Archive for the 'Pop Culture' category

Why Skylanders is the Future of Gaming, and Why that Terrifies Me

Dec 28 2011 Published by under Gaming

For Christmas, Santa brought my son a video game called Skylanders: Spyro’s Adventure.  The game, aimed at 8-12 year olds, is amusing to play and T2 and I have spent a fair amount of time blasting our way through the Skylander universe.  What’s fascinating about the game, however, is the mechanics behind it.  The way the game operates is, I believe, the future of gaming.  Let me tell you why…

The Portal

Skylanders is based on series of character tokens that enter and exit the world via a power portal. Game characters are sold as action figure tokens – the dragon in the image below.  To select a character in game, you simply drop a new token on the portal.  The switch is instant, negating the need to change classes or restart chapters.  Simply swap out your token and a different character appears on screen.

Skylanders Power Portal

The characters come in eight different series – air, earth, fire, water, life, undead, tech, and magic.  Each series has, at present, four different character tokens, for a total of 32 different playable characters.

As your characters progress in the game, their stats, powers, and equipment are stored locally on the token.  Take your favorite token to a friend’s house, drop it on his portal, and play with all the same characteristics you had on your own.

More importantly, however, you can drop your token onto his portal regardless of whether you have the same game system.  You play Xbox but your friend plays PlayStation?  Doesn’t matter.  You can play head to head or cooperatively with your tokens on the other platform.

Why this Game is Important

There are several factors at play that mark this game as a critical marker in video game evolution.  For some time now, the concept of downloadable content has been seen as the great future of gaming.  The console would simply be a storage platform for games and future releases and expansion packs would be delivered via the Internet.  That model is flipped on its head by Skylanders, but it is also complemented by it.

The downloadable content model simply continues two inherent flaws in the console model.  The restrictive nature of consoles is such that you can only play with friends on the same console. I can’t play Call of Duty with my nephew because he has a PS3 while I prefer Xbox.

If we play split screen on his system, none of my achievements carry over to my own console.  Making my character portable, as Skylanders has done, divorces my game play from the console.

In addition, Skylanders has created expansion packs as tokens as well.  For instance, the Pirate Seas expansion (below) includes a pirate ship token that unlocks additional playable content.  Like the character tokens, those expansion worlds exist separately from the console.

Skylanders Pirate Seas Expansion

If I take my token to a friends machine, we can play the expansion even if he hasn’t purchased it.  When I take it home, the expansion goes with me.

The folks at Activision have made great efforts toward solving the digital rights management issue by making your content token based.

The Big Problems With Gaming

The main flaws in the gaming experience today are the lack of console interoperability, the lack of character portability, and the means by which content creators can protect their product.  With Skylanders, Activision has addressed all three.

The ability to keep chatracters separate from the game, to unlock expansions with a token rather than the console, and to move both freely between platforms will be a model more game manufacturers adopt.

While making great strides in addressig these flaws, Activision has also created fairly attractive game collectibles.  As long as they maintain support for previous generations of character, as the develop additional Skylander games, these collectibles can become a lasting investment in the games you own.  I just wish my character from the the first Fable could have been carried forward into future Fable frachise games.

In addition, the tokens are relatively attractive figures in their own right, making your collection equally interesting as a long term collectible.

It’s not often that I am truly impressed by game innovation.  I find most experiments of this nature to be fairly uninspired.  In this case, however, I think Activision may have scored a big win.  I expect to see other games employing the same mechanics – likely in the very near future.

Why that Scares the Hell Out of Me

While I am very impressed with the game and the token system, I am also a bit nervous about it.

As I mentioned, there are 32 playable characters across the Skylanders universe, a handful of “special” character exclusives only available at some retailers, and two expansion packs.  Each character token costs about seven bucks.  Buy the game starter kit (with the portal, disk and three characters) and you’re out $60.  Many in-game items require accessing locked areas that can only be opened by characters from a particular series.  The minimum investment to have enough characters to open all areas is another 5 tokens or $35-40.  To collect all the characters, you would be north of $200.

That’s probably not a big deal when you consider the typical cycle of a game, the expansion packs, and other DLC.

A token scenario for a game like Call of Duty could look significantly less complex.  For instance, having a token that could carry a single custom loadout would allow you to port your best class to a friend’s console.  That could also allow you to carry the experience and weapons you gain back from that console to your own.  It would still allow Activision to sell additional classes as tokens, however.

If token based characters and content catch on, and I think they likely will, it could make gaming a more expensive proposition for the hardcore gamer or collector.

