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  <title>narcogen's blog</title>
  <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen"/>
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  <updated>2008-07-03T21:58:19-04:00</updated>
  <entry>
    <title>Killing Console Multiplayer?</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/04/11/2008/Killing_Console_Multiplayer" />
    <id>http://rampancy.net/blog/narcogen/04/11/2008/Killing_Console_Multiplayer</id>
    <published>2008-11-04T00:08:47-05:00</published>
    <updated>2008-11-04T00:19:29-05:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="business" />
    <category term="rant" />
    <category term="xbox" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p><a href="http://halo.bungie.org/news.html?item=24382">HBO</a> and the <a href="http://carnage.bungie.org/haloforum/halo.forum.pl?read=905198">HBO forum</a> have both provided links to an <a href="http://www.cinemablend.com/games/Editorial-Halo-2-And-Halo-3-Is-Killing-Console-Multiplayer-13182.html">editorial</a> by "<b>William Usher</b>" at Cinema Blend about how Halo is killing console gaming. </p>
<p>So now that this specious attempt to nab page hits has worked, there can be little further damage that I can do except to examine the author's premise and see if it holds any merit. For the most part, it doesn't.</p>
<p>When you have to start off your article by saying "this isn't Halo bashing" it's not a good sign. Not because Halo doesn't deserve thoughtful criticism. It does. It is not a perfect edifice placed on Earth by some deity for the entertainment of humanity. </p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://halo.bungie.org/news.html?item=24382">HBO</a> and the <a href="http://carnage.bungie.org/haloforum/halo.forum.pl?read=905198">HBO forum</a> have both provided links to an <a href="http://www.cinemablend.com/games/Editorial-Halo-2-And-Halo-3-Is-Killing-Console-Multiplayer-13182.html">editorial</a> by "<b>William Usher</b>" at Cinema Blend about how Halo is killing console gaming. </p>
<p>So now that this specious attempt to nab page hits has worked, there can be little further damage that I can do except to examine the author's premise and see if it holds any merit. For the most part, it doesn't.</p>
<p>When you have to start off your article by saying "this isn't Halo bashing" it's not a good sign. Not because Halo doesn't deserve thoughtful criticism. It does. It is not a perfect edifice placed on Earth by some deity for the entertainment of humanity. </p>
<p><!--break--></p>
<p><b>Not Bashing Halo-- Really I'm Not</b></p>
<p>Rather than bashing Halo, the author states he wants to "look at how gamers have allowed it to control their online, console gaming experience." Nice that he includes the word "allowed" there, indicating that whatever popularity Halo has is given to it by fans and not taken by force. As the article proceeds your freewill slowly ebbs away.</p>
<p>He notes that Halo 2 dominated XBL until Gears of War was released, but that "[...] Gears didn't top the charts for too long, as Halo 3 came out and took dominance of the online competition ring." </p>
<p>I'm not sure whose fault that is supposed to be. Epic's for not making a game that became as popular as Halo 2? Or the fault of players, for ultimately preferring Halo 2 (or Halo 3) to Gears?</p>
<p>Now come the unfounded assumptions.</p>
<blockquote><p>
"But the problem is that - like most gamers in the gaming community - there's always a penchant for wanting to play other games online, which seem to receive little or no fanfare."
</p></blockquote>
<p>The author has now directly contradicted himself, and we haven't gotten out of the second paragraph yet. We have Gears coming out and briefly unseating the Halo franchise-- yet people always want to play other games, games that get no fanfare. Apparently the author believes that Halo players <i>want</i> to play something else, would <i>prefer</i> to play something else, but <i>just don't know what it is</i>. Nevermind that at least there's Gears. If the author wanted to make a point that XBL is dominated by shooters and that the shooters are dominated by the Halo franchise, then I'm right with him. He seems to be trying to say that people really would rather play something other than Halo, but they are being prevented by some mystical force. What could this be?</p>
<blockquote><p>
"Yes, Call of Duty 4 and Gears of War are also always on the list too, but you're never going to find an empty multiplayer channel of Halo."
</p></blockquote>
<p>COD4 has been on top of the 360 title list as often as not since its release, so dismissing it out of hand seems downright rude. The phrase "empty multiplayer channel" makes me wonder if the author even plays Halo online on a console. In fact that, and the many references elsewhere in the article, makes me think he's primarily a PC gamer that owns an Xbox and knows you can play Halo on it, but that's about it.</p>
<p>In fact, his use of the word <i>channel</i>, rather than the terms Bungie uses like <i>hopper</i> and <i>playlist</i>, tells me he's unfamiliar with all the effort Bungie has put into addressing exactly the problem he is citing, although on a different scale. More on that in a bit.</p>
<blockquote><p>
"Finding multiplayer competition for titles like Blacksite: Area 51, 007: From Russia With Love, The Outfit, or Fatal Inertia (just to name a few), is almost tougher to do than finding a Republican who doesn't support the NRA. However, there's never a shortage of players hounding Halo 2 and Halo 3, even if they aren't actually playing."
</p></blockquote>
<p>I'm sure the lack of players for those games is somehow related to Microsoft and its evil hype machine and has nothing whatsoever to do with those other games. After all, it must be so. People <i>want</i> to play other games! These games <i>ARE</i> other games! Something nefarious must be preventing people from playing these other games, and the most obvious target is the game they are playing. Even though the author asserts that they are playing even when they aren't playing. I have no idea what he means by that.</p>
<p><b>Making People Play Nice</b></p>
<p>The author goes on to assert that Halo 2 and Halo 3 dominates the tunneling services that cater to those who can't get XBL, don't want XBL, or have been kicked off XBL: Xlink Kai, XBConnect, and Leaf. I'm not even sure what influence Microsoft or Bungie are supposed to influence over these services that they can't control and that they would probably prefer didn't exist, as they take customers away from XBL. </p>
<blockquote><p>
"The problem isn’t that a lot of people are playing Halo 2 and Halo 3, the problem is that everyone who goes on any service that offers these games are playing them, and pretty much little of anything else. You can bet that nearly everything else that isn’t Halo 2, Halo 3, Call of Duty or Gears of War is going to see sparse activity, if none at all."
</p></blockquote>
<p>Here is the real problem, the one that (within the context of Halo, anyway) Bungie has labored endlessly to address, the one that is inherent to a game that is dependent on online multiplayer as opposed to one that is built primarily or solely on a solo experience. The problem is that the value of a multiplayer game increases in a nonlinear fashion with the number of players who play it. There is no utility in a multiplayer game you cannot play. Splitting Halo 3's playerbase equally amongst a dozen or so other deserving and fun multiplayer titles would greatly reduce the utility of the Halo title to its owners, as they would find the game that always had a player population now has a scarcity, and the population split amongst the other games would not give any of them a critical mass large enough to significantly improve their status.</p>
<p>People are only willing to pay a fee for a service like XBL when it enables what they want to do when they want to do it. When a block of time opens up in their busy lives for a chance to play a game, they want to sit down and play it, not wait for the system to find people to play with. The fewer people are interested in a particular game, the more time you need to wait. People play Halo because other people play Halo-- not because of hype and not because Bungie and MS are somehow ramming it down anyone's throats, and not because people aren't aware of the existence of other games.</p>
<p>What this comes down to is that some gamers, like the author, would like to play other games sometimes, but not enough people want to play those games when he wants to play them to make it convenient.</p>
<p>This is the problem that Bungie's playlist hoppers solve. By taking away from the player the complete freedom of choice in matchmaking to determine the map, the game type, and weapon spawns, Halo attempts to please the largest number of players for the largest amount of time while at the same time promoting variety.</p>
<blockquote><p>
"It sometimes makes you question what happened to everyone who bought other online-supported games from the retail shelves? I’m assuming these are the same people who keep their games in the original packaging, never to open or play them."
</p></blockquote>
<p>Here are a few items of note for the author: <i>Most</i> game players do not play online. <b>Most</b>. Until MS created the Silver accounts, there were more Xboxes not on Live than on Live. Even now MS does not release figures of how many Gold and Silver accounts they have, but even so, the number of 360s on Live is less than the number of consoles sold.</p>
<p>So not everybody who owns a console is online, and not every online console owner plays online. While the number of simultaneous players on Halo 3 is indeed staggering it is still relatively small compared to the actual number of copies of Halo sold and the entire Xbox 360 installed base. Those people aren't keeping their games in the original packaging. They are playing campaign, which is the real reason people buy games. Multiplayer is an extra. Multiplayer gets all the hype because the people who play online also write online and read online and the squeakiest wheels get all the grease. </p>
<p>However, let's not split hairs here. Bioshock was a pretty darn good game that had good sales and fantastic reviews, yet has no multiplayer features whatsoever. Shadowrun was a decent game with ho-hum reviews and so-so sales, and has multiplayer only, no campaign whatsoever. In other words, if you have multiplayer but nothing else, you're very likely to fail. However, if you do things well, you can completely ignore multiplayer and still succeed.</p>
<p>Mark that. Multiplayer is important. Multiplayer is a differentiator. Multiplayer is where the leading edge of console gaming is, and it is undeniably the future. It is, however, at this very moment, not the main attraction. Of the three current generation consoles the clear leader is the weakest in terms of online functionality.</p>
<blockquote><p>
"The media hype surrounding Halo keeps gamers playing Halo, but it doesn’t really help expand online console gaming beyond that. Server hosts should start changing things up a bit; offering more incentives to lesser known, or lesser played games."
