Syzgygy / Member

Forum Posts Following Followers
949 3 3

Syzgygy Blog

Giant Bomb

March 15

Giant Bomb and Comic Vine are now in the same family as GameSpot and GameFAQs. The entire editorial teams from those sites are coming over, as is Dave. This marks a reunion of sorts as we'll get to work with our friends over at GameSpot again. Giant Bomb will continue to operate as its own unique site.

Tested and Screened, along with all other things Whiskey Media are being acquired by BermanBraun. They've got big plans too, as you've likely seen on Tested already. Andy and his TOP MEN (our engineering team) are going to be busy building a whole slew of new sites that carry our mark of community first philosophies.

- Giant Bomb

Life Simulators and Profession Simulators combined

In the light of games such as Second Life and The Sims series, there's obviously a big market for games allowing you to create a persona in a virtual world - allowing you to live and do things you wouldn't be doing in real life. Surely you haven't missed out on the popularity of MMO's in general, such as Everquest and World of Warcraft - although these focus more on the unreal, the concept remains the same.

The latest game that recently caught my eye in relation to the above topic of MMO's and life simulating games, is this one:

Game: Football SuperStars (PC) Release Date: TBA
Football SuperStars is a football-based MMO that lets you live the life of a footballer, on and off the pitch.

It's basicly a game, allowing gamers from all over the world to create their own persona, in this context a football player/soccer player - in which you will be able to experience the whole aspect of being such a star - from only being a talent, to growing in both skill and fame and ultimately joining up with the bigger clubs, playing in the biggest cups and tournaments - joining your national teams and so forth - but in addition to this you'll be able to experience the happenings outside of the sport as well - if you're successfull, usually money follows, and with money you could truly have fun. The thing with this game isn't graphics at all, it is the possibilities within - games who attract players based on their real life dreams sounds to me like having even more potential than those basing themselves on attracting players based on their 'fantasies' more like the ones mentioned above (EQ, WoW etc).

You could see these types of games truly branching out - it would of course be in the light of something more and bigger than Second Life - allowing players to truly be what they'd like to be, but a game like that would have to maintain an unbelievable level of depth. Seing as there are so many professions to cover, and so many activities to implement. If they were to make this less of a huge undertaking, then they could create a basis world, and add professions/activities based on how many people wishing they had that possibility - eventually the world would grow. Areas I'm sure could prove interesting to a lot of gamers would be the ones of the Emergency units, be it Police roles, Paramedic roles, Firefighter roles - imagine a game like the Football game above - allowing your character to apply to the police academy, training for the physical exams, becoming a rookie patrol officer - and if you'd like accept promotions and so forth if you did well in your job - next to this you could have the social aspects of interacting with other players also playing in similar roles both on the job and off.. Having the sims elements and such next to the actual 'job experience' would round it off to be a realistic game. You could go from a smaller apartment to buying a house lot, to starting a family (NPCs) IF you wanted to - perhaps if you did well, you could be asked to join the local SWAT team, and if you did well there you could possibly be asked to join other groups. At the very beginning in the police line of professions, you would simply patrol with a senior perhaps AI, officer and yes, do police duties in the fictious city/world - various duties like perhaps patrolling the streets on foot or in a patrol car - doing speed tests with a laser, doing car chases or chases on foot - handling hostage situations, robberies and murders - as well as assisting other emergency professions, like keeping the NPC crowds/press away in large fires/car crashes or other emergencies that could occur in this fictious city. The more players joining, the more players would take the places of NPCs manning those roles before they are taken by the players, or you could risk having a huge city with 100000 police officers, and 1 paramedic and maybe 0 firefighters.. To make things in the city functional even with player choosing one profession over another, NPCs could man those roles - but never as effective as a player could potentially do the job - this would make playing with good players a better experience than interacting with AI all the time, which of course would be a more limited social experience, which relates to that of course different professions have to cooperate at times to save people or to do well on a location, depending on what equipment and training they have available. A police officer 'could' be able to keep someone alive for a short while, or do CPR, but to get someone up and running again a paramedic would be needed. Players could get calls from their Dispatch radio, and sign in to the 'missions' if they are available. Players could radio in if more help is needed on-site.

