Posts by Tag / TOPIC: Marketing (23)

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Uncharted, One Chance, and Cheating

I don’t have much more to say about Uncharted 2, as it turns out, because I didn’t get through much more of it before giving up and sending it back to GameFly. I’m therefore not qualified to review it, but I’ll tell you that the reason I sent it back was because I disliked (a) the combat (b) the parkour (c) the artifact-hunting, which leaves very very little to enjoy. All that remains is the game’s cinematic components, the dialog and characterization and set-pieces. And there’s the other problem: Uncharted 2 is, even more than its predecessor, far too movie-like.

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The One Commandment for Game Sequels

I’ve been thinking a lot lately about franchises. Having recently played Mass Effect 2, and then Assassin’s Creed II, and now Uncharted 2, I have a lot of questions about what sequels are and what they should be.

When I played the original Mass Effect, I fell head-over-heels in love. I made three complete play-throughs in rapid succession, I devoured both novels available at the time (Revelation and Ascension), and when called upon to name my favorite three video games, Mass Effect made the cut.

Then I played Mass Effect 2, and now I barely care about the series. I mean, I’ll probably play Mass Effect 3. I guess. Certainly not for full launch-day price. You can bet I won’t pre-order, even if they don’t pull any of my pet peeve shenanigans.

What happened here that turned my devoted fandom to near indifference?

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Why Your Demo Sucks: Design Errors and Cognitive Dissonance

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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