</p></blockquote>
<p>This paragraph again makes me wonder if the author has any idea what Xbox Live is or how it works. Xbox Live has no server hosts. Microsoft administrates the backend that does authentication and billing and handles your Friends list so you can see what other people are playing. They have <i>absolutely no control whatsoever</i> on what people choose to play, beyond promoting games in Marketplace, which they do-- plenty of games that aren't Halo or Halo-related, including a bunch of downloadable Xbox Originals, Xbox Live Arcade games, and Xbox 360 game dmeos. </p>
<p>Who are these "server hosts" who are supposed to "change things up a bit" on Xbox Live?</p>
<p>That's right-- they are you and me, the ordinary guys who pay to use XBL and want to sit down and have fun when we have time to play.</p>
<p>In fact, Micrsoft does do a good job of trying to mix things up and spread the wealth, hosting weekly events that promote other games. </p>
<p>Here's a solution for you, and one that I am sure plenty of people will hate just as much as some people hate Bungie's hoppers for not allowing them to use the matchmaking engine to generate them an endless stream of their favorite gametype (team slayer) on their favorite map (High Ground or other). Let's apply Bungie's hopper system to the whole of XBL. Let's make the system so you can party up in the dashboard and then enter a playlist that chooses not from a selection of Halo maps and gametypes, but from the library of installed games available on all the consoles of the party members. That'd mix things up a bit.</p>
<p>Perhaps only a bit, though. Because I can guarantee you that they'd still be playing a lot of Halo, and that's nobody's fault. If you want to play something else, play something else. If you don't have others to play with, tell your friends to buy the games you want to play and then play them. If they won't, then build your friends list from people who want to play the game you want to play. Your XBL friends list does not have to be a list of all the guys from work or your buds at uni. It's supposed to be to help you find people to play games with. If you don't want to play Halo and your entire friends list does, then make room on your friends list, look at the Xbox.com forums, and try to find people who want to play those games, and put them on your friends list.</p>
<p>For developers: maybe more people would play your games if the online experience was as rich and smooth as Halo's. Don't give everyone total control. Don't slap a PC style server browser on your game and expect big numbers from XBL multiplayer (Gears, I'm looking at you). </p>
<blockquote><p>Otherwise, the money publishers complain about losing when their title ends up in the used-game bargain-bin, is partially to blame on no one having a reason to play it anymore, especially if everyone is playing the latest Halo game. </p></blockquote>
<p>There are no "server hosts" here to blame, as the author does. Server hosts are ordinary players like you and me. If the game ends up in the bargain bin and nobody plays it, it is the fault of the publisher and the developer and <i>no one else</i>.</p>
<p>Halo isn't killing console multiplayer. It is keeping it on life support. The sooner that developers and network operators look at its model and embrace it, the sooner multiplayer becomes the main event and not just a checklist item.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Sounds Like Halo Noir</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/10/10/2008/Sounds_Halo_Noir" />
    <id>http://rampancy.net/blog/narcogen/10/10/2008/Sounds_Halo_Noir</id>
    <published>2008-10-10T01:09:50-04:00</published>
    <updated>2008-10-10T01:11:34-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="halo 3" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>When the rumors about "Halo Blue" and an ODST-focused Halo game first appeared, I began to think that from an intellectual perspective this might be a good game for Bungie, or someone, to make.</p>
<p>Part of Halo's appeal, as well as one of its weaknesses, I think, is the special status of the Master Chief as a near-invincible, supercompetent soldier. Ultimately the only challenge the game offers him is near-insurmountable odds. </p>
<p>An ODST game could be different, putting you in the shoes of a more vulnerable character with less ambitious goals. I don't know if that is what Bungie will do, but it's a possibility.</p>
<p>So while at work I downloaded the smallest version of the trailer, right after it was posted at Bungie.net, and wrote the newspost about the announcement. I watched the trailer without sound. I found myself a bit underwhelmed.</p>
<p>The announcement trailer quickly zips through the events of the teaser: evacuated city, incoming drop pods, big explosion. After a long time the occupant of one pod, thought by the Superintendent to be dead, emerges, just as a squad of Brutes is apparently searching for him. He seems to consider following, or perhaps attacking them, but eventually heads off in the other direction.</p>
<p>The hero is recognizable an ODST. Like the Chief, he (or she) has their face covered by a helmet, and doesn't speak a word, so it is difficult to relate to them at first.</p>
<p>Then I watched it again with the music.</p>
<p>That made all the difference. </p>
<p>Now I'm excited to play this game. </p>
<p>I mean... ODSTs, rain and saxophones? How can you go wrong?</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>When the rumors about "Halo Blue" and an ODST-focused Halo game first appeared, I began to think that from an intellectual perspective this might be a good game for Bungie, or someone, to make.</p>
<p>Part of Halo's appeal, as well as one of its weaknesses, I think, is the special status of the Master Chief as a near-invincible, supercompetent soldier. Ultimately the only challenge the game offers him is near-insurmountable odds. </p>
<p>An ODST game could be different, putting you in the shoes of a more vulnerable character with less ambitious goals. I don't know if that is what Bungie will do, but it's a possibility.</p>
<p>So while at work I downloaded the smallest version of the trailer, right after it was posted at Bungie.net, and wrote the newspost about the announcement. I watched the trailer without sound. I found myself a bit underwhelmed.</p>
<p>The announcement trailer quickly zips through the events of the teaser: evacuated city, incoming drop pods, big explosion. After a long time the occupant of one pod, thought by the Superintendent to be dead, emerges, just as a squad of Brutes is apparently searching for him. He seems to consider following, or perhaps attacking them, but eventually heads off in the other direction.</p>
<p>The hero is recognizable an ODST. Like the Chief, he (or she) has their face covered by a helmet, and doesn't speak a word, so it is difficult to relate to them at first.</p>
<p>Then I watched it again with the music.</p>
<p>That made all the difference. </p>
<p>Now I'm excited to play this game. </p>
<p>I mean... ODSTs, rain and saxophones? How can you go wrong?</p>
    ]]></content>
  </entry>
  <entry>
    <title>Keeping It Clean, Frame By Frame</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/26/09/2008/Keeping_It_Clean_Frame_Frame" />
    <id>http://rampancy.net/blog/narcogen/26/09/2008/Keeping_It_Clean_Frame_Frame</id>
    <published>2008-09-26T01:02:31-04:00</published>
    <updated>2008-09-28T10:06:32-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="announcement" />
    <category term="bungie" />
    <category term="halo 3" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>So the teaser that Bungie wanted to tease us with this past E3 is now <a href="http://www.bungie.net/News/content.aspx?type=topnews&amp;cid=15574">out for download on Bungie.net</a> in the usual flavors of QuickTime and Windows Media. </p>
<p><b>Luke Smith</b>'s post on Bungie.net calls this a "CG-teaser" and the front page refers to it as being for "one of our current projects".</p>
<p>My general impression is that this teaser is for a campaign expansion to Halo 3 that takes place sometime between the departure of Regret's ship from the Mombasa area and the Master Chief's return to Earth at the start of Halo 3. As such the main character or characters may be other human forces, perhaps marines or ODSTs, and the plot may focus on improvising city guerilla warfare against the Covenant forces in the city. </p>
<p>The most noticeable point of this trailer is that unlike nearly every Bungie game trailer produced to date, it is completely without music.</p>
<p>Without further ado, let's peruse the details the trailer offers.</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>So the teaser that Bungie wanted to tease us with this past E3 is now <a href="http://www.bungie.net/News/content.aspx?type=topnews&amp;cid=15574">out for download on Bungie.net</a> in the usual flavors of QuickTime and Windows Media. </p>
<p><b>Luke Smith</b>'s post on Bungie.net calls this a "CG-teaser" and the front page refers to it as being for "one of our current projects".</p>
<p>My general impression is that this teaser is for a campaign expansion to Halo 3 that takes place sometime between the departure of Regret's ship from the Mombasa area and the Master Chief's return to Earth at the start of Halo 3. As such the main character or characters may be other human forces, perhaps marines or ODSTs, and the plot may focus on improvising city guerilla warfare against the Covenant forces in the city. </p>
<p>The most noticeable point of this trailer is that unlike nearly every Bungie game trailer produced to date, it is completely without music.</p>
<p>Without further ado, let's peruse the details the trailer offers.</p>
<p><!--break--></p>
<p><a href="http://rampancy.net/images?sort=asc&amp;order=Date%26nbsp%3BPosted&amp;filter0=673&amp;op1=OR&amp;filter1=">This gallery</a> shows each of the points illustrated here in order from 00:07 of the trailer through 1:02. Click each thumbnail for a full-size image and accompanying commentary.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_07"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_07.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_07" /></a> At 00:07 we see a rooftop view of the city. Several buildings have visible corporate logos. In the near right we have Traxus, also seen many places in Halo 3 and a reference to a rampant Martian AI in Bungie's Marathon series. Up and left form that we see AMG, and in the far left a stylized "e" logo. The sky is criss-crossed with contrails indicating the recent passage of air vehicles, and in the middle right we can see a large Covenant ship, perhaps a carrier or a cruiser, slowly passing by an intact space elevator.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_07_detail"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_07_detail.small.png" width="320" height="224" align="right" hspace="5" vspace="5" alt="clean_00_07_detail" /></a> If this is indeed the same area seen in Halo 2, then the fact that the elevator is intact means it is certainly before its destruction, which is covered by the novel Ghosts of Onyx which occurs roughly between Halo 2 and Halo 3. If this is indeed Earth and the object seen at 00:07 is a Covenant ship, then it can be no earlier than Regret's arrival there during Halo 2 as this is the first known encounter between the Covenant and humanity on Earth.</p>
<p><i><b>NOTE:</b> Thanks to those who provided the correction that the elevator from Ghosts is in Cuba, not Africa, so while the elevator in Africa is apparently somehow destroyed between Halo 2 and Halo 3, presumably by the wake of Regret's departure, the events of Ghosts are not involved.</i></p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_09_pod"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_09_pod.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_09_pod" /></a> At 00:09 we see, up close, one of many objects streaking (presumably) Earthward from high in the atmosphere. While there are few distinguishing characteristics visible even in the closeup, the logical conclusion is that they are drop pods, either human or Covenant. Later details may strongly indicate they are human, rather than Covenant. </p>
<p>At 00:10 we get a repeat of the previous rooftop camera view, slightly zoomed in; the Traxus logo that was in the lower right is now out of frame. A HUD has now been superimposed on the screen, and the Superintendent's avatar appears in the upper right, open-eyed and awake. In the lower right is the text "Tanaga.0086". <a href="http://travelingluck.com/Africa/Mali/Gao/_6270594_Tanaga.html#local_map">Tanaga</a> is an area in present-day Mali, in Western Africa, far from Mombasa and Zanzibar; however it is possible that in this context it is the name of a neighborhood in Mombasa. The number may indicate a location, or perhaps the number of the camera. The video presents several such camera views with the Superintendent superimposed; the implication is that these are security cameras around the city that are under his control, or that he at least has access to.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_10_popzero"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_10_popzero.small.png" width="320" height="147" align="right" hspace="5" vspace="5" alt="clean_00_10_popzero" /></a> In the center of the screen we see the text "POST SCAN CAMERA ACTIVE" and "SCAN>> POP:0" and "[EVAC.COMPLETE]". This would seem to indicate that the current conditions-- one or more Covenant ships in the area, was anticipated and the city completely evacuated. This would largely explain the situation on the ground that the Master Chief and his compatriots experience in the Earth levels of Halo 2; a city completely empty, partially damaged, but still mostly intact. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_10_tanaga"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_10_tanaga.small.png" width="320" height="213" align="left" hspace="5" vspace="5" alt="clean_00_10_tanaga" /></a> As the scene ends, a clock pops up under the "TANAGA" line, indicating 16:11. This clock remains in the security camera shots, advancing from 16:11 forwards, until an event that apparently resets it to zero later in the video. One of the other messages shown under the clock is "SIERRA 117 LOC UNK" which would indicate that the Superintendent does not know the current location of the Master Chief. This may be another clue that this scenario does not involve him, and if the timeframe of these events are from Regret's departure onwards, then the Chief is not on Earth at this time.</p>
<p>At 00:12 we get a different camera view, this one labeled "LUMBUMBA.0624". The name is quite likely a reference to <a href="http://en.wikipedia.org/wiki/Patrice_Lumumba">Patrice Lumumba</a>, the first elected Prime Minister of the Republic of the Congo following its independence from Belgium. In the upper left, a sign reads "evacuate" above the text "City of New Mombasa". The sky overhead is darker than the previous frame, which may be consistent with this view being from Mombasa in Kenya, on Africa's east coast, and the previous one being from Mali, far to the west. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_12_lumumba"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_12_lumumba.small.png" width="320" height="179" align="right" hspace="5" vspace="5" alt="clean_00_12_lumumba" /></a> The view is of a darkened and empty street, with several abandoned cars visible; the nearest one still has its forward-swinging door open. The architecture of the buildings, as well as the palm trees, make this scene very reminiscent of the area just outside the <a href="http://halo.wikia.com/wiki/Hotel_Zanzibar">Hotel Zanzibar</a> in Halo 2. At the end of the street a fire is burning.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_15"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_15.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_15" /></a> At 00:14 we get a different camera, this one labeled "MBARAKI.2552", with the clock still ticking up from 16:11. <a href="http://www.maritime-database.com/port.php?pid=1127">Mbaraki is a port in Kenya</a>. "2552" is the year in which the events of the Halo series thus far take place, but the other numbers that have followed locations have not looked like years. If this is indeed a year, then perhaps the previous reference, "06.24" is a month and day, indicating June 24th, but then the first reference, 0086, would be out of place.</p>
