die’, you either have to continue by using a ‘macaw token’ or start from the very beginning of the game. Now when I first started playing, I had access to some tokens and was also able to gather some during gameplay. Naturally being new to the game I was a bit bad at playing it and therefore used my tokens up.
Which brings me to an odd situation now. I am able to get quite far into the game, but have not been able to acquire anymore tokens to continue at all through the game itself. In fact whenever I die I am reminded by the game that to continue, I should go to the store to buy some. I am therefore stuck with having to start the game from scratch every single time I play.
Which then brings me to the point I wish to make, have we started seeing games that are designed to unfairly hinder the players to the point that they are forced to purchase items for the game? Sonic Dash in particular had a terribly bad setup of obstacles that just seemed impossible to predict or react to, thereby guaranteeing failure at that point. If this Pitfall! game had the same impassable setup, one would be forced to buy the Macaw tokens to pass that section. Unscrupulous game design. As it is in Pitfall! the section I often get to has an obstacle that I often never pick up on. In fact I believe I have yet to pass this obstacle as my attempts to pass it have failed, from either not seeing it, or my swipes were not correct. It is not obvious what the motion to do to pass is and that is part of the problem as well as the obstacle being hard to see.
In this type of simple game, everything should be easily recognizable and the solution obvious. After all mobile gaming is aiming for the casual user. Easy pick up and play is the key to this demographic.
In this case success is not and I wouldn't be surprised if it was designed to be this way, just like the “dot-point-death-combo” of Sonic Dash, it could well be to coerce the player into buying tokens to pass a deliberately impossible section.
The shop Screen for Pitfall! Note how expensive the Macaw tokens are.
If this is the case then that equates to bad game design, which I think will hurt gaming in the long run if it catches on as it will turn people away from games, or even worse, become the norm resulting in having to pay for the game as well as having to pay to finish the game. Gameplay should be challenging, but it should also be able to be passed without external aid. Once a player has succumbed to buying ‘items’ to pass a section that can only be passed with the aid of those items, then the game becomes pointless as skill is no longer needed and lacks the most important ingredient, fun.
Tuesday 11 February 2014
Saturn Game Pack Gallery–Metal Slug
In an odd move, I am going to do a little review on the packaging of Metal Slug for the Saturn. I had been looking for this game for years. Most importantly at a good price. It is known to be rather expensive at times. I mainly wanted it as it’s a good game and it requires an SNK 1 Meg Ram cartridge expansion for the Saturn to play it. I already had the 4meg Ram cart that Capcom produced for Xmen Vs Streetfighter and friends, as well as another one for Waku Waku 7. Oddly though, none of the carts work for other games. You can’t use the 4meg cart for Metal Slug.
As a result, finding a complete Metal Slug was the most important factor for me.
As a result, finding a complete Metal Slug was the most important factor for me.
Saturday 8 February 2014
Sonic Dash review
Sonic Dash is a member of the ‘endless runner’ genre of games which has become popular with mobile gaming (and by mobile gaming, I mean gaming on mobile phones/tablets etc). Sonic is perfectly suited to this style of game and it makes sense for the character, win and win right?
The way it works is Sonic always runs into the screen and you have to swipe up, down left and right to avoid obstacles and collect rings, occasionally having to tap the screen to attack enemies.
Simple and enjoyable.
Sunday 2 February 2014
Transforming "Magical" Transformer Flannels.
Some towels I was given as a gift.
BEHOLD!
BEHOLD!
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