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KensterFox Blog

Starting Shutdown Sequence...

On April 20, 2008, my GameSpot Total Access subscription will expire. I won't be renewing it.

GameSpot has been one of my favorite and most-visited sites for a few years now. The strongest part of the site is the community (or so I'm told), but what drew me to the site were all of the incredibly interesting personalities that were behind it: Greg Kasavin, Alex Navarro, Rich Gallup, Jeff Gerstmann, Brad Shoemaker, Carrie Gouskos, Brian Ekberg, Bob Colayco, Jason Ocampo, Justin Calvert, Tor Thorsen...

The vast majority of the names that I just mentioned are now no longer with the site, and the ones who are, I can't expect will be there much longer. When Greg, Bob, Carrie, and Rich left, gradually over the course of a year, it was easy to take. Turnover is natural, and when long-established personalities leave, new ones always spring up. But since late November, it hasn't been turnover - it's been an exodus. And as my reason for staying here has left - it's time for me to stop spending my money here.

To Kevin VanOrd and Don Francis, two wonderfully awesome people I had the privilege of meeting during the Brain Bust tournament, I really wish I had gotten the chance to enjoy your contributions to the site. I wish you many fans to take my place.

Tonight, I'm leaving all of the unions I am a member of. The only one I was ever really involved with is the Anthro Lounge Union - SonicHomeboy has got a good thing going over there, and I wish him and everyone else there the best of luck in keeping it going.

GameSpot will always be something special to me - but the GameSpot in my memory, not the one on the internet. I hope something can take its place... I hope eventually it can be what it was again. But not today. So, until that day... my game is over, and I'm out of continues.

The NFL - Who Needs 'Em?

How electronic football can be competitive again, and bigger than ever

Madden. Say the name around a group of electronic gamers, and you're likely to get a number of very strong reactions. You might hear talk about how the electronic game series is the most prolific and most popular franchise in its genre. You might hear of innovations over the years, and how involving the gameplay is, or how so much money is invested into improving and updating the game, year after year after year. You might also hear about Electronic Arts, perhaps in comparison to Big Brother of George Orwell's 1984, the Galactic Empire of Star Wars, or any number of other villainous organizations. Perhaps you would hear of the injustice of their exclusivity deal with the National Football League, which will now exist through the 2013 Super Bowl. Other franchises, especially the NFL2K series, may well come up, brought up as examples of superior gameplay that was crushed by the evil giant.

All of the above responses can only lead to one conclusion: for better or worse, electronic NFL football, and, by extension, electronic football in general, means "Madden". But must this be so?

Before that question can even be approached, it must be understood why this is true in the first place. Since the National Football League agreed to an exclusive licensing deal with EA Sports in late 2004, only two games have been released by other companies to directly challenge Madden's market. The first was Midway's Blitz: The League, which took a different approach to making a football game, not only by offering a more arcade-style brand of play, but by presenting its single-player experience as a story-based campaign, not unlike an RPG. The other was 2K Sports' All-Pro Football 2K8, which required users to create their own team made up of former NFL standouts that were no longer represented by the NFL Player's Association. The game offered a traditional single-player campaign, but one devoid of polish and features, obviously focusing on the user's online experience. Although Blitz: The League met with some amount of success, no original game has been released since the first one over two years ago, and although All-Pro Football was well reviewed, the game was not at all successful in retail.

So why is it that these two games did not succeed (or, in Blitz's case, did not succeed enough to see another iteration), whereas Madden continues to be a best-selling franchise, despite criticism that it is largely the same game, year-in and year-out? Although there may be a number of factors that contribute to Madden's success over its rivals, certainly the biggest reason must be that it alone carries the NFL license - if this were not the case, EA Sports would not have spent years' worth of effort lobbying for such a deal before actually acquiring it. But why does that make such a difference? Because playing Madden provides a link to something that is outside of the game world, current, and popular, evoking a sense of history with long-standing rivalries and former dynasties, and a sense of loyalty, playing as one's chosen team and leading them to a championship that, for fans of 31 out of 32 teams, will not materialize in reality.

This, obviously, is a huge advantage for Madden and EA Sports, and a huge obstacle for any other franchise looking to enter the market. So how can this obstacle be overcome? Judging by the examples of Blitz: The League and All-Pro Football, the merits of over-the-top sensationalism and historic, classic players facing off are not sufficient to create an identity that will pose a consistent challenge to the Madden juggernaut. It would seem that without the attachment to real-world competition, no foothold can be gained with which to advance in the genre. And certainly there is no game developer who would want to invest the time and capital to build up a real-world league to compete with the NFL, and for good reason - such a move would be foolhardy at best, just ask Vince McMahon.

