Showing posts with label mobile games. Show all posts
Showing posts with label mobile games. Show all posts

Tuesday, 1 March 2016

Is Sega Bringing Classic Series to Mobile?

Recently, Sega put up an online survey that they say is to help them make better games. (It all sounds so altruistic!) Being a big fan of theirs since the 80s, I decided to go fill it out as I've not much cared for many of the games that they've put out in recent years. It was always the older series that mattered more to me. Stuff like Shinobi, Streets of Rage, Sega Rally, Phantasy Star, Virtua Fighter, and a slew of others, those are the series that have always been special to me. Unfortunately, it's been years since Sega has even mentioned many of the games. The only classic series that is still around is Sonic the Hedgehog, and those games are largely a shadow of their former self.

So, with that in mind, I went to fill out the survey and at first things were looking pretty good. There were a lot of questions asking what systems I've played over the years, going all the way back to the 8-bit era, then they asked which Sega franchises I liked and why. This got my hopes up because there were a lot of old series here. They mentioned all of the games I listed above and so much more. It was like the company was suddenly remembering the huge catalog of classic series that they've created over the years. I was actually really starting to get my hopes up at this point.

Then the second half of the survey started and it was becoming clear what Sega was really trying to do, as it was one question after the next regarding my mobile gaming habits. This made me realize that the purpose of the survey wasn't to gauge which classic games to bring back for modern consoles or handhelds, or even series to consider for some sort of HD remastering. No, there is only one thing that I can assume from these questions: Sega is looking to cannibalize their library of classic games and find a way to make mobile games out of them.

While I don't completely hate mobile games, they're something that I only really play when I've had a very long day and am way too tired to go with something that takes the slightest amount of effort. Even then, it's a toss up between a mobile game and watching some very laid back anime. So, mobile gaming really isn't something that is a priority in my life. Sadly, the only thing going through my mind as the realization of what Sega was doing sank in was the "Not like this" meme.

From Sega's perspective, I can sort of see where they're coming from since they're probably looking at their local market first, aka Japan, where mobile gaming is completely dominating. They likely see a way to make a fast buck off of a wave of nostalgia if they can make something halfway decent that happens to have Shinobi, Alex Kidd, or whoever in it. The problem here is that this can easily open the door to some very cynical business practices chalk full of cash shops, a pay to win mentality, and far from engaging gameplay. It's not like we haven't seen such behavior before in this sphere, so I don't blame people for looking at this with some trepidation.

Folks have been clamouring for years to get Sega to bring back their classic series. However, I really don't think that they had mobile gaming in mind. It doesn't even have to be anything super crazy with a massive budget, just a solid experience on consoles or handhelds and many people would be overjoyed. This survey suggests that if the company does revisit these games they very much will be going the mobile route. Thankfully, there are a lot of fields where people can type in their opinions. It's not all multiple choice responses. So, take this as an opportunity to let Sega know how you feel about mobile in a thoughtful manner. Fill out the survey, and if you are concerned about these classic franchises getting pushed to tablets and smartphones, express your opinion. Hopefully, Sega will actually listen.

Sunday, 29 November 2015

Some Thoughts: Age of Ishtaria (Android / iOS)


It looks like it's happened. I may have become a bit of a filthy casual. Earlier in the year, I'd picked up a small tablet on the cheap and hadn't been doing much with it besides streaming anime while playing Final Fantasy XIV on my laptop. A couple of weeks ago, though, I got curious about the games I could play on the thing so went and installed a bunch. Mostly RPGs and strategy games, mostly of the gatcha variety, and mostly with a suspiciously anime-inspired artistic motif.

There were a few that managed to hold my attention. Terra Battle is neat, Chain Chronicle has its moments, and Dragon Blaze seems alright, but the majority of my time up until now has been spent playing Age of Ishtaria. Surprisingly, it's by the same studio that developed Bravely Default Flying Fairy. I wasn't aware that they were doing mobile games since it's a realm of gaming that I've not paid much attention to before now.

