Episode 472: Peggling Peggles

Last week’s episode was torpedoed by audio issues (who knows, maybe they’ll come back in a outtakes episode), so this week returns with half old news and half new news. The Gaming Flashback returns with a vengeance with the classic Popcap game Peggle — which came out while Gaming Podcast debuted!

This week’s new/old news includes:

  • Atari’s ‘PC technology-based’ Ataribox will echo NES Classic, crowdfunding campaign coming
  • PC release of Classic action-RPG Ys Seven announced
  • Possible Xbox One X wireless module passes through FCC
  • New trademark sparks rumours of ‘Nintendo 64 Classic’ console release

Also, there’s a Question of the Week — listen in and let us know what you think.

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Final Fantasy XIII – Xbox 360Final Fantasy XIII – Xbox 360

Yoichi Wada of Square Enix has let the cat out of the bag. The cat is Final Fantasy XIII for the Xbox 360 and it will be simultaneously released with the PlayStation 3 version. This may be an end to an exclusive era for Sony as all their big brands jump to non-exclusion.

This is probably a result of gamers slow adoption of the PlayStation 3 hardware for various issues, one being cost. Personally I think Sony’s move to say “no price cut” in our near future is a grand mistake. It is well understood that they want profitability over quantity but you’re losing your exclusives to a broader audience.

Each generation of consoles brings new industry trends and, for now, exclusive games from third party developers is too risky when you look at overall cost to produce a block buster title like Final Fantasy XIII. Consider the sales of GTA IV, although they were in the millions, imagine how low it would have been if they only released on the PS3. They’d might have actually lost money on the game.

Square Enix can see the writing on the wall, that writing says “ship on as many mediums as possible.” Gamers are split between consoles with a huge segment on Wii and Xbox 360, if you can at least ship on one of those consoles along with the PS3 you’ll do better financially.

(Thanks, Kotaku)

Exclusive Artist Deals In Rhythm Games Not Good?Exclusive Artist Deals In Rhythm Games Not Good?

Rhythm games are the new FPS for a lot of gamers, a broader audience of gamers, and the market is thriving and demanding new titles. Harmonix and Activision are at the front of the battle with Konami following a bit behind but still contending (we think) very soon.

Each company plans to up each other with cooler instruments, tighter controls and new in-game options and multi-player fancies. It’s a business and each competitor tries to gain a lead by whatever means needed to win… or do they?

Harmonix stops short when it comes to purchasing exclusive rights to music artists, for now at least. Harmonix’s Eric Brosious went on blogger record saying, “We prefer not to sign exclusive deals with artists because while it seems like the competitive “business” thing to do, in the long run, it’s really not good for anyone. We think we should be working to get more music out to more people.” (kotaku)

As Marky Mark once said, we need “Music for the people” not for in-game exclusives making us choose between Guitar Hero and Rock Band titles. We’ve seen what EA has done to the football franchise by taking control of the NFL roster, money talks and the best game doesn’t always win.

If Activision decides to buy up a ton of great exclusive content and you’re a rock band gamer, you’ll lose out in a ton of great content. For some gamers, that might mean losing out in some artists you’ve never heard before which also means the artist loses out in new fans. We’ve seen younger gamers fall in love with the sounds of Boston and The Police, bands famous way before the birth of many of the Rock Band fan base.

You can tell Harmonix is a development group with roots in music while Activision is a development group with their roots in business. While exclusive access brings you an advantage, in terms of broadening the culture of music, it does very little. Harmonix may be in the right but will that matter in the end when business deals hit the table?

p.s. sorry about the Marky Mark reference, but it had to be done. Bringing out a bit of my own childhood there…

Evolution of RPG’s – Gamers Don’t Want an End?Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?