<p>The center of this view shows a view of the space elevator, stretching upwards between two towers. At this point the Superintendent is still visible in the upper right, still wide-eyed and alert.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_15_mbaraki_trigger"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_15_mbaraki_trigger.small.png" width="320" height="97" align="right" hspace="5" vspace="5" alt="clean_00_15_mbaraki_trigger" /></a> At 00:15 the text "THRESHOLD TRIGGER" appears in frame, near center, and this triggers a change in the Superintendent's appearance, from eyes fully open to eyes that appear half-open. Some fans have considered this to be a "sleepy" look but the trailer may show this to be more consistent with wariness or suspicion.</p>
<p>The camera moves upwards and at 00:18 we get a look at some commotion in the sky; a large group of what looks like incoming drop pods, all moving from right to left from the center of the frame, and a smaller group, moving directly downwards into the frame and gradually moving slightly from left to right. The camera takes a few steps to zoom in on this smaller group.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_21_vergil"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_21_vergil.png" width="293" height="164" align="left" hspace="5" vspace="5" alt="clean_00_21_vergil" /></a> At the same time the camera began moving, the "THRESHOLD TRIGGER" text was replaced first by "AUTH INQ" indicating "authentication inquiry" or perhaps "authority inquiry" and then "AUTH DENIED" indicationg that the request was turned down. Further left, the text "ACTIVATING SUBROUTINE VERGIL" appears, along with "WARNING! DATA LEAK ON LEVEL 9!" Vergil is an alternate spelling for the name of <a href="http://en.wikipedia.org/wiki/Virgil">classical Roman poet Virgil</a>. Virgil is best known for his epic poem Aeneid, about the Trojan warrior Aeneas who flees the destroyed city and ends up being ancestor to the Romans. New Mombasa's fate here would seem to parallel Troy's. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_21pods"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_21pods.small.png" width="275" height="240" align="right" hspace="5" vspace="5" alt="clean_00_21pods" /></a> At 00:21 the camera is fully zoomed in on the sixteen pods in the smaller group. Meanwhile, a loud rumbling and a bright blue-white light begins to emanate from behind the tower building on the left. It appears to engulf the larger group of pods, while the smaller group continues on its way. The explosion also appears to engulf the Mbaraki camera, as the view then switches to another one further away.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_23_sidiriyai"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_23_sidiriyai.png" width="320" height="166" align="left" hspace="5" vspace="5" alt="clean_00_23_sidiriyai" /></a> At 00:22 we are returned to a viewpoint similar to the first one, except now where the name of the camera was displayed is only "ERR" and the center of the screen shows "EMP TRIP DETECT".  At 00:23 the camera text reads "SIDIRIYAI.0042". </p>
<p>It is quickly replaced with "ERR" again and the clock resets to zero as the view flickers in the face of the onrushing explosion.</p>
<p>Forty-two, of course, is not only the <a href="http://en.wikipedia.org/wiki/Answer_to_Life,_the_Universe,_and_Everything">ultimate answer</a> but also the name of the marketing firm that created the <a href="http://en.wikipedia.org/wiki/I_Love_Bees">I Love Bees</a> alternative reality game promotion for Halo 2. </p>
<p>From behind the two large towers we can see a blue-white sphere of light that appears to emit from some location near the surface, rather than from the atmosphere. That, combined with the fact that the only large Covenant ship seen in the trailer was moving from right to left, from behind the space elevator, roughly towards this area, may indicate that we are witnessing the events that closed the Halo 2 level Metropolis over again-- the Prophet of Regret's ship performing a slipspace jump from within New Mombasa, headed towards Delta Halo. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_23_super_frag"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_23_super_frag.png" width="239" height="198" align="right" hspace="5" vspace="5" alt="clean_00_23_super_frag" /></a> The Superintendent remains mostly in his eyes-half-closed state, but has now begun to flicker, and at times as many as three versions of him are displayed, in varying states.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_25_pods"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_25_pods.small.png" width="283" height="240" align="left" hspace="5" vspace="5" alt="clean_00_25_pods" /></a> By 00:23 the view from that camera is also interrupted, and we switch to another view of incoming pods. In these shots, they clearly seem to be trailing some kind of parachute or airbrake, similar to those seen at the start of the level Delta Halo in Halo 2, again indicating that the pods are of human, rather than Covenant origin. The Covenant drop pods, first seen in the Earth City trailer for Halo 2 and later in the Outskirts and Uprising levels of that game, do not appear to have any external braking mechanism such as this. The HUD displays "SAVE SYS STATE" over these images; the clock still reads zero and the camera name is still just "ERR". </p>
<p>By 00:24 we can see that the small group of pods is now just passing by the tops of the skyscrapers in the previous views. Also at 00:24 we see a camera view centered on the building with the TRAXUS logo; the blue-white ball of fire is present in the upper left. As it spreads from left to right across the screen, several drop pods also travel left to right across the screen, ahead of the blast, apparently unscathed. By 00:25 the ball of light has engulfed the entire screen. </p>
<p>From 00:25 to 00:31 we get almost a full six seconds of trademarked Staten-O'Donnell black screen and silence.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_32"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_32.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_32" /></a> At 00:31 we begin to see what looks like a Superintendent status display. In the upper left is the text "ALERT STATUS" and beneath that, the Superintendent icon. Throughout this sequence his icon changes and flickers inconsistently. Beneath his icon is the logo and text "CITY OF NEW MOMBASA". </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_34_calm"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_34_calm.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_34_calm" /></a> The main portion of the screen is taken up with a larger image of the Superintendent, two small green circles within a large green circle. Across the middle a large banner with a read background begins to read out "PLEASE REMAIN CALM" in several languages: Spanish, Russian, Japanese, and finally English. In the background are other variations: Dutch, Korean, German, Chinese, Portugese and French. </p>
<p>The background texts remain the same, while the foregrond English texts rotate through several messages.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_34_delays"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_34_delays.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_34_delays" /></a> "EXPECT DELAYS" seems an obvious message to get in a crisis from what the Superintendent appears to be-- some sort of municipal AI involved in the administration of New Mombasa. Most logically it would perhaps refer to traffic (although the city is deserted) or perhaps to the provision of services by the AI and related systems.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_35_road_closed"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_35_road_closed.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_35_road_closed" /></a> "ROAD CLOSED" seems to be a straightforward traffic warning.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_35_yellow_yield"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_35_yellow_yield.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_35_yellow_yield" /></a> "YELLOW MEANS YIELD" is also self-explanatory, and would seem to be a message imploring people to stay safe and follow the rules.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_35_obey_limits"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_35_obey_limits.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_35_obey_limits" /></a> "OBEY POSTED LIMITS" is another message that seems traffic-focused, only missing the word "speed".</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_pardon_dust"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_pardon_dust.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_36_pardon_dust" /></a> "PARDON OUR DUST" usually refers to the mess caused by construction or repair, and has traditionally been used by Bungie to indicate errors or under construction areas on its website.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_maddie"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_maddie.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_36_maddie" /></a> After that we get the much more cryptic "MADDIE, WHERE ARE YOU?" where it is unclear who Maddie is. Perhaps New Mombasa has more than one AI, and there is another one with whom the Superintendent has lost contact.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_caution"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_caution.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_36_caution" /></a> "PROCEED WITH CAUTION" marks a return to a more traditional and straightforward safety message.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_flood"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_flood.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_36_flood" /></a> "DANGER: FLOOD ZONE" is sure to be controversial with fans since Flood means something special in the Haloverse. Here it might refer simply to the possibility of continued natural disasters following the decidedly unnatural one we have just witnessed. However, it might also refer to the arrival of Flood forces on Earth. This could possibly indicate that the event we have just witnessed is not the departure of Regret's ship from Earth, which occurred far in advance of the arrival of any Flood on Earth, which presumably occurs only during Halo 3 in the level Floodgate, as Gravemind manages to send a single Flood-infected Covenant ship to Earth. Alternatively, it might mean that the events that will be covered in this game stretch from Regret's departure at least until the Flood do arrive.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_bill_due"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_bill_due.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_36_bill_due" /></a> "FINAL NOTICE: BILL PAST DUE" is perhaps inserted here just to emphasize the fact that the Superintendent is not working at full capacity, given how inappropriate and irrelevant a message this is during a disaster. If the Superintendent, as an AI, is intended to fulfill the role of Cortana during this game, then any damage it suffered during this event might make it an unreliable partner, perhaps signalling a return to the Marathon-esque theme of treacherous AIs.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_36_keep_clean"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_36_keep_clean.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_36_keep_clean" /></a> "KEEP IT CLEAN" has been the Superintendent's trademark phrase, perhaps indicating that his role in the administration of New Mombasa is primarily or at least significantly associated with custodial services. The same phrase also appears on the bulletin board in the mess hall of the Pillar of Autumn in Halo 1, and its repeated use in this campaign has led many to conclude that this game will follow a group of marines, rather than Spartans. The bulletin board contained other messages, including exhortations not to ride scooters on deck and a message about a lost cat answering to "Jonesy" (a reference to Alien).</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_39_reinitialize"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_39_reinitialize.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_39_reinitialize" /></a> At 00:37 that screen blanks; the Superintendent icon, now quite sad, relocates from the left to the top-right, and a matrix-like spout of garbage scrolls down the screen. </p>
<p>In amongst all the flotsam and jetsam appears the string "01/06/09" which could be the date January 6, 2009. Would Microsoft really want to release just after Christmas, instead of just before? We'll have to wait and see.</p>
<p>The message "REINITIALIZE" appears. This might be a simple reference to the Superintendent restarting some of his sytems; it may also be a reference to a partial "reboot" of the Halo continuity, emphasizing that this is not an entirely new story but a continuation of previous events. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_42_metro_disaster"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_42_metro_disaster.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_42_metro_disaster" /></a>  By 00:42 four more messages have appeared: "WARNING! METROPOLITAN DISASTER", "CHECKING POWER...", "CHECKING COMMS..." and "ALERTING EMERGENCY SERVICES!"</p>
<p>The fact that emergency services have to be alerted, rather than instructed on what to do specifically, may indicate that their operation is outside the Superintendent's direct control. If such services are provided by human forces, they may be unavailable if they were also evacuated with the rest of the population. It may refer to the occupants of the drop pods. </p>
<p>At 00:44 we get another rooftop cam view, zoomed in more closely than before. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_44_hotel"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_44_hotel.small.png" width="320" height="180" align="left" hspace="5" vspace="5" alt="clean_00_44_hotel" /></a> At 00:44 we see a repeat of the Lumumba view, except now the street is entirely ruined; cars destroyed, the signs no longer fully functional, and black debris raining from the sky. The camera briefly flickers a repeat of the view at 16:11, with the street intact, to emphasize the change.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_46_post_scan"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_46_post_scan.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_46_post_scan" /></a>  At 00:45 we see again a view of two tower tops; and at 00:46 a tilted cityscape from a similar perspective as the very first camera. The AMG building is visible in the center, and Traxus at the bottom right. The space elevator is still intact in the far right. At the top of the screen, just above the first two towers, moving left to right, in the more distant group, a drop pod appears, moving into the frame and slightly from right to left. As it nears the buildings, at 00:49 we get a black screen and the flickering text "HALO 3", followed by the more traditional Halo 3 logo. </p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_49_pod"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_49_pod.small.png" width="234" height="240" align="left" hspace="5" vspace="5" alt="clean_00_49_pod" /></a> At 00:51 we see a view looking up from the surface between two large towers, with a single drop pod descending between them. The pod's airbrake / parachute deploys, and the pod approaches the camera position at high speed and finally smashes into it, shattering the lens. This screen displays a clock, which is curiously different from the others. It reads 16:01 when it starts and impact occurs at 16:05. However, where the other clocks appeared to show hours, minutes, seconds and hundredths of a second, this one advances rapidly from 16:01 to 16:05, as if it were minutes, seconds, hundredths and thousandths of a second, or if the camera were sped up or the clock malfunctioning. Another possibility is that the clock is now counting elapsed time from the EMP event and the second indicator is now seconds instead of minutes.</p>
<p><a href="http://rampancy.net/image/halo_3/Keep_It_Clean_Teaser_Captures/26/09/2008/clean_00_53_prepare_drop"><img src="http://rampancy.net/sites/rampancy.net/files/images/clean_00_53_prepare_drop.small.png" width="320" height="180" align="right" hspace="5" vspace="5" alt="clean_00_53_prepare_drop" /></a> At 00:53 we see the text "PREPARE TO DROP" which is then displayed in several places and in several styles, followed by "BUNGIE" and the Bungie logo, and then the Microsoft Game Studios logo and the text "MICROSOFT GAME STUDIOS" and then a last flash of a distorted Superintendent avatar before the Xbox 360 logo and a the "Jump In" slogan, followed by a last screen flicker and display of half a Superintendent avatar.</p>
<p>It is interesting to note that the judicious addition of punctuation marks transforms the tagline "Prepare to drop" followed by the Bungie and MGS names and logos into the sentence, "Prepare to drop Bungie, Microsoft Game Studios." However I am 100% sure that is mere coincidence only. Really. 
