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Apple Arcade and Gateway Games

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As excited as I’ve been for Apple Arcade, leading up to launch I noticed that a lot of the most-talked about games were ones I’d rather play on a big screen with a controller. Decently big names like Rayman, Shantae, and Sonic, or indie stuff with plenty of hype like Sayonara Wild Hearts or Assemble With Care. And a lot of emphasis was placed on the idea that these games were new and exclusive (although in many cases the exclusivity only applied to mobile - Sayonara Wild Hearts is also on PS4 and Switch, for example).

It took me a bit to figure out why I was so looking forward to a game subscription service when every game on the service that I’d actually heard of was something I’d rather play on a different platform. But I think I’ve figured it out.

The sort of person who pays attention to Apple Arcade announcements is already a nonrepresentative sample of the population. But even for most people in that slice - when they think of mobile games, I suspect they think of annoying wallet parasites that are maybe good for killing a few minutes in line or whatever. I think most of these folks associate the problems with these games with the mobile platform itself. They see them as just what mobile games are, rather than seeing them as the result of the combination of low-friction micropayments, persistent online connections for metrics gathering, and a race to the bottom enabled by poorly-designed storefronts.

So when they hear about mobile games unshackled (and indeed, actually blocked off) from those particular market pressures and tied instead to a subscription, that’s not enough for them to see the possibilities. For these folks, you also need the legitimacy associated with the names and designs that have earned respect on PC and console - even if those types of games don’t really work well on mobile.

My excitement came from the fact that I’ve seen plenty of evidence that designers know how to make good mobile games if they can just get away from the freemium/gacha bullshit. My optimistic assumption was that beneath the games that were getting all the marketing, the ones that were there to get you to pay attention to Apple Arcade, there would be excellent mobile experiences proving that mobile can be a great gaming platform with its own particular strengths and demonstrating how to make use of them. And once you’re paying for the subscription, you’ll try out those other games because why not, it’s free, and you’ll find something wonderful, and you’ll realize what mobile games can be.

This is how Apple Arcade could be the start of a mobile gaming revolution. This is why it’s more exciting than Google Play Pass, which is arguably a better value in some ways but only bundles games/apps that were already available on Android. That’ll only work on you if you’re already open to those games - it doesn’t open new doors, bring in new players, which a subscription-based platform will need to have to be successful. This is why Apple invested so heavily in flashy exclusives, and it might pay off. I mean, jeez - if it worked on Penny Arcade, it can work on anybody.

Five Bucks a Month

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Let’s review. What does five bucks a month get you in mobile gaming?

On Apple platforms, five bucks a month gets you Apple Arcade, which is a curated library of games still rolling out but supposed to total over a hundred this fall - and several of the games out so far are well-reviewed. There are no ads, no in-app purchases, and no behavior tracking. Games can be downloaded and played offline, though you can also share your progress between devices via iCloud. Games can be shared between up to six family members and can be played with popular game controllers.

On Android platforms, five bucks a month gets you Google Play Pass, which is a curated library of over 350 games and utility apps that are already out (and apparently more to come each month). Many of these games and apps are quite well-regarded. They also have no ads or in-app purchases and can be shared with up to five other family members.

And in Mario Kart Tour, five bucks a month gets you the Gold Pass, which gives you some in-game items and features in a single game that still also requires a persistent internet connection for its always-on DRM and which still also has a microtransaction-backed gacha-based unlock system.

I think it would have been obvious the Gold Pass was a bad deal anyway, but the timing of the announcements here casts it into really sharp relief. It’s so disappointing to see Nintendo fall to such sleazy depths, and I really hope it stays contained to mobile. I’ve still got Mario Kart 8 on my Switch and I’ll be playing that instead.

Capsule Review: Rumu

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A short narrative adventure game where you play as a robotic vacuum cleaner named Rumu who is designed to clean messes and feel love. It soon becomes clear that things are not as they appear and there are mysteries to solve - possibly deadly ones.

The game features a sleek, ultramodern aesthetic with visuals that wouldn’t be out of place in some kind of near-future interactive IKEA catalog or a commercial for Aperture Science. Rumu itself is adorable with bright expressive eyes and friendly audio chirps - as if the Roomba had been designed by the people who made AIBO. This consistent, plausible design philosophy makes the world feel believable - and provides a perfect contrast for the hints of horror lurking beneath the surface.

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City of Friends

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Given how important the social aspect is to MMORPGs, I’m always confused by design choices that get in the way of making friends and playing together. I wrote about how City of Heroes let teammates target through the tank, which makes teamwork smoother than in later games like World of Warcraft and Final Fantasy XIV. This is just one of several such mechanics present in CoH that I’ve been shocked to find missing from later MMORPGs.

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Target Through the Tank

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In MMORPGs that use the “holy trinity” of tank/DPS/heals, it’s generally really important that other party members target the enemy the tank is currently targeting. Both because it’s beneficial to burn down individual enemies quickly to remove them as threats and also because attacking enemies that aren’t the tank’s focus risks pulling them off the tank, which can easily lead to party wipes in tough battles.

There are often in-game aides to make this easier. In Final Fantasy XIV (and as I recall, World of Warcraft, and probably most similar MMOs) the party leader can ‘mark’ enemies with icons visible to other party members to indicate a planned targeting order. And it’s generally possible to see what your current target is targeting, so you can always click your tank in the party roster to target them, and then click to their target to target that.

But the marks won’t help if the plan goes to hell, and having to constantly target back to the tank to see what they’re targeting adds a lot of finicky steps and opportunity for error - what if they switch targets immediately after you switch to their target? It’s really easy for a situation that goes wrong to quickly go more wrong as DPSers accidentally pull aggro off the tank and the healer can’t keep up. These tools are not enough - and in fact, some quick internet searching on the topic turns up discussions for several MMOs including both FFXIV and WoW on how to set up macros or add-ons to make it easier to consistently target what the tank is targeting. It’s clear that this is a persistent need in basically every MMO of this kind that has yet to be solved in-game.

…except that it was fully, simply, and intuitively solved before any of these games came out.

City of Heroes came out in April 2004, several months before WoW and several years before FFXIV. And in CoH, if you use an attack ability while targeting a party member, instead of failing with an “invalid target” message, the attack will trigger against the party member’s target. All you have to do to keep targeting the enemy the tank is targeting, no matter how often they switch, is to just keep the tank as your target. That’s it.

I don’t know if City of Heroes was the first to do this, but it definitely should not have been the last. I don’t know why every MMO since hasn’t stolen this.

I suppose one could argue that doing so would “dumb down” the game, as target management is an actual skill and part of the challenge of tough encounters. To which I’d respond that what’s hard about a game should also be what’s interesting about it. The interesting part of target management is primarily a tactical challenge, not an action one, and is mostly the tank’s responsibility. Once the tank has decided which enemy should be the group’s current target, it is not an interesting challenge to have the other party members scramble through several clicks to change over to that target. Furthermore, it’s not something players can practice on their own in a safe space - it only really comes up in high-pressure group situations, where one person messing up can create a frustrating experience for several players. Given how heavily these games tend to incentivize teaming up, even with strangers, it’s incoherent design to then not smooth over these kinds of coordination problems as much as possible.

Letting players target through the tank, as CoH did, keeps the actual tactics of combat just as interesting but streamlines away a fiddly source of uninteresting challenge in a way that makes it less frustrating to play with strangers. It’s an obvious win. Every MMORPG should do this.