Posts by Tag / TOPIC: Consumer Experience (77)

Curating Steam: Moral Complexity versus Automatic Norms

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Steam, owned by Valve, is the world’s biggest digital distributor of computer games. For years, it’s had frustratingly inconsistent and unpredictable rules on what games could be sold on its platform. After the most recent kerfuffle, Valve’s Erik Johnson published a post to the Steam blog titled “Who Gets To Be On The Steam Store?

It’s worth reading in its entirety, but here’s my summary: Deciding which games can be sold on Steam is a hard problem that Steam has struggled with for years. There’s a long list of controversial topics and kinds of content - and for each one, many people in Valve’s huge multinational audience feel strongly that it should be allowed on the store and many people feel strongly that it shouldn’t. Many of these topics are also controversial among Valve’s own employees. So rather than continue to struggle with the increasingly impossible goal of consistent curation, Valve is scaling back to block only games that are illegal or “straight up trolling” (later clarified somewhat to mean “designed to do nothing but generate outrage and cause conflict”). Valve’s efforts will instead go toward creating tools to allow people to control what content they see - customers will be able to block specific kinds of games from their own slice of Steam and creators will be able to avoid harassment if they release something controversial.

We’ll have to wait and see the filtering and anti-harassment tools to know whether this plan will succeed, but the reasoning and intent seem solid and likely to lead to a vast improvement over the current unpredictable mess. So I was shocked to see that the reaction from the game journalism community featured widespread rage and contempt.

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Why People Pirate Amiibo and What Nintendo Can Do About It

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Amiiqo disc

The Amiiqo is a recently announced device that can be used with an Android phone or tablet to back up and restore data from Amiibo figures. This data can easily be shared online, which means that the Amiiqo also effectively enables piracy of Amiibo.

Amiibo have only been around since November 2014. They aren’t the first major toys to life franchise - Skylanders came out in October 2011 and Disney Infinity launched in August 2013. (U.B. Funkeys in 2007 was a bit before its time, and I’m not sure when Hero Portal started because it’s not even on Wikipedia.) They all use similar technology (Amiibo uses NFC while others use RFID) and can thus all be backed up and pirated in roughly the same way. While the Amiiqo is not the first toys to life backup device to be announced (see, for example, MaxLander) it’s the first targeted specifically toward Amiibo and is getting more attention.

Why would Amiibo piracy be so much more interesting than Skylanders or Disney Infinity figure piracy? While Amiibo are in many ways similar to those franchises, there are several key differences that encourage piracy.

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Uninformed Economic Voters

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Recently, your friend and mine Cliff Bleszinski wrote an essay defending microtransactions in general and EA in specific. There are a lot of things to be said about this essay - some of which are said expertly by Jim Sterling here, and some of which touch on concepts discussed by Shamus Young writing a couple of years ago about Bobby Kotick here and here.

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The GameStop/OnLive Debacle: How I Like To Think It Happened

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GameStop Underling: Huh. That’s interesting.

GameStop Boss: What is?

Underling: These Deus Ex: Human Revolution games Square Enix shipped us include a voucher for a free OnLive copy of the game. I don’t think they mentioned they were gonna do that.

Boss: What? OnLive? But we just bought our own digital delivery game service - Impulse! That makes OnLive our competitor!

Underling: I suppose it does.

Boss: We better open the boxes and remove the vouchers.

Underling: Wait, what?

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Blizzard and the Two-Level Deception

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Recently we discussed Blizzard’s announcement that they are saddling Diablo III with terrible DRM, which they say isn’t DRM, but which everyone knows is DRM. I mentioned that there was much to be said about the contemporaneous announcements of a real-money auction house and a ban on modding. Well, the time for that is now.

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Blizzard and the Terrible, Horrible, No Good, Very Bad DRM

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You may have heard that there’s been a bit of a kerfuffle recently in response to some news about Diablo III. I’ll walk you through it - but first, we need to talk about Ubisoft.

On July 28, Ubisoft reported that they consider their constant connection DRM scheme to be a “success.” This despite the uproar and backlash caused by the scheme, the fact that it was immediately cracked, the clear demonstration of the system’s flaws when denial of service attacks locked out paying customers and left pirates unaffected, and Ubisoft’s eventual scaling back of the DRM to a once-per-run validation. Their reasoning?

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Why Your Demo Sucks: Design Errors and Cognitive Dissonance

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Like the pre-order metagame and the trophy/achievement metagame, demos are part of the less-evolved fringes of game design. Which is odd considering how long we’ve had demos in one form or another. Shareware has been around since at least the eighties. But not every developer made use of it, and only now with the latest console generation has heightened internet access resulted in widespread freely-available demos for consoles. We are still figuring out how to design games, but we are even more in the dark about how to design demos.

In fact, it’s not even entirely clear that we should design demos. Research on Xbox 360 and PlayStation 3 games suggests developers are better off not making demos at all, and should just make trailers instead. It’s not clear, however - there are many confounding variables here.

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Buy Before You Try: The Problem With Pre-Orders

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Pre-ordering a video game is, on the face of it, a pretty dumb thing to do most of the time. You’re agreeing, before you can possibly know if the game is any good, to buy it for the most it will ever cost - and most video games depreciate pretty quickly. Before pre-order bonuses, the only real tack game-sellers could take to try to convince you to do this was to point out that it would guarantee you’d get a copy on launch day, even if the game sold out completely - but that almost never actually happens.

For the other parties in the transaction, however, it’s a great deal. It ensures a certain minimum number of sales, and allows demand to be gauged and thus indicates how large production runs should be. And if there are enough pre-orders, this fact can be used in the game’s marketing and drive sales up even higher. So it’s not too surprising that incentives would start appearing to make pre-ordering more appealing for consumers.

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