</p>
    ]]></content>
  </entry>
  <entry>
    <title>Microsoft Closing Ensemble Studios After Halo Wars</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/11/09/2008/Microsoft_Closing_Ensemble_Studios_After_Halo_Wars" />
    <id>http://rampancy.net/blog/narcogen/11/09/2008/Microsoft_Closing_Ensemble_Studios_After_Halo_Wars</id>
    <published>2008-09-11T00:52:46-04:00</published>
    <updated>2008-09-11T04:37:34-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="business" />
    <category term="ensemble" />
    <category term="halo" />
    <category term="halo wars" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>What started as another one of those rumors within the span of a day became a confirmed truth: following the release of the upcoming Halo Wars RTS game for the Xbox 360 console, Ensemble Studios, known for the Age of Empires RTS series of games for Windows, will be shuttered. A new studio, like Ensemble part of Microsoft Games Studios, will be formed to support Halo Wars. Employees releated to Halo Wars will be offered spots in the new studio; those currently working on the project have been offered extra incentives to continue working on it through release. Those not directly related to Halo Wars are being let go.</p>
<p>This is being called a "fiscal move" designed to "grow" the company's game efforts.</p>
<p>This is a strange move on many levels, and deserves examination in a wider context.</p>
<p>If the staff working on projects unrelated to Halo Wars formed a significant portion of the studio's payroll, then removing them would indeed make the studio less expensive. However, paying incentives to keep the Halo Wars staff makes them more expensive than they are currently, and also negatively impacts morale. So unless those employees were more numerous or more expensive, those gains are long-term and not short term; and that assumes that they were not working on projects that were going to generate revenue, since that potential revenue is now lost.</p>
<p>The timing of the news is also interesting. There's never a good time for someone to hear that they've been fired or laid off, but the gaming press has covered several studio shutterings that occurred right after a game's release; perhaps Microsoft considered that announcing the closure nearer to Halo Wars' actual release date might negatively impact the game's sales, and so elected to do it earlier. Once people have been given their pink slips they can hardly be expected to keep entirely silent, especially with friends in the industry, so there was no way to keep the closure secret for any length of time; hence the quick confirmation.</p>
<p>I've seen several posters on various message boards wonder aloud why Microsoft didn't just buy Ensemble. That's just it. Microsoft didn't have to buy Ensemble. They already owned them. Microsoft's high profile studio acquisitions now have  a decidedly checkered history. FASA stumbled and was shuttered. Rare tried to make a shooter to appeal to the Xbox demographic and missed the mark, even though it had the field at launch nearly to itself. Their other title, Kameo, was more in line with titles from their Nintendo days, but also received a mixed reaction. Viva Pinata looks like their strongest Xbox 360 title, but it also sits in a niche by itself amongst sports games and shooters.</p>
<p>Then there's Bungie; the unexpected blockbuster that spawned a hit trilogy and a staggering array of related merchandise, propelling the studio from its position as a critically acclaimed Macintosh developer with occasional financial problems to a mass market juggernaut.</p>
<p>Then they walked out the door, leaving Microsoft with the franchise and industry watchers scratching their heads. The goose who laid the golden egg left one last present, left the farm to hang out its own shingle, and prompty announced it would keep supporting and enhancing the eggs, but that new and as-yet-unannounced golden items would be coming in the future. This kind of thing doesn't happen every day.</p>
<p>This might have convinced Microsoft that the way to continue to build its Xbox empire isn't to acquire good independent developers, treat them nicely, let them keep their own corporate culture, and let them do their own thing, because ultimately when you do that, if they're successful enough they'll just leave. If they keep making games for your platform that's good, but suddenly you're getting only the publisher's take instead of the whole enchilada; and ultimately that independent studio might decide to develop for other platforms, and you've lost exclusivity with your premier developer. In short it makes the entire experience with Bungie look much like what I thought it was at the start: not the acqusition of a studio but the acquisition of the Halo property. Despite all the hot air about Bungie's talent and innovation, what Microsoft wanted, and what they ultimately got and had to keep-- and ended up acquiring on the cheap compared to developers like Lionhead-- was Halo. </p>
<p>Now Ensemble Studios is feeling the repercussions of Bungie's independence. The independent identity of the studio Microsoft bought, Ensemble, is being destroyed, to be replaced by a Halo Wars-focused division of MGS that will help monetize the property that Microsoft was able to rescue from the Bungie departure. It is largely a symbolic move; those people worked for Microsoft before and they still will. What is being removed is the idea of that group as something separate from Microsoft; the knowledge of their history before Microsoft, and the kernel of the idea that just as there was life before Microsoft, there might be life after Microsoft. When the studio is a group just part of a larger team, with a name assigned to them that bears no relation to the studio Microsoft purchased, the risk of those people going independent is minimized. </p>
<blockquote><p>
<b>UPDATE:</b> The above was written before I saw notes at Kotaku that indicate that while MS retains ownership of Halo and of Age of Empires, the new studio that is replacing Ensemble will, in fact, be <a href="http://kotaku.com/5048240/shades-of-bungie-in-ensemble-closure">independent of Microsoft</a>, as Bungie is. This ends up painting a picture in which rather than trying to prevent further defections from MGS, what it in fact is doing is divesting itself of game development and becoming more of a pure publisher-- letting independent companies bear the costs of financing and developing the games.
</p>
</p></blockquote>
<p>In the end, the real casualties seem to be Ensemble's PC developers. With Starcraft 2 looming in the future of RTS games for Windows and Microsoft focused squarely on building and expanding the Halo property and continuing to add genres to the Xbox 360's repertoire, there was no room for Age of Empires. No room for the idea of Ensemble Studios, a group that used to make its own decisions and might again someday.</p>
<p>I wonder what is going through <b>Peter Molyneux</b>'s mind right about now?</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>What started as another one of those rumors within the span of a day became a confirmed truth: following the release of the upcoming Halo Wars RTS game for the Xbox 360 console, Ensemble Studios, known for the Age of Empires RTS series of games for Windows, will be shuttered. A new studio, like Ensemble part of Microsoft Games Studios, will be formed to support Halo Wars. Employees releated to Halo Wars will be offered spots in the new studio; those currently working on the project have been offered extra incentives to continue working on it through release. Those not directly related to Halo Wars are being let go.</p>
<p>This is being called a "fiscal move" designed to "grow" the company's game efforts.</p>
<p>This is a strange move on many levels, and deserves examination in a wider context.</p>
<p>If the staff working on projects unrelated to Halo Wars formed a significant portion of the studio's payroll, then removing them would indeed make the studio less expensive. However, paying incentives to keep the Halo Wars staff makes them more expensive than they are currently, and also negatively impacts morale. So unless those employees were more numerous or more expensive, those gains are long-term and not short term; and that assumes that they were not working on projects that were going to generate revenue, since that potential revenue is now lost.</p>
<p>The timing of the news is also interesting. There's never a good time for someone to hear that they've been fired or laid off, but the gaming press has covered several studio shutterings that occurred right after a game's release; perhaps Microsoft considered that announcing the closure nearer to Halo Wars' actual release date might negatively impact the game's sales, and so elected to do it earlier. Once people have been given their pink slips they can hardly be expected to keep entirely silent, especially with friends in the industry, so there was no way to keep the closure secret for any length of time; hence the quick confirmation.</p>
<p>I've seen several posters on various message boards wonder aloud why Microsoft didn't just buy Ensemble. That's just it. Microsoft didn't have to buy Ensemble. They already owned them. Microsoft's high profile studio acquisitions now have  a decidedly checkered history. FASA stumbled and was shuttered. Rare tried to make a shooter to appeal to the Xbox demographic and missed the mark, even though it had the field at launch nearly to itself. Their other title, Kameo, was more in line with titles from their Nintendo days, but also received a mixed reaction. Viva Pinata looks like their strongest Xbox 360 title, but it also sits in a niche by itself amongst sports games and shooters.</p>
<p>Then there's Bungie; the unexpected blockbuster that spawned a hit trilogy and a staggering array of related merchandise, propelling the studio from its position as a critically acclaimed Macintosh developer with occasional financial problems to a mass market juggernaut.</p>
<p>Then they walked out the door, leaving Microsoft with the franchise and industry watchers scratching their heads. The goose who laid the golden egg left one last present, left the farm to hang out its own shingle, and prompty announced it would keep supporting and enhancing the eggs, but that new and as-yet-unannounced golden items would be coming in the future. This kind of thing doesn't happen every day.</p>
<p>This might have convinced Microsoft that the way to continue to build its Xbox empire isn't to acquire good independent developers, treat them nicely, let them keep their own corporate culture, and let them do their own thing, because ultimately when you do that, if they're successful enough they'll just leave. If they keep making games for your platform that's good, but suddenly you're getting only the publisher's take instead of the whole enchilada; and ultimately that independent studio might decide to develop for other platforms, and you've lost exclusivity with your premier developer. In short it makes the entire experience with Bungie look much like what I thought it was at the start: not the acqusition of a studio but the acquisition of the Halo property. Despite all the hot air about Bungie's talent and innovation, what Microsoft wanted, and what they ultimately got and had to keep-- and ended up acquiring on the cheap compared to developers like Lionhead-- was Halo. </p>
<p>Now Ensemble Studios is feeling the repercussions of Bungie's independence. The independent identity of the studio Microsoft bought, Ensemble, is being destroyed, to be replaced by a Halo Wars-focused division of MGS that will help monetize the property that Microsoft was able to rescue from the Bungie departure. It is largely a symbolic move; those people worked for Microsoft before and they still will. What is being removed is the idea of that group as something separate from Microsoft; the knowledge of their history before Microsoft, and the kernel of the idea that just as there was life before Microsoft, there might be life after Microsoft. When the studio is a group just part of a larger team, with a name assigned to them that bears no relation to the studio Microsoft purchased, the risk of those people going independent is minimized. </p>
<blockquote><p>
<b>UPDATE:</b> The above was written before I saw notes at Kotaku that indicate that while MS retains ownership of Halo and of Age of Empires, the new studio that is replacing Ensemble will, in fact, be <a href="http://kotaku.com/5048240/shades-of-bungie-in-ensemble-closure">independent of Microsoft</a>, as Bungie is. This ends up painting a picture in which rather than trying to prevent further defections from MGS, what it in fact is doing is divesting itself of game development and becoming more of a pure publisher-- letting independent companies bear the costs of financing and developing the games.