However, this is the dawn of the era of Major League Gaming, where electronic entertainment as a whole is no longer being dismissed as a fad or as necessarily juvenile, but as a staple of mainstream entertainment, and a new, lucrative avenue for marketing. These are the days of Halo-branded Mountain Dew, of ESPN-covered gaming competitions, of electronic gaming rivaling motion pictures for entertainment dollars.

It is in this light that I put forth the following proposal: the Virtual Football League. With this venue, a non-EA game developer could generate an experience that exists outside of the game itself, something that their desired userbase can experience first as spectators, watching epic competitions on their televisions or computer monitors, then as fantasy participants, reliving the last season or anticipating the current one, controllers in hand. The League itself would consist of a certain number of game players - perhaps one per team, acting as a coach; perhaps a few per team, acting as teammates; perhaps one for every position on the field, or every position in the game - who play through a season against each other, with their games being covered by enthusiast media (SportsGamer, 1UP, IGN, etc.) and, to a lesser degree, sports media (ESPN, Fox Sports, CNNSI). After the brand has established itself in gamers' minds, the same effect that the NFL has on Madden, the VFL can have (though likely to a far lesser degree, especially at first) on the new gaming franchise. An additional benefit would be that being skilled at Madden will make you no more likely (considerably less likely, in fact) to score an NFL contract, whereas the exact opposite would be true for the VFL.

Naturally, this would be an extremely risky venture, and a long period of evaluation and refining details would need to be accomplished before this idea could come to anything like fruition. However, this is an idea that is worth exploring if any game developer is serious about not letting the grand and mighty Madden NFL Football sit as the grand, unchallenged emperor of electronic football entertainment.

New Banner Image

OK, normally, I'm not going to use this space for my own personal stuff, since I'm horrible at blogging that kind of thing.

However, I think my new banner image is just too sweet not to be mentioned. So, I'm mentioning it.

Also, +100 cool points to anyone who can name the sources each of the letters came from.

First Impressions: All-Pro Football 2K8

When the NFL sold their soul, I mean, exclusivity rights, to EA Sports, what was a competitive genre for games became a struggle to find a niche outside of the NFL (for everyone whose name isn't Madden, that is). Midway found success early on with Blitz: The League, although comparing EA's franchise to B:tL is like comparing apples to steroid-pumping, foul-mouthed oranges with severe anger issues.

It took them a while longer, but 2K Sports and Visual Concepts believe that they have found their niche, by offering Madden-esque gameplay, but instead using names you know from the history of the NFL (unlike Midway's LT and Romo, most of the roster of stars 2K has assembled are widely respectable, OJ Simpson comments aside) since they can't use the names you know from today's game. Also gone are the numerical stats, replaced with gold, silver, and bronze stars, and 'attributes' like Pocket Presence and Brick Wall. This is very effective for the game, since it avoids questions of who is the better quarterback, Dan Marino or John Elway, but details what each quarterback excelled at - Dan's Quick Release and John's Cadence, for example.

If you've ever played any of the 2K football games before, you know that they are known for being faithful representations of the game of football, and this game is no exception. Graphically and strategically, this game performs on the field. The announcers are occasionally entertaining amidst long periods of hokiness, and the player voices don't ring true for some reason, but otherwise, the game presentation is wonderful... on the field.

Off the field, the story changes dramatically. When you initially start the game, you are prompted to build your own team. Two gold players, three silver, six bronze, and no-names that tend towards one style of play or another, and you're all set to play... good thing, too, because the first thing the game does is drop you right into a game. No preamble, no "Welcome to All-Pro Football, let me show you around", not even in-game tutorials for how to do basic maneuvers. It's like the game assumes you already know how to play and how to do what you want to do, which is a dangerous assumption to make. You do not want your players feeling lost 15 minutes into the game, and that's exactly how I felt. It's like 2K Sports forgot no one's played a football game from them in over two years.

A tutorial "training camp" mode would have been greatly appreciated. Also, season mode falls incredibly flat. You are presented with a list of your schedule, and can look at the league standings and statistics, but it seems to be presented in such a way as to send a message: "This is not where you should be spending your time! Get out on the field, you silly person! Nothing to see here!" It's actually very easy to forget that there is a supposed 'league'.

I haven't gotten to the multiplayer side of things, and I hope that playing against real people in a league will provide some of the drama and impetus for playing games that the single-player campaign is sorely lacking in. One way or another, 2K Sports had better step up next year where this year's game is lacking. If this were the second game in the "All-Pro" series, it would be unacceptable, certainly. This year, it's just... disappointing.