Not surprisingly, it's a very simple game where one collects cards which act as the player's party characters and one embarks on a very simplified RPG. You go through one dungeon after the next which is just a straight line with a few points along the way marketed as a circle where players fight a group of monsters. Dungeon maps actually look more like subway maps because of this. So far the majority of dungeons I've been through have been ones with five encounters before completing them, but now that I'm hitting somewhat higher levels the places are capping around six or seven.

I think the main reason I keep playing this game is for the part where I can get new cards and the anticipation to see what the game gives me. Cards are divided into seven ranks, 1-star to 7-star, where 1 is the weakest and 7 is the strongest. So, seeing what one gets can be pretty exciting. Will I get something with five or so stars or a bunch of duds? More than likely you won't get much about a five, but the fun of getting new cards is still there. It actually reminds me of the only thing I like about Hearthstone: opening new packs. There's something about the process that taps into people's basic pleasure centers for getting shiny new things.

The cards themselves can be leveled up and enhanced in various ways, but it can get pretty grindy. For leveling, this is done by picking the card that you want to level up, then choosing other cards that will be sacrificed as XP toward said card. The game also gives various grimoires that can be used for the same purpose. You'll be doing this a lot throughout the game, pouring trash cards that you receive in dungeons toward leveling others that are actually valuable. Cards can also be enhanced by combining two of the same card, which raises it to a new tier, making it more powerful.

This is all well and good, but the problem comes in trying to get multiples of the six and seven star cards. It's hard enough to get one. Getting a second or third requires the stars to align just so. Up until now, I've managed to get one of each and I have a feeling that it's only because there was a thing going on where there was a special promotion going on that allegedly bumps up the likelihood of getting one of these by about 10X. Even then, I did this twice and on only one of these occasions did I get anything good. The really fancy cards don't exactly grow on trees in Age of Ishtaria. The publisher does throw players a bone occasionally, having recently given everyone a seven star card to celebrate two million downloads of the game, as well as another high rank card for signing in for a certain amount of days but this isn't terribly common.

They don't feel absolutely necessary from what I've played, though, and going into a dungeon with a well put together deck of 5-star characters is very doable, especially if you level them up a fair bit. Nonetheless, the higher end cards are nice to have and once they get going they can hit like a truck.

The things' designs definitely go the titillation route as most of the characters are of the well-endowed anime girl variety with the occasional lolita complex jail bait tossed in. There are a few male characters as well but they don't come up often and seem to have a thing for wearing glasses. I almost feel compelled to hold on to those cards just to make sure that there's at least a couple of guys amidst the legions of comely lasses that the game keeps throwing at me.

When it comes to the actual combat, things are very simple. All one needs to do is decide what combination to have the party members attack in.  They'll be divided into three classes and the order in which they strike will impact the enemies in different ways doing things like making them lighter for better juggling, reducing their defenses for a turn, or making them attack for less. With this it becomes a race to take down the monsters as fast as one can, as they have a clock icon with a number next to it indicating how many turns until they attack. In some cases, if they aren't dealt with quickly, this could lead to powerful enemies really putting a dent in a party's hit points. So, it's all about efficiency during battles.

Occasionally, characters will use special abilities that make this a lot easier but they are by and large RNG and you don't have much control as to when they're unleashed. Each character has one special that actually can be used when their portrait begins to glow, but even the glowing is RNG so there's no way to completely escape it. Still, the abilities get used with a reasonable amount of frequency once a character learns it, so they are still quite useful.

What surprised me is how much all of this sucked me in. It's so simple, but I do enjoy firing the game up for a little bit each night so that I can stomp through some dungeons, level up my party to support more / better cards, level up said card, and earn points to get new cards. The whole thing just taps right into a very primal element of my psyche all while being conveniently ensconced in an anime veneer. It just makes for a nice time waster when I'm too tired to do anything else at the end of the night. Now I'm left wondering if this will just turn into a slippery slope where I start really diving down the rabbit whole that is Japanese gatcha games.