</p></blockquote>
<p>In the end, the real casualties seem to be Ensemble's PC developers. With Starcraft 2 looming in the future of RTS games for Windows and Microsoft focused squarely on building and expanding the Halo property and continuing to add genres to the Xbox 360's repertoire, there was no room for Age of Empires. No room for the idea of Ensemble Studios, a group that used to make its own decisions and might again someday.</p>
<p>I wonder what is going through <b>Peter Molyneux</b>'s mind right about now?</p>
    ]]></content>
  </entry>
  <entry>
    <title>Independence: Adding Insult To Injury</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/18/07/2008/Independence_Adding_Insult_Injury" />
    <id>http://rampancy.net/blog/narcogen/18/07/2008/Independence_Adding_Insult_Injury</id>
    <published>2008-07-18T03:03:32-04:00</published>
    <updated>2008-07-18T03:07:00-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="business" />
    <category term="halo 4" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>So a couple days ago I wrote a bit on how Bungie got the rug pulled out from under them at E3.</p>
<p>As near as the Intertubes can piece it together, a few days before E3, Microsoft let Bungie know they wouldn't be included in the press conference. Bungie then enacted contingency plans for their own announcement, which is what precipitated the countdown on Bungie.net.</p>
<p>On Tuesday Microsoft told Bungie they wouldn't be allowed to do that, either, and since Microsoft is Bungie's publisher for Halo games, and Microsoft owns the Halo intellectual property, and the announcement concerned Halo, Bungie had to do what Microsoft says, prompting Bungie president <b>Harold Ryan</b>'s apology to the fans, which can also be interpreted as a nice polite way of flipping the bird to the publisher.</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>So a couple days ago I wrote a bit on how Bungie got the rug pulled out from under them at E3.</p>
<p>As near as the Intertubes can piece it together, a few days before E3, Microsoft let Bungie know they wouldn't be included in the press conference. Bungie then enacted contingency plans for their own announcement, which is what precipitated the countdown on Bungie.net.</p>
<p>On Tuesday Microsoft told Bungie they wouldn't be allowed to do that, either, and since Microsoft is Bungie's publisher for Halo games, and Microsoft owns the Halo intellectual property, and the announcement concerned Halo, Bungie had to do what Microsoft says, prompting Bungie president <b>Harold Ryan</b>'s apology to the fans, which can also be interpreted as a nice polite way of flipping the bird to the publisher.</p>
<p><!--break--></p>
<p><b>By The Way: Halo 4</b></p>
<p>But wait... the announcement concerned Halo? Well, of course. Because as soon as people started asking why Bungie's announcement was nixed, <b>Don Mattrick</b> came up with the answer: because Microsoft's presence at this year's E3 didn't require Bungie or Halo, and the announcement deserved its own event-- by the way Bungie is working on a new Halo game, thanks very much for asking.</p>
<p>That cat isn't just out of the bag. That cat has booked an all expenses paid trip to Tahiti and is already in the security line at the airport.</p>
<p>And now what should have been a usual little Bungie product announcement turned into a clever little web-based game of some type (exactly what we'll probably never know) has turned into a full-scale executive pissing match less than a year since Bungie went independent.</p>
<p>It was always hard to imagine why Microsoft would allow that, and even harder to believe that, having allowed it, they'd be universally happy about it. Somewhere at Microsoft there had to be someone who bore a grudge over this, someone who thought Bungie had gotten too big for its britches, someone who thought they ought to be made to pay, even in some small way, for having the audacity to build massive shareholder value and then stroll out the front door with it, spouting platitudes about independence and creative freedom.</p>
<p><b>The Don</b></p>
<p>Ladies and gentlemen, I present that person: Don Mattrick.</p>
<p>Not convinced? Take a look at the <a href="http://latimesblogs.latimes.com/technology/2008/07/halo-bungie-e3.html">LA Times blog/story</a> where Mattrick explains the cancellation of the announcement, and see now neatly the author is led into asserting two wholly incompatible ideas in a single paragraph: the first being Mattrick's message, and the second being cold, hard fact. Here we are:</p>
<blockquote><p>
Bungie, which was acquired by Microsoft in 2000, split from the software giant last year but agreed to give Microsoft first dibs on publishing its games.</p>
<p>For Microsoft, the decision was a blow but not a critical hit. Although the Halo games have contributed over a billion dollars in sales for the Redmond, Wash., giant, the company is less reliant on the franchise than it once was. The first Halo game cemented Xbox as the console of choice for many serious gamers at a time when Microsoft was just entering the market and struggling to earn respect. Halo 3, released in September, singlehandedly pulled Microsoft's console division into the black for the fiscal year ending in June, giving the division its first profit since entering the market in 2001.
</p></blockquote></p>
<p>Let's parse that, shall we? So first, Bungie's departure is not a "critical hit" for Microsoft, and Microsoft is "less reliant" on the franchise than it was in the past. That's Mattrick's message, quite obviously, despite the lack of quotation marks or any indication of who is speaking. Certainly there's absolutely no evidence whatsoever to back this up. </p>
<p>In fact, the factual background that immediately follows directly contradicts that statement: That Halo 3 "singlehandedly" gave the console division its first profits in seven years.</p>
<p>How in the heck is delivering the first profit in seven years "less dependent"? How in the heck is it not a "critical blow"? What would be a critical blow, then, a nuclear strike?</p>
<p><b>Don't Win By Too Much</b></p>
<p>It's also been suggested that Microsoft left the announcement out because Bungie's project isn't shipping this year. That doesn't wash, as more than one project included in the show and the press conference isn't shipping this year. Some are shipping next year, and some don't even have ship dates.</p>
<p>Another speculation is that sine Microsoft expected it was going to "win" this year's E3 even without heavy hitters like Halo or the upcoming GTA DLC, that it could afford to hold them back.</p>
<p>Of what value is that? Hold it back for when-- next year's E3? Is Microsoft suddenly trying to be sportsmanlike, not running up the score against Sony and Nintendo by holding back their star players because they don't need them to win? That makes no sense at all. You play the best cards in your hand the best way you know how. </p>
<p>If Bungie's announcement was more appropriate for a separate event, wouldn't Bungie want to have such an event? If Bungie's announcement was more appropriate for a separate event, couldn't that have been decided earlier than this past Tuesday? If Bungie's announcement was more appropriate for a separate event, couldn't that have been decided earlier than a week ago when the press conference lineup was apparently decided?</p>
<p>The goose that laid the golden egg walked out the door, leaving its previous owner to mind the egg. This is a spat over visitation rights-- not a reasoned approach to managing a major trade show.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Bastard Son Of The Wii And Cover Flow</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/17/07/2008/Bastard_Son_Wii_And_Cover_Flow" />
    <id>http://rampancy.net/blog/narcogen/17/07/2008/Bastard_Son_Wii_And_Cover_Flow</id>
    <published>2008-07-17T05:43:03-04:00</published>
    <updated>2008-07-17T07:46:59-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="business" />
    <category term="rant" />
    <category term="tech" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>Now, I'm not saying the whole Keep It Clean debacle doesn't deserve a couple thousand more words (which it surely will get) but I felt I couldn't let E3 week go by without comment on one of the announcements that Microsoft did feel was important enough to show-- namely, the impending renovation of the Xbox 360's dashboard interface in the fall of this year. Besides, I took a straw poll in HBO's irc server and this is the topic that won.</p>
<p>Then words begin to fail me and I long instead to wax poetic about publishing deals and PR tactics.</p>
<p>What to say, what to say...</p>
<p>I wrote a <a href="http://narcogen.com/aeon_fans_fluxed_over_by_paramount">review of the Aeon Flux theatrical film</a> a few years back on my own personal blog, and as a fan of <b>Peter Chung</b>'s original cartoons, I was extremely disappointed. I wrote at the time that:</p>
<blockquote><p>
It is as if Paramount took a group of writers, locked them in a dark room with copies of the animated series, but gave them enough time to view only a small portion of them all, and then required them to write their notes about the series in crayon on the back of index cards. These index cards, out of order, were then handed to a completely different group of people, who then went on to make this film.
</p>
</p></blockquote>
<p>I can't help feeling that Microsoft has taken a team of interface designers, a Wii, and an Apple TV and done the same thing here. From the cartoony avatars you can see they're aware of the Wii. From the clean, white, sliding 3D interface you can tell they've seen an Apple TV, or at least Apple's Front Row program. Somehow, however, they either didn't quite grasp how or why those things worked and what was good about them, and managed to come up with something that bears only a passing resemblance to those two products, and are in the process of abandoning an interface that-- in classic Microsoft fashion-- after seven years has finally reached a "good enough" level of functionality.</p>
<p>If I'm lucky enough to have anyone at Microsoft involved in this project reading at this moment, let me emphatically state: <i>please do not do this.</i> As a last resort, I'd exhort you to make this interface optional. I know this to be a fruitless request since making things options rarely solves anything. All I can say, though, is that if this is the interface the 360 will be using in the future then I can see myself using it a lot less, and at least putting my console back to booting from disc on startup and bypassing the dashboard as much as possible.</p>
<p>If you haven't seen this thing yet, drop on over to <a href="http://www.gametrailers.com/player/36412.html">GameTrailers</a>, they have HD and SD versions of the walkthrough. Go ahead. I'll wait.</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Now, I'm not saying the whole Keep It Clean debacle doesn't deserve a couple thousand more words (which it surely will get) but I felt I couldn't let E3 week go by without comment on one of the announcements that Microsoft did feel was important enough to show-- namely, the impending renovation of the Xbox 360's dashboard interface in the fall of this year. Besides, I took a straw poll in HBO's irc server and this is the topic that won.</p>
<p>Then words begin to fail me and I long instead to wax poetic about publishing deals and PR tactics.</p>
<p>What to say, what to say...</p>
<p>I wrote a <a href="http://narcogen.com/aeon_fans_fluxed_over_by_paramount">review of the Aeon Flux theatrical film</a> a few years back on my own personal blog, and as a fan of <b>Peter Chung</b>'s original cartoons, I was extremely disappointed. I wrote at the time that:</p>
<blockquote><p>
It is as if Paramount took a group of writers, locked them in a dark room with copies of the animated series, but gave them enough time to view only a small portion of them all, and then required them to write their notes about the series in crayon on the back of index cards. These index cards, out of order, were then handed to a completely different group of people, who then went on to make this film.