What about the situations where you aren't needed? Perhaps there's a hostage situation taking place a bank, obviously the police units are there, everything from regular cops to SWAT - while they have their job cut out for them with securing the bank perimeter and taking interviews from witnesses, and so on (regular cops), SWAT have to review the plans of the bank at hand, which would be provided upon accepting the hostage mission, and create a plan for extracting the hostages safely. The depth of such a 'Emergency'-unit type of game would have to be immense as the simulations of most aspects would have to be in-depth and detailed as well as non-linear and as well as very sporadic and challenging while at the same time allowing players to experience success at their job without it being made too easy - in this case perhaps players would fail a lot, or perhaps some players who enjoy ruining for others would be held accountable, in that players that accept the missions would see if one of the other players who's signed up for the bank job have a bad history of career events, and be able to vote him off the mission to reduce the chance of him ruining the job for the rest of the players. What of the paramedics choosing to accept the mission? They'd have to stay on stand-by outside the bank in case hostages, robbers/terrorists or police are injured in the goings on - they could also be asked to take care of witnesses or do crisis psychology work for those who might be panicking - this could basicly be done like a mini-game of conversations and reading body language as well as other aspects of choosing what to do with these persons next - if you find out they need further help, you'd have to send them to a shrink (NPC) and give them the post-trauma help required.. as this would go outside of the paramedic duties, you just have to let them know that this is needed.. if you send someone there who doesn't require it then you wouldn't truly be doing your job etc.. situations like these; a lot of people enjoy helping others; you could be helping kids (NPCs), old people (NPCs) or traumatized police officers (NPCs) on-scene that are suffering but not always physically. Often you would be given the role to patch someone up somehow, drive them in your ambulance etc.

You could have the opportunities to apply for detective/narcotics/internet crime squad positions within the department if you didn't like the car chases/hands on action risks presented in the regular police career line.

To illustrate, perhaps this game could be viewed as a 'The Sims'-online'ish type of game only in first/third person with 1 actively directly controlled avatar/persona within the game world supplemented by the game Emergency experience (emergency4.de/en/) - where you keep the social aspects based on what you do off the top - but - in this context you'd experience a lot of fun and what's more realistic/exciting/horrific/even boring happenings when/if you decide to take on a job career. If you wanted you could make a mess out of things, not even getting a job, or doing wrong/bad things while working - but risk getting fired or even put in jail as a consequence. In the light of this doing the attempt of copying how we do things in the real world, it would have to make people accountable for their actions, and truly reward players actually doing well in their chosen professions; living a good life in your chosen dream profession.

A thought worth exploring if nothing else.

Beta testing - a commercial opportunity?

I've been a gamer for quite some time now - and the boxes of games I've either tried or played throughout the years could probably fill my entire apartment.

Every gamer has the urge and hope to try as many games as possible. I think we've got that in our blood, the whole lot of us. Humans in general are drawn to adventure, exploring and the opportunity to experience something new. A new game presents us, the gamers, with that opportunity. Every now and then a game allows external testers, that is people like you and me, to participate in the technical or general gameplay testing. In the recent years, the beta phenomenon has become more of a regular thing - which almost all big budget titles go through in one form of another. There's the pre-alpha, alpha, limited beta, closed beta (technical/general) and the famed open beta which allows the majority of gamers wanting to test the game to have their shot at it.

Testing a game used to either be a job, or privilege granted to the few. The main point worth mentioning here, is that it was free. In the light of sites like Fileplanet (Fileplanet.com) we can observe a change in the process revolving beta testing. Usually you could see testing slots given to the faithful fans in the various gaming communities, or the press, or to those deemed worthy through applications. Now it seems like this is ever so slightly seing an alternate course. Beta testing is becoming yet another commercial opportunity for companies, and rather for a player to deserve a slot - it is used in competitions, but more alarming is that slots/keys are sold. The reason game developing companies use a place like Fileplanet is because they are a site aimed for this purpose, of distributing files at a capacity which those dev companies can not, or rather, won't need to - because of Fileplanet. 30.000 keys x 7 dollars each, well, it's safe to say that beta testing has become a lucrative business. I wouldn't be surprised to see sites trying to compete with Fileplanet for the rights to host and distribute beta keys and software for lower prices or with increased service.

Gamers, like myself, are eager to play/test the games we wait for, and to us maybe 7 bucks to enter the beta is something we would be willing to pay - or maybe not! It's up to the individual gamer to decide, but the thing is that a new market has emerged and that's even before the product is finished. The main idea with a beta is to TEST the game, having loads of testers going at it and giving feedback is invaluable to most companies - but I will dare to say that I suspect that only a minority of gamers do actually take their testing "job" seriously - to many a beta is just a way of getting to try a game before you are really supposed to. Now it doesn't seem like the companies care about that anymore, as the beta tests are constantly growing in size, depending on which genre the game belongs to of course, there's bound to be people actually caring about the game, and giving valuable feedback among those masses even if they're paying testers or testing the game for free.

I certainly hope that beta testing remains free or as free as possible for those wanting to get involved with that sort of community/game interaction. If people "pay" to test the game, I'm sure they're expecting more in return in terms of their experience in the beta. I'm sure the paying testers are the ones getting the most frustrated if things didn't turn out like they had forseen, having paid and all. That's something you have to be mindful about as a gamer in this situation. You are paying to test a product, but the product is not finished, it is not a demo- it will also depend on what stage of the testing you've been granted access to - but the facts remain the same. Just think itthrough a few times before paying up and don't be blinded by your urge to get a "sneak peek" at your favorite game. Some say that those who really want to experience the game they're waiting for in its truest form should wait until the game goes Gold and buy the finished product. Betas are what they are, and might tire you of the entire game even before you got to experience it the way it was supposed to be experienced.

The price of testing might be increased in the future if it is known by all that the market will sustain it.

Syz out.