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A La Carte for Video Games

Sep 22 2011 Published by under Gaming, Sales, Technology, Xbox

Last night I tweeted something mostly to mock the “free culture” movement that doesn’t want to pay for anything.  Since I mostly play the multiplayer versions of video games, and rarely spend any time at all with the storyline, I made the following comment:

A la carte for video games! Why should I have to buy the storyline just to get the multiplayer?

Since then, it occurred to me that there is a larger point to be made from that idea.  Everyone agrees that a disk based video game industry is on the way out.  As next generation consoles include more drive capacity, broadband speeds continue to rise; and optical drives fall aside in favor of downloadable content, the idea of a straight download model makes sense.

As delivery changes, the options for sales grow.  Services like OnLive, Steam and the Xbox Live Arcade clearly illustrates that streaming or direct to drive game delivery are models that work.  Given the removal of physical constraints that accompany disks, there is little reason game companies couldn’t provide three versions of a game – multiplayer, storyline, and a combo pack.

If they did, people like me would never buy the storyline again.  I simply don’t find the storyline game all that interesting.  Linear games are boring affairs and open-world can get just as tedious.  Multiplayer is infinitely variable depending on the opposition.  Campers (those cowardly rat bastards) aside, human players make a more interesting game.

If I could buy just the multiplayer for half the cost of the combo pack, I’d buy a lot more games.  My total contribution to the industry wouldn’t drop, but it would be spread out across a wider array of companies.  I suspect a lot of people would do the same.

The possibility of owning a larger library of games I would play (multiplayer) and keeping my drive from being all crudded  up with storyline crap, appeals to me.  I hope the game developers will realize the options available to them and consider breaking up the product.

That said, I’m not about to demand FCC acton to regulate game companies to make that happen.

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Why Apps Might Just Save Content

Feb 17 2011 Published by under Cable, Mobile, Programming, Technology, Television

(Cross posted at Digital Society)

In the early days of the Internet, the newspaper industry made a terrible miscalculation.  Under the belief that the first newspaper available on the Internet would own the space, publishers worked furiously to make content available – largely for free.

The trouble with giving something away for free is it becomes terribly hard to start charging for it later.

Even free evangelists like Mike Masnick understand that you are forced to make money off of things around the free, as opposed to the free product itself.  Masnick often cites musicians as the case study – just accept the fact that you’ll never make money off the music and instead sell concert tickets and t-shirts.

So the newspapers pooched the deal when they went online for free, undercut their own business, and now cannot move to a pay model.

The video content industry would be wise to learn from this, but often seems doomed to repeat the mistakes of both music and newspapers.  More and more programmers are handing their content out for free; and not just the broadcasters who have always been free.  They seem to be operating under the same ridiculous construct that killed news – “this is the future, so we better get on board or be left behind.”

But television isn’t music, nor is it newspaper.  There is an absolute glut of news and music in the world.  Anyone can create either with minimal effort.

Compelling, stimulating, on the edge of your seat video is something altogether different.  Any monkey can pick up a camera and shoot video.  YouTube has proven that. But very few people watch YouTube 160 hours per month. News doesn’t approach that figure and neither does music. Only TV generates that kind of consumption.

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Some Thoughts On The End Of #Lost

May 24 2010 Published by under Pop Culture, Programming, Television

My initial thoughts on the season finale of Lost I summed up in a tweet last night.

After six years of great foreplay, #Lost becomes an inconsiderate lover – rolls over, turns off the lights, leaves me unfulfilled.

What has been so great about the show, and the reason I have been such a dedicated fan, is the fact that the show often left me feeling…  off.  It often wasn’t until I had spent some time discussing it (usually with my friends Paul and Anne), that I found deeper meaning in the show.  Sometimes I was introduced to someone else’s theories, which forced me to reconsider my perspective and brought me to a new way to see each episode and each story.

It’s fitting, then, that last night was the same.  Immediately after the show, I sent Paul and Anne a message about my overwhelming sense of disappointment in the show. My take was that those who found love or peace on the island made out fine, but everyone else got screwed.  Further, I wanted more answers than the show was willing to provide.

But like almost every other episode, it was the discussion with friends that changed my reality.

Paul pointed me to a post by Doc Jensen.  It contained a simple throwaway sentence that began to refocus my thinking.

Some people think [the sideways world is] an illusion like The Matrix, or a group delusion, or even ersatz pocket universe created by The Monster’s magic designed to give himself a happily ever after — a twist on Joseph’s theory. This theory differs from the more conventional and commonly held theory that the Sideways world is the next life epilogue for all the Island world castaways — that after their death, the castaways will be reincarnated into the Sideways world.