</p></blockquote>
<p>I can't help feeling that Microsoft has taken a team of interface designers, a Wii, and an Apple TV and done the same thing here. From the cartoony avatars you can see they're aware of the Wii. From the clean, white, sliding 3D interface you can tell they've seen an Apple TV, or at least Apple's Front Row program. Somehow, however, they either didn't quite grasp how or why those things worked and what was good about them, and managed to come up with something that bears only a passing resemblance to those two products, and are in the process of abandoning an interface that-- in classic Microsoft fashion-- after seven years has finally reached a "good enough" level of functionality.</p>
<p>If I'm lucky enough to have anyone at Microsoft involved in this project reading at this moment, let me emphatically state: <i>please do not do this.</i> As a last resort, I'd exhort you to make this interface optional. I know this to be a fruitless request since making things options rarely solves anything. All I can say, though, is that if this is the interface the 360 will be using in the future then I can see myself using it a lot less, and at least putting my console back to booting from disc on startup and bypassing the dashboard as much as possible.</p>
<p>If you haven't seen this thing yet, drop on over to <a href="http://www.gametrailers.com/player/36412.html">GameTrailers</a>, they have HD and SD versions of the walkthrough. Go ahead. I'll wait.</p>
<p><!--break--></p>
<p>Before I start, I'll mention the things in the new interface demonstration that look pretty good.</p>
<p><b>Moving Pictures</b></p>
<p>Of all the elements of the new dashboard, about the only one that looks good and makes sense is the Netflix queue-- and that's because it is nearly all text. Movie titles, star ratings, availability and check marks.</p>
<p><b>Xbox Guide</b></p>
<p>The old blade interface has essentially been scaled down and inserted into the Guide. If this means that the full functionality of the old dashboard is available through the guide, in-game, without returning to the dashboard, then I'm all for it. It looks nice and clean, and is mostly text. In fact, if I can figure out a way to use the 360 only through the Guide after this update then I'll probably do it, since the rest of it is none too inviting.</p>
<p><b>Lazy Susans And Conveyor Belts</b></p>
<p>Firstly, perhaps Microsoft can be forgiven for making the same interface design mistake that Apple made when they last revised Front Row. Originally, Front Row looked the way the Cover Flow interface looks in iTunes and on iPod Touches and Iphones now. Albums or movies are represented by a cover image, and scrolling back and forth makes the images shuffle the way a real album would in a collection. You can browse in either direction, and you can still see items on either side of the current selection.</p>
<p>In Front Row now, items are represented as if they are sliding by on a lazy susan that is just to the left of your field of vision; so items spin into the interface from behind, and scroll out just past the "camera" to your left. You can see the previous item just for a short amount of time before it disappears off the edge of the screen, and the next item after that is completely invisible. </p>
<p>In other words, compared to an interface as mind-bogglingly primitive as a list, it is horribly, horribly broken, because you can only browse intelligently in one direction. Scrolling in one way, you can see the current item and the subsequent items. Scroll the other way, and things appear out of the ether as if from nowhere, with no hint as to what will be next.</p>
<p>The new dashboard takes this one step further, removing the lazy susan design entirely and presenting the range of items on a straight line aimed at the horizon. This means that within the same amount of real estate, items are more dramatically reduced in size as they retreat into the distance than with the lazy susan approach, and they still disappear off the left of the screen after being selected. So again, if you scroll from right to left, things are too small to examine until they are close to the selected item, and after you've scrolled past it, it's gone. Scroll the other way and you've got no idea what's coming until it arrives on your screen, full size.</p>
<p>The lazy susan or even the half lazy susan designs trade away some of their functionality in order to be aesthetically pleasing; Microsoft's conveyor belt to the horizon gives up even more and doesn't get much of anything in return. </p>
<p><b>My GamerCard Is Not A Duplo Toy</b></p>
<p>I realize people think Miis are cute. I think Miis are cute. If Microsoft wants to steal the Mii meme and somehow use it in the Xbox Live experience, they are welcome to do so. If they want to ape Home or Second Life and add a true social environment, that's cool. I think the idea of making group voice chats outside of a game lobby more accessible and useful is super. </p>
<p>But there's no escaping that the implementation of avatars and the Community page we've been shown are terrible and broken.</p>
<p>First, let's look at the GamerCard. First there was your gamertag-- a unique identifier for each user on the system. Major Nelson once said that they'd considered letting people reuse gamertags, and fragmenting the system into shards like World of Warcraft, or using email addresses, but eventually they settled on the gamertag, perhaps most comparable to a nickname on an IM service. On Xbox Live, your gamertag is who you are.</p>
<p>Your GamerCard is a way of individualizing your expression of who you are, by associating your gamertag with gamer pictures (accessible through games you've played or by direct purchase) as well as information about your reputation, games you've played, your achievements, and your gamerscore. </p>
<p>Now look at the equivalent of the gamercard in the new interface. A blank background with a white cartoon guy on it wearing jeans and a black t-shirt. Your gamertag and your gamerscore.</p>
<p>The gamerpic? Gone. Your recently played games and achievements? Not present here, although there are placeholders for them. </p>
<p>How this is going to work is really beyond me. I get the idea that you'll be able to change the appearance of the avatar to represent yourself, or just to appear however you'd like (within limits). Of course ultimately it's still a person with a face, hair, and clothes. There's nowhere near the range of choice available even in the selection of gamerpics that are currently there. Also, some gamerpics are free but some aren't-- does this mean you might be able to get a generic avatar for free, but would have to pay for elements to customize it? I can't see Microsoft giving up a revenue stream that is performing well, so either that means that gamerpic sales are no big deal, or else some elements of avatar customization will cost extra. Something about this doesn't sit right with me. When choosing an arbitrary image to adorn my gamercard, I somehow don't mind that some are free and some aren't. That image isn't me, it's just something I put there because I like the way it looks, the way you'd hang a favorite poster on the wall. An avatar is supposed to represent you, and if you aren't free, from the first moment, to make it look as much like you as you want without paying extra, I can see that bothering some people. Also, what if they don't want to look like a person? What if they want to look like a game character? What if they want to be a chimeric beast with the body of a lizard and the head of a chicken? Maybe Microsoft ought to just go and license the Spore creature creator for this interface because I think once people get a hint of a bit of flexibility in customization they're going to want the whole package.</p>
<p><b>Friends And Messages Sent To The Ghetto</b></p>
<p>The current interface has a main blade that shows your gamercard, how many friends you have online, how many messages you have waiting for you, some promotional materials, and what disc is in the tray.</p>
<p>In the new interface, this blade is replaced by the "My Xbox360 page in which essentially one and only one of these items is fully visible and accessible at one time, while the majority of the screen is taken up by this minimalist white reflective environment clearly borrowed from Front Row and Cover Flow.</p>
<p>That interface works in that context because the act of browsing music is a pretty focused task. Starting to work with your Xbox 360 is not. I want to be able to see my gamerscore, my latest achievements, a message indicator, and the game in tray all at a glance. In the new interface, you can't, you have to scrub through these things in order to examine each in turn. That's assuming you can; in the walkthrough this is how you access your gamercard, the game in the tray, and your video and game collections, but there's no hint of your friends list or your message box on this page; they live somewhere else. Because obviously the first thing I want to do when I boot up my Xbox 360 is to look at a cartoon caricature of myself, right-- not send or receive messages or see my online friends.</p>
<p><b>Prime Time And Spotlight</b></p>
<p>The reason for redesigning the interface was originally supposed to be to find a way to somehow make the vast collection of content available on Xbox Live more... well, more available. Sometimes it is really confusing trying to find out where things are supposed to live, and each of the additional methods of browsing Microsoft has added has only created more confusion.</p>
<p>The next two blades are, respectively, Spotlight and Prime Time.</p>
<p>What the hell difference there is supposed to be between those, I can't really fathom. However, the shorthand is, stuff that Microsoft wants you to be interested in. They decide what goes there. You don't. The current interface has places like that, safely confined to the Marketplace blade (the last scrolling to the left) and to certain designated areas on other pages (like banner ads).</p>
<p>Here, they've taken over the whole interface. Not only isn't the new interface about you or your friends, but it's not even about gaming anymore-- Game is the fourth tab away from the main one!</p>
<p>There does seem to be a functional difference between the two areas. Spotlight seems to be for random access-- content you can access any time-- while Prime Time is for scheduled and live events. However, that's a pretty broad distinction, and both areas have mixes of video, game, and other content and/or services within them-- Spotlight includes Inside Xbox content, XBLA games, and the new Netflix service.</p>
<p><b>It's All About The Games</b></p>
<p>Microsoft at least does seem to remember that the Xbox 360 has something to do with gaming, so there is a tab for Games-- right after the tab for your cartoon doppelganger and two tabs for Microsoft to advertise stuff to you. </p>
<p>Here again, though, they've stolen parts of the Cover Flow interface without the parts that make it work. Not only does this tab's conveyor belt have the same problems as those on other tabs, but it's exacerbated by the fact that it does not display a game's name underneath.</p>
<p>Now, I realize this is an early prototype, and things can always be added to, changed, and fixed. However I have a tough time imagining how any interface could get as far as this one has without this central question being answered. I can only assume that it's not there because somebody doesn't want it there. </p>
<p>Yet it makes no sense. Now not only can I not see the game immediately previous to the selected one (since it has disappeared off the screen), not only can I not see beyond the 3rd game after the selected one (since it is too small to read) but now I'm absolutely dependent on the game developer having included the title of their game on their album art prominently, because unlike in Apple's Cover Flow interface, the name is not simply and legibly displayed beneath it. It is truly mind-boggling. Furthermore, these panels seem to allow for animation as well, so even those that do include the game title prominently don't display it constantly, so you might have to stare at somebody's glowing bald head a few extra seconds before the name "Too Human" snaps into view. </p>
<p>Microsoft once chided Bungie into appending the odious "Combat Evolved" tagline onto the title of Halo, but at least that's one title that would probably work in this interface, as doubtless Bungie would be clever enough to simply place the title "HALO" in the distinctive typeface right there so you could tell what it is. Maybe Microsoft's marketing division ought to subcontract some of their tougher work out to Bungie so they can start coming up with short, iconic, easy to remember names for things. I'm still struggling to remember the difference between Prime Time and Spotlight, and that was only six paragraphs ago.</p>
<p><b>Half Life, Second Life, Third Life, No Life</b></p>
<p>I can understand Microsoft wanting, for what is primarily an audiovisual medium, a more audiovisual way for people to interact. Webcams are too prone to abuse, and the 360's current social interface is perhaps a bit too dependent on text and looks too much like a PC for the 360 to be the "gaming console for rest of us" that it seems some in the company would like it to become.</p>
<p>None of that, however, quite excuses the visual mess that is the new dashboard's Community page. </p>
<p>First of all, the whole thing looks like a hi def port of <a href="http://scara.com/~ole/literatur/LessonsOfHabitat.html">Lucasfilm's Habitat</a> from 1986. That is not a compliment. Apparently this interface is used to assemble a party before loading a game, as there's a sad little "JOIN PARTY" sign out in the street in a way that's somehow reminiscent of garage sales or freshman keg parties-- you know the ones, the ones with no girls.</p>
<p>Secondly, it shows that Microsoft hasn't yet learned the lesson that Bungie learned between Halo 2 and Halo 3 regarding how to represent players to each other within a visual environment. Granted, immediately identifying other people visually need not be done with the same alacrity within the dashboard as in Halo multiplayer match, but even so, text is generally a good thing. No matter how much variety Microsoft manages to put into the avatar customization system, it is inevitable that some users will end up with similar avatars, either by making similar choice, or simply by failing to put enough effort into the customizing process.</p>
<p>Apparently aware of this, Microsoft has put each users' gamertag above their heads in a cartoon speech bubble. So you look like you're wandering around the virtual street muttering your own name to yourself.</p>
<p>In Halo 2, Bungie tried to create a visual symbol representative of each player that would be the primary means of identification, and used this in their heads-up display system. When your reticle passed over a player, then the full gamertag was displayed.</p>
<p>The system didn't work. The symbols were too small and too difficult to differentiate, and so the service tag system was put into place. So the primary method of distinguishing between players was textual, with the visual elements for added individualization.</p>
<p>Microsoft has reversed these in the Community pane, giving far more screen real estate to the full-figured avatars, and less to the more useful textual gamertag. Furthermore, they've presented the gamertag in a way that breaks the interface's metaphor by suggesting visually that your gamertag is something you are saying, rather than something that identifies you.</p>
<p>Of course, your gamertag isn't the only thing you can put in that cartoon speech balloon. You can also put images there, like the one of a lion in the demonstration.</p>