Monday, 2 November 2015

New Research Shows Continued Stagnation in Console Market

So, the Pew Research Center has some new data for digital device adoption, and the numbers are looking distinctly meh for consoles. Meanwhile, smartphones and tablets continue to skyrocket in popularity. It's something that has been getting more and more frequently discussed, whether consoles in the middle of a terminal decline. This new set of data in the very least suggests that consoles are stagnating in terms of industry wide sales in the US.

The data shows console sales from 2009 to 2015. If one looks at around the time when the latest batch of systems came out, there's barely an upward tick to be seen, even with all of the hoopla about how well the PS4 has sold. Moreover, the percentage of people in the US who own a console has stayed consistent at about 40% while smartphones and tablets have enjoyed rapid increases in ownership.

It's been said many times before, but this survey continues to suggest that we're seeing a generational shift where it's adults in their 20s and 30s who are carrying the console market, while younger people are exhibiting less interest in it, instead gravitating toward mobile platforms.

For now, console adoption seems to have leveled off, but it remains to be seen if adults will continue to invest in such systems indefinitely. Should we see their interest taper off, it stands to reason that mobile will overtake consoles all that much quicker. Then the question will be where developers will focus their attention most.

This could also be impacted as mobile technology continues to advance. While some people will claim that smartphone games are dumbed down cash grabs (and many of them certainly are), I can't help but wonder if they'll just increasingly docked devices at home. Carry the thing around like a phone during the day doing basic activities in a game, then place it in a dock connected to the TV when at home, using a controller of some sort for more involved aspects of the same game. It's a a logical way of approaching mobile gaming in the future, but whether or not developers will pursue it remains to be seen.

As I've said before, mobile gaming is still in its infancy, and has a very long way to go. I don't really see what I suggested happening for at least another decade in any meaningful, widespread fashion for at least another decade. At that point, it seems far more likely that these young people that are helping tablet and smartphone adoption grow so much will be out of college, still interested in games, but want to evolve mobile gaming far beyond what it is now.

Wednesday, 23 September 2015

A Generational Shift to Mobile?

The NPD had some interesting stats just come out showing that kids 2-17 spend more time playing stuff on mobile devices than on consoles or PC. 63 percent of people in that age range spend the majority of their time on the platform. Moreover, they're even moving away from computers as their entry point into digital entertainment. To top it all off, the amount of money being spent on mobile by these kids is going up fast.

This brings some interesting questions as to where gaming could go in a decade from now. Will mobile remain the primary gaming platform when these kids become adults? Will they want something with more meat on their bones? Maybe they'll start making more robust mobile games to suit the more sophisticated tastes of adulthood? There are lots of ways this could go.

The writing has been on the wall for a while, though, that mobile gaming is going to be where a good chunk of society plays games in the future. Japan has already seen a huge shift there from stem to stern in their gaming industry. We have our big games here, but it feels a lot more fad-ish and a bit of a mess like the wild west, but I could see it becoming more unified and the quality of the games increasing as this cohort of kids grow up and some of them try to push the medium further.

- Jeff

Friday, 22 May 2015

Review: Zombie Kill of the Week (PC)

Tazman: Zombie Kill of the Week Reborn (ZKWR) on Steam is a re-release of a game that came out back in 2010 (or 2013 depending on the source). ZKWR tackles the trope of zombie horde destruction in a 2D map with your character being able to shoot 360 degrees in what can only be described as one of the worst rotator cup tears of all time. The game art is very simplistic – I'd go so far as to describe it as a flash-game on steroids, but the visuals aren't the draw – the game speed is.

Aaron: Let's be very clear about this. Zombie Kill of the Week started as an Android game in 2013 (or 2010). That's not to say that Android games can't be fun or should somehow be frowned upon, but the gameplay doesn't lend itself to a PC game.