The post was actually put up before the show aired, and it turned out to be quite prescient.  What struck me, however, is that they were both right.  It was a next life epilogue, but at the same time it was also a group delusion.  A next life born from the shared connections of the castaways.  Still it seemed out of place.

I have seen some on Twitter, and I made this point to Paul, that they all were dead all along, and the sideways world was all that mattered.  But then I realized that’s not quite the point.  Everything that happened on the island was the real story, and the sideways world matters hardly at all.

Climbing Jacob’s Ladder

In retrospect, there are two movies I believe Lost has drawn heavily from for inspiration.  The first is Heaven Can Wait (the Warren Beatty version, not that Chris Rock aberation.)

In Heaven Can Wait, Beatty “dies” and is brought to a weigh station.  His escort explains that the weigh station isn’t the final destination, but a gateway to the final destination.  The rules of the weigh station are a collective vision based on Beatty’s idea of the afterlife, and those who share his idea of the afterlife.  In this was, the sideways world is exactly the same. It is a world the castaways created through their shared experience, and where they meet to move on.  It is “their” weigh station – the implication being different groups of people share different visions, and create different worlds.

The sideways world, is the weigh station for this particular group of friends.

The second movie is Jacob’s Ladder (which Jensen mentions in his post.) If you have never seen the movie, I highly recommend it.  I also recommend you do so before finishing this post because the rest of it deals with similarities between Lost and Jacob’s Ladder.

In the movie, Tim Robbins plays a soldier who underwent medical testing during his tour.  His platoon were hopped up on drugs to make they hyper-aggressive.  The film deals with the mystery of those drugs, Robbins discovering the nature of the drugs, and finally coming to the realization that his fellows turned on each other.

The movie jumps back and forth in time between Vietnam and modern day.  As it does, it follows multiple different story lines in which different lives seem to be coalescing.  In the end, however, it turns out that Jacob died in Vietnam, and the entire mixed up world of the modern day was simply his mind trying to come to terms with how he died.

Lost is, if nothing else, the story of how Jack died.  It is his journey.

You Were An Awesome Number Two

If you assume that the entire story, from beginning to end, has been Jack’s story, in much the way Jacob’s Ladder was not a story about Vietnam or the drugs, but Jacob’s death, things begin to fall into place.  A few scenes in the finale provide great clarity.

The two scenes that stand out the most to me were:

  • Hurley, seeing Ben outside the church, tells him “You were an awesome #2.”  And Ben replies that Hugo was an awesome number one.
  • Christian comments that some died before Jack and some died years later.

We saw Hurley ask Ben to be his second.  The line at the church conveyed a sense that is exactly what happened, and the two worked well together.  That clearly has to have happened after Jack’s death.

The appearance of Boone and Shannon indicates that Christian was correct that some died before Jack.  The presence of half of the Ajira Six – Claire, Kate, and Sawyer – loop in those who died much later.

Jack’s last view was the Ajira flight carrying the six off the island.  Reunited with him at the party, Kate tells Jack she has missed him, implying it has been some time since they saw each other.  It has, because she lived well past him.

As for why Kate doesn’t look 80, or 90, or however old she was when she died, that simply doesn’t fit with the way the rest remembered her.  This was, after all, a collective vision, and they saw each other as they knew each other on the island.

The Unanswered Questions

For three years now, Paul and I, like many others, have discussed and debated which questions Lost needed to answer.  Today there are countless people who really want to know where the four-toed statue came from.  Who built it? When?

I have come to accept that questions like these are only questions for rabid fans.  The questions that were going to be answered were the questions important to Jack’s story.

While that may irritate some, it makes perfect sense from a storyteller’s perspective.  In any story, there will be things that are important and things that aren’t.  When telling the story, you want to paint a picture. You may mention that someone is wearing a red shirt.  Unless the story you’re telling is Star Trek, that detail is likely irrelevant.  To ask why a red shirt and not a blue shirt is to miss the point – it’s not about the shirt, it’s about the man wearing it.

The writers of Lost understand that, no doubt.

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Toy Soldiers Gets A Launch Date – Available 3/3

Feb 19 2010 Published by under Gaming, Technology, Xbox

I originally found Toy Soldiers because Microsoft featured it in their booth at CES.  I swung by to look at their games and was seriously impressed by this one. It’s a war game that features planes, tanks, blimps, foot soldiers, bullet cam views, and countless forms of merriment in blowing things up.

It will be sold via the Xbox Live Marketplace for about $15.  They hadn’t given out a release date, but yesterday they said March 3rd.  So don’t call me that day, I’ll be shelling some krauts.

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