<p>What in the world that is supposed to represent, or why you would want to do it, I have no idea. Maybe that avatar is afraid that a pack of hungry lions is going to invade the new dashboard. We can only hope they eat all the avatars and leave the rest of the gamers alone.</p>
<p></p>
    ]]></content>
  </entry>
  <entry>
    <title>Bungie: Welcome Back To Life As A Third Party Developer</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/16/07/2008/Bungie_Welcome_Back_Life_Third_Party_Developer" />
    <id>http://rampancy.net/blog/narcogen/16/07/2008/Bungie_Welcome_Back_Life_Third_Party_Developer</id>
    <published>2008-07-16T06:00:10-04:00</published>
    <updated>2008-07-16T23:09:36-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="business" />
    <category term="halo 3" />
    <category term="halo 4" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>Ah, the heady days of the early and mid 90s, when Bungie was an independent developer and publisher, master of its own destiny. They developed what they wanted to develop, announced when they wanted to announced, and shipped... well, when the boxes were done.</p>
<p>Those days must seem so simple compared to now.</p>
<p>Because what's going on now is apparently a Bungie announcement scheduled for E3 today-- one likely related to Halo in some way-- has been postponed indefinitely by Bungie's publisher.</p>
<p>That would be Microsoft, for those of you keeping score at home, even though the name "Microsoft" does not appear anywhere in the carefully-worded missive from Bungie president Harold Ryan.</p>
<p>Most fans, of course, don't care what happened or who is at fault. They just knew they were supposed to be seeing something exciting and new within the next twelve hours, and now they won't. For a form of popular entertainment whose fans vacillate back and forth between endurance trials of development waits-- three years for each of the last three Halo games-- and the instant gratification of online multiplayer matches where average lifetimes can be well under thirty seconds, such an indefinite delay is a great disappointment. Even if we don't know what it was we were supposed to be expecting.</p>
<p>So what were we expecting, when can we expect it, and why was it delayed just twelve hours before it was to hit?</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Ah, the heady days of the early and mid 90s, when Bungie was an independent developer and publisher, master of its own destiny. They developed what they wanted to develop, announced when they wanted to announced, and shipped... well, when the boxes were done.</p>
<p>Those days must seem so simple compared to now.</p>
<p>Because what's going on now is apparently a Bungie announcement scheduled for E3 today-- one likely related to Halo in some way-- has been postponed indefinitely by Bungie's publisher.</p>
<p>That would be Microsoft, for those of you keeping score at home, even though the name "Microsoft" does not appear anywhere in the carefully-worded missive from Bungie president Harold Ryan.</p>
<p>Most fans, of course, don't care what happened or who is at fault. They just knew they were supposed to be seeing something exciting and new within the next twelve hours, and now they won't. For a form of popular entertainment whose fans vacillate back and forth between endurance trials of development waits-- three years for each of the last three Halo games-- and the instant gratification of online multiplayer matches where average lifetimes can be well under thirty seconds, such an indefinite delay is a great disappointment. Even if we don't know what it was we were supposed to be expecting.</p>
<p>So what were we expecting, when can we expect it, and why was it delayed just twelve hours before it was to hit?</p>
<p><!--break--></p>
<p><b>Welcome To Independence Day</b></p>
<p>Rumors started swirling shortly after the release of Halo 3 about what would come next for newly-independent Bungie LLC and the Halo franchise that has, almost all by itself, secured Microsoft a position in the console gaming market. A distant second behind Sony their first time out, and a close second behind the casual hit Wii so far in this generation, it's hard to imagine where the Xbox 360 would be without the Halo franchise. Might it not even exist? </p>
<p>Of course now the situation regarding Halo is more complicated. When Microsoft bought the studio in 2000, it actually made things simpler. Bungie had gone from master of its fate as a small, independent developer and publisher, to having to sell nearly 20% of the company to Take Two and working with publishers and porting houses to get out its games on Mac, PC and PlayStation. Development costs were even then starting to rise, and the necessary recall of Myth 2, with its show-stopping uninstaller bug in the Windows version that could erase your entire hard drive under the right (or wrong, depending on how you look at it) circumstances, the acquisition must have come as a godsend. More resources, more freedom-- a chance to focus on the games and forget about business. Microsoft acquired Bungie, according to the word on the street, for $40 million or less-- a bargain compared to later acquisitions like Lionhead or Rare, that cost ten times as much and make far less return.</p>
<p>Business, though, as a way of creeping back into things, and eventually Bungie made it known they felt better off as independents. Both parties have put on a very solid front-- that this is good for everyone, that Bungie and Microsoft will continue to work together, that the studio is free to do what it wants, that Halo is in good hands. </p>
<p>Those things can't all be true all the time, though, are they?</p>
<p>And here we have what could be the first major announcement from the studio since its independence was declared last October, scuttled by "the publisher" the night before. What was it that could cause such a stir at Microsoft?</p>
<p>What Was It?</p>
<p>Odds on, it relates to Halo. Lots of fans would like to see Bungie do something different, and it's really hard to see why either Bungie would want independence, or Microsoft would tolerate the idea, if the plan was for Bungie to ride out the Halo hobby horse until the bitter end without once longing to take the blinders off and see what else might be out there. </p>
<p>Neither does that mean Bungie is completely divorced from Halo. They're still doing downloadable content, some of which they released just last week, in the form of Cold Storage, remake of the original Halo multiplayer map Chill Out.</p>
<p>Was the announcement of Halo 4, a sequel to Halo 3, a continuation of the story of the Master Chief and Cortana?</p>
<p>That seems doubtful to me. Despite conspiracy theories and the novels, the three games themselves form a nice tight little story with most of the loose ends-- at least those that regard our hero and heroine personally-- tied up neatly. The Chief and Cortana deserve a rest, and I think Bungie is willing to give them one, even if Microsoft isn't.</p>
<p><b>E Is For Episodic?</b></p>
<p>There are, of course, other possibilities. </p>
<p>More multiplayer maps? No. There'd be no reason to delay such a thing for an event like E3; Bungie would just announce them on Bungie.net or in a podcast.</p>
<p>So, not a full-blown game, and not a multiplayer map...</p>
<p>... and therein fits the idea of some other kind of downloadable content-- perhaps a single player scenario not following the Chief, but a group of marines. That fits the description of the so-called "Halo 4" and "Halo Blue" that has been circulating, as well as statements from voice actors Nathan Fillion, <strike>Steven</strike> Adam Baldwin and Alan Tudyk, all of Firefly fame, who mentioned recently getting together to reprise some of the roles they played in Halo 3. </p>
<p>The Xbox 360 now is further from its End of Life as a product than the original console was when Halo 2 came out. The engine is still fresh-- there's every reason to believe the audience would scoop up new content for the same basic engine. Bungie might even be able to do episodic content right-- something that Valve, in my opinion, has been unable to do because of their obsession with technology. They can't bear to leave the engine alone long enough to push out content, so their episodes are taking as long to get out as a full game. As such, the best way to get that so-called 'episodic' content on your Xbox 360 was to wait for the Orange Box and get them on disc-- hardly episodic!</p>
<p>That's only one possibility. There are many others. It does fit the bill, though-- not a blockbuster announcement around which Microsoft would build its E3 press conference, but important enough to warrant inclusion during the show.</p>
<p>Of course, then comes the question-- what priority should Microsoft give to Bungie and Halo under the current arrangement?</p>
<p>Microsoft owns Halo now, and Bungie is not the only studio working on a Halo game. Ensemble is prepping the RTS Halo Wars for release sometime in the first half of next year, and despite not hearing anything about it lately, one has to assume that Wingnut Interactive is still doing that thing that may or may not be Halo Chronicles which is some kind of interactive entertainment that may or may not be a game (a description that, honestly, conjures the worst kinds of associations-- like Dragon's Lair and Space Ace). </p>
<p>So Xbox 360 is the house that Halo built, but Halo's parents, Microsoft and Bungie, seem to be experiencing a failure to communicate-- hence the crossed wires concerning this latest announcement, whatever it is, or was.</p>
<p><b>Keep It Clean</b></p>
<p>Microsoft might be forgiven for not wanting any Halo-related announcement from Bungie short of a full-blown sequel to steal the thunder of other developers at the show-- especially developers who have remained in the fold, like Ensemble Studios. It's not hard to see that some within Microsoft might harbor reservations about Bungie's independence. It's a move that is surely without precedent in the industry. One can certainly look at it from the perspective that what Microsoft really wanted all along was the Halo intellectual property, and that's what they've got-- but of what use is it without Bungie? Can the property survive simultaneous translations, not only to other developers, but to other genres as well? Can those developers manage those transitions while remaining under the shadow of Bungie's Halo shooters and their runaway financial success?</p>
<p>One can see where it might be hard. One can see where someone at Microsoft might want to save a little bit of the Halo spotlight for developers who aren't so impudent as to assert their independence.</p>
<p>Then again, that doesn't constitute an excuse to torpedo an announcement less than a day in advance, snubbing fans and developers alike. No doubt the scheduling for the announcement was done well in advance. The mysterious "Superintendent", a mysterious character appearing in various forms on the Bungie.net website and even in the Halo 3 interface, accompanied by the motto "Keep It Clean", has been around now for a few months. If the planned announcements involves Halo, which I suspect it does, then Microsoft's involvement was certainly necessary. If they wanted to keep Bungie's new thing out of E3, they could have said so then. Why did they wait until the last moment?</p>
<p>Because it's embarrassing, of course. Although some might point fingers at the blame sponge, Microsoft, some fans might (and some have) blamed Bungie, claiming they should have known in advance there was a chance this could happen, and should have delayed running their little countdown. For me, I don't doubt that Bungie had complete faith that everything was fine until just hours ago. The company may at times be silent, cryptic, or even downright evasive, they are not inherently dishonest. They put up that countdown because they fully expected to show something cool when it hit 00:00:00. </p>
<p>I doubt it was pulled because it wasn't cool enough. It might have been pulled because it was too cool-- perhaps too cool for this year's E3, in comparison to what other Xbox 360 developers are showing.</p>
<p>Welcome back to independence, Bungie. Maybe you should start shopping for a new publisher.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Five Long Years...</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/14/07/2008/Five_Long_Years" />
    <id>http://rampancy.net/blog/narcogen/14/07/2008/Five_Long_Years</id>
    <published>2008-07-14T21:55:37-04:00</published>
    <updated>2008-07-14T22:16:53-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="ensemble" />
    <category term="halo wars" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>...is apparently how long humanity fought the Covenant over Harvest. It is not, gratefully, the amount of time you'll have to wait for Halo Wars from Ensemble Studios to come out, since supposedly the game is now set for a release sometime in Spring 2009.</p>
<p>So, a little less than one... long... year.</p>
<p>Xbox360Fanboy has the <a href="http://www.xbox360fanboy.com/2008/07/14/e308-halo-wars-5-long-years-trailer/">latest Halo Wars trailer</a>, which follows in the vein of the first in showing no gameplay whatsoever, but focusing on cinematic visuals, of the kind more appropriate for a game that actually uses those kinds of visuals. You know, a shooter, and not a strategy game.</p>
<p>TeamXbox also has <a href="http://news.teamxbox.com/xbox/17053/Halo-Wars-E3-Trailer-Screenshots/">the trailer and new screens</a>, while the official site has <a href="http://www.halowars.com/Galleries/Screenshots.aspx">12 new shots</a> in an "E3 2008" gallery.</p>
<p><b>UPDATE:</b> I've added those shots into Rampancy's <a href="http://rampancy.net/images?filter0=574&amp;op1=OR&amp;filter1=">Halo Wars gallery</a>.</p>
<p>This trailer also replaces the original score of the first trailer, which was best described as trite and lackluster, and instead inserted the familiar strains of Marty's "Halo Monks". </p>
<p>Also, despite "Contact Harvest" by Joe Staten saying that Brutes were the primary foot soldiers in the first assaults on that colony, this trailer once again only shows Elites-- no other Covenant units are shown.</p>
<p>It's also difficult to reconcile the idea of a 5-year battle over a single world with everything the Halo series has told us about human-Covenant engagements. While the addition of the Spartans into humanity's troop mix gave them parity, if not an outright advantage, on the ground, we're told that the Covenant always retained air superiority, and since ultimately most colonies were wholly or partially glassed, this was always the deciding factor. </p>
<p>So the story of Halo Wars will have to come up with some good reason why the Covenant wait five years before glassing Harvest, or for some reason choose to assault it without ever glassing it.</p>
<p>One of those shots shows a good look at some of the UNSC... well, there's nothing to call them but mechs, since that's what they look like. Frankly, the devs can go on all they like about how the mechs aren't Spartans, aren't as strong or fast or dangerous as Spartans, and play a different role on the battlefield than Spartans... and it just doesn't matter worth a damn.</p>
<p>You can't look at one of those things in a screenshot and not think "wow, if a Spartan is <i>this good</i> and only a bit bigger and taller than an ODST, then that thing must be <i>awesome</i>. Its visual presence on the field demeans the Spartan, and I don't see that being something that can be explained away.</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>...is apparently how long humanity fought the Covenant over Harvest. It is not, gratefully, the amount of time you'll have to wait for Halo Wars from Ensemble Studios to come out, since supposedly the game is now set for a release sometime in Spring 2009.</p>
<p>So, a little less than one... long... year.</p>
<p>Xbox360Fanboy has the <a href="http://www.xbox360fanboy.com/2008/07/14/e308-halo-wars-5-long-years-trailer/">latest Halo Wars trailer</a>, which follows in the vein of the first in showing no gameplay whatsoever, but focusing on cinematic visuals, of the kind more appropriate for a game that actually uses those kinds of visuals. You know, a shooter, and not a strategy game.</p>
<p>TeamXbox also has <a href="http://news.teamxbox.com/xbox/17053/Halo-Wars-E3-Trailer-Screenshots/">the trailer and new screens</a>, while the official site has <a href="http://www.halowars.com/Galleries/Screenshots.aspx">12 new shots</a> in an "E3 2008" gallery.</p>
<p><b>UPDATE:</b> I've added those shots into Rampancy's <a href="http://rampancy.net/images?filter0=574&amp;op1=OR&amp;filter1=">Halo Wars gallery</a>.</p>
<p>This trailer also replaces the original score of the first trailer, which was best described as trite and lackluster, and instead inserted the familiar strains of Marty's "Halo Monks". </p>
<p>Also, despite "Contact Harvest" by Joe Staten saying that Brutes were the primary foot soldiers in the first assaults on that colony, this trailer once again only shows Elites-- no other Covenant units are shown.</p>
<p>It's also difficult to reconcile the idea of a 5-year battle over a single world with everything the Halo series has told us about human-Covenant engagements. While the addition of the Spartans into humanity's troop mix gave them parity, if not an outright advantage, on the ground, we're told that the Covenant always retained air superiority, and since ultimately most colonies were wholly or partially glassed, this was always the deciding factor. </p>
<p>So the story of Halo Wars will have to come up with some good reason why the Covenant wait five years before glassing Harvest, or for some reason choose to assault it without ever glassing it.</p>
<p>One of those shots shows a good look at some of the UNSC... well, there's nothing to call them but mechs, since that's what they look like. Frankly, the devs can go on all they like about how the mechs aren't Spartans, aren't as strong or fast or dangerous as Spartans, and play a different role on the battlefield than Spartans... and it just doesn't matter worth a damn.</p>
<p>You can't look at one of those things in a screenshot and not think "wow, if a Spartan is <i>this good</i> and only a bit bigger and taller than an ODST, then that thing must be <i>awesome</i>. Its visual presence on the field demeans the Spartan, and I don't see that being something that can be explained away.</p>
    ]]></content>
  </entry>
  <entry>
    <title>The Man With The Iron Skull: Part One</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/08/07/2008/Man_Iron_Skull_Part_One" />
    <id>http://rampancy.net/blog/narcogen/08/07/2008/Man_Iron_Skull_Part_One</id>
    <published>2008-07-08T00:40:58-04:00</published>
    <updated>2008-07-09T05:54:49-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="halo 3" />
    <category term="skull" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p>After the discussions about death prompted by my last blog entry, specifically those mentioning the Iron skull, and whether a gamer who dies even once in a level can be said to have accomplished anything, I thought I'd give the skull a serious try in Halo 3 for the first time.</p>
<p>There are some skulls I like playing with, to the extent that I nearly always enable them now when playing campaign, solo or coop: Catch, because more grenades equals more fun, Cowbell, because bigger explosions means bigger fun, Mythic and Thunderstorm, because Heroic with a few tweaks is more tolerable than Legendary, and Fog because it encourages battlefield awareness. Sometimes I also throw in Tough Luck, because it makes sticks tougher and therefore more satisfying. </p>
<p>I hardly ever touch Tilt. In combination with Mythic and Thunderstorm it simply makes killing certain enemies take too much time and ammunition (the return of bullet sponge brutes) and Iron, because I figure I'm going to die once in awhile.</p>
<p>I thought, though, that if I dropped from Heroic to Normal, I might add Iron for some extra bonus points, try to be careful, and see if it actually felt more like an accomplishment.</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>After the discussions about death prompted by my last blog entry, specifically those mentioning the Iron skull, and whether a gamer who dies even once in a level can be said to have accomplished anything, I thought I'd give the skull a serious try in Halo 3 for the first time.</p>
<p>There are some skulls I like playing with, to the extent that I nearly always enable them now when playing campaign, solo or coop: Catch, because more grenades equals more fun, Cowbell, because bigger explosions means bigger fun, Mythic and Thunderstorm, because Heroic with a few tweaks is more tolerable than Legendary, and Fog because it encourages battlefield awareness. Sometimes I also throw in Tough Luck, because it makes sticks tougher and therefore more satisfying. </p>
<p>I hardly ever touch Tilt. In combination with Mythic and Thunderstorm it simply makes killing certain enemies take too much time and ammunition (the return of bullet sponge brutes) and Iron, because I figure I'm going to die once in awhile.</p>
<p>I thought, though, that if I dropped from Heroic to Normal, I might add Iron for some extra bonus points, try to be careful, and see if it actually felt more like an accomplishment.</p>
<p><!--break--></p>
<p>I can't really say it had any effect in the first level. I made it through Sierra 117 on Normal on the first attempt, with all my usual skulls, plus Iron. It didn't really feel any different. </p>
<p>Then Crow's Nest came along and I had to change my tactics, and I realized why things weren't much different in Sierra 117.</p>
<p><b>Caution: Explosives</b></p>
<p>First, because of Crow's Nest's tight corridors and abundant fusion cores, I turned off Catch and then Cowbell. It was simply too easy to be killed by marine grenades, or by grenades exploding on the ground where they'd fallen, or debris propelled at high speed by exploding fusion cores from far away. </p>
<p>Even that proved insufficient, however, and I think it is because Crow's Nest offers significant benefits for some risky behaviors that aren't really present in Sierra 117.</p>
<p>By that I mean turrets. A turret can be a big help in many encounters, but the holy grail is a mounted turret with infinite ammunition. By saving precious ammunition (especially carbine and battle rifle ammunition) during the hangar sequence, you make later encounters far more manageable. The problem is, on a mounted turret you're a sitting duck; it's certainly possibly for a grenade to tag you on a turret before you can dismount, since the dismount isn't instantaneous, and sometimes you get stuck, not the turret, so dismounting doesn't even help. </p>
<p>It goes without saying that you have to clear all the initial enemies-- two waves, one on the stairs when you arrive, one that clambers up from below as you finish the first off-- before mounting the turret. However, the turret positions are not static; out of a total of four you'll get two positions at random. The lower positions offer better firing lanes at the Phantoms (especially their plasma turrets) and the infantry they drop off, but are more susceptible to grenade strikes. In addition, the Phantoms are scripted so that from two of the turret positions, where at least one Phantom stops to drop off troops will have a beam obscuring your firing lane to the plasma turret. That means it can't fire at you while offloading, but neither can you fire at it. So it means that when all the infantry are offloaded, the plasma turret is still active to fire on you as it leaves, while you're trying to focus your fire on the ground troops. </p>
<p>Sure, the safe thing to do is either ignore the turrets and just scrounge for ammo later. Stay in cover. Let the marines distract the enemy, and mop up as needed. It takes only a few moments longer, and is much safer. It's the way to play that sequence with the Iron skull on.</p>
<p>I simply can't do it. I can't ignore the turret. Because Iron doesn't only make the level reset when you die, it also multiplies your score, like the other skulls. And since playing with Iron on means playing at a lower difficulty, it means fewer enemies and the potential to get through the level faster, and get a higher time bonus, further amplifying the skull's benefit.</p>
<p>With scoring on I can't resist those fixed turrets. Which means risking death. </p>
<p><b>Manning The Gauze Hog</b></p>
<p>It reminds me a lot of the clamshell area in Metropolis in Halo 2. On Legendary, that sniper-infested area made things rough not only for the Master Chief, but for the marines in the area, especially the Gauss hog. Unlike the LAAG hog, the primary benefit of the Gauss hog is the visceral treat of firing that gun. Which means you want a marine driver in that sequence. The snipers made that near impossible on Legendary. Plus, if the hog was entirely destroyed, you wouldn't have it for the next two vehicle sections, which were clearly designed around the player having a vehicle. </p>
<p>Of course there are many ways to play the encounters, but just like you're meant to get on the Gauss hog gun, as the driver suggests, I'd say you're meant to use one of the mounted turrets in the hangar. With Iron on, it's just too risky, and the more times you have to repeat the first few encounters before that, the less you feel like taking things easy and being careful.</p>
<p><b>The Invisible Cyborg</b></p>
<p>Beyond that, there's another place where the design tempts you into doing risky things. The control room above the landing pad has cloaking equipment, and the final control room sequence starts with an interactive script as an FRG-wielding brute talks to Truth on the videophone.</p>
<p>Very tempting to go invisible, sneak up behind him, and then escape, right?</p>
<p>Right. Except while in mid-air, just before connecting a melee blow to the back of the brute's head, a grunt in the room inexplicably blurts out "he's invisible"-- whereupon all the enemies in the room fire at me, killing me just as I pick up the FRG.</p>
<p>If I was invisible, how did they see me? Oops, looks like I bumped that grunt, on the next playthrough that tactic worked like a dream.</p>
<p>So far, the Iron skull is a catch-22, given the way Halo's levels are designed (or indeed the way most shooters are designed). Most encounters are made for trial and error; your best chance of making it through without dying is after you know in advance everything that can happen. This means after many, many playthroughs.</p>
<p>But the point in the game's lifetime where you have the most patience with it-- when you don't have favorite encounters or favorite levels yet, when you don't want the game to be over too quickly, when you'd appreciate, or even enjoy, a few genuinely quiet moments between battles, is the very first time you play. That's when most players natural approaches would be most conducive to the conservative style needed for the Iron skull, but the design that emphasizes the need for trial and error to learn encounters prohibits this.</p>
<p><b>Next up: Tsavo Highway and The Storm, ferricized.</b></p>
    ]]></content>
  </entry>
  <entry>
    <title>Death And Punishment</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/narcogen/02/07/2008/Death_And_Punishment" />
    <id>http://rampancy.net/blog/narcogen/02/07/2008/Death_And_Punishment</id>
    <published>2008-07-02T05:24:37-04:00</published>
    <updated>2008-07-03T21:58:19-04:00</updated>
    <author>
      <name>narcogen</name>
    </author>
    <category term="bungie" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="halo 3" />
    <category term="rant" />
    <category term="xbox 360" />
    <summary type="html"><![CDATA[<p>
<p><i><b>Game Over. Insert Coin.</b></i></p>
<p>The balance between carrot and stick, reward and punishment, in game design was so much simpler back in the arcade.</p>
<p>Take the gamer's money and give them a limited number of chances to progress, usually called "lives" since failure nearly always means death. When the player runs out of lives, they can pay to keep playing if they agree within a given time period. If not, the game resets itself to the start.</p>
<p>In some ways, it's a magnificently simple and beautiful state of affairs compared to what PC and console gaming has become, where the entire price of a game, hardware included,  is bought and paid for in advance, and "pay for play" means online access fees and MMO subscriptions.</p>
<p>How, in an environment where you can't hit the gamer in the pocketbook for failing to demonstrate the requisite skills, can you punish them? Should you even try? Arcade games were designed to be "finished" only by the best of the best, but today's story-driven, cinematic AAA titles cost millions to make-- is it wise to reveal the entirety of one's design only to a select few? Might that not tempt designers to leave the ending out (I'm glancing in your direction, Halo 2, and yours, too, Indigo Prophecy) and focus energies on the beginning-- the part that most reviewers will see?</p>
<p>Is death in games supposed to be punitive, or is it there only to prevent the player from progressing through the game until they've demonstrated a certain minimum level of proficiency? If it is supposed to be punitive, what does it say about designers' opinions of their own game if the worst punishment they can come up with is playing the game more? Isn't the idea of dying, the message of failure, more important than the actual consequences? Or is it? Can a game design aspire to have replayability and still consider repeat play as a punishment for dying? What other punishments can there be? Should there be any punishments at all? Can any punishment be as useful or effective as requiring the player to insert another quarter, and if not, should gaming return to the arcade model, or should it abandon player punishment altogether?</p>
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    <content type="html"><![CDATA[<p><i><b>Game Over. Insert Coin.</b></i></p>
<p>The balance between carrot and stick, reward and punishment, in game design was so much simpler back in the arcade.</p>
<p>Take the gamer's money and give them a limited number of chances to progress, usually called "lives" since failure nearly always means death. When the player runs out of lives, they can pay to keep playing if they agree within a given time period. If not, the game resets itself to the start.</p>
<p>In some ways, it's a magnificently simple and beautiful state of affairs compared to what PC and console gaming has become, where the entire price of a game, hardware included,  is bought and paid for in advance, and "pay for play" means online access fees and MMO subscriptions.</p>
<p>How, in an environment where you can't hit the gamer in the pocketbook for failing to demonstrate the requisite skills, can you punish them? Should you even try? Arcade games were designed to be "finished" only by the best of the best, but today's story-driven, cinematic AAA titles cost millions to make-- is it wise to reveal the entirety of one's design only to a select few? Might that not tempt designers to leave the ending out (I'm glancing in your direction, Halo 2, and yours, too, Indigo Prophecy) and focus energies on the beginning-- the part that most reviewers will see?</p>
<p>Is death in games supposed to be punitive, or is it there only to prevent the player from progressing through the game until they've demonstrated a certain minimum level of proficiency? If it is supposed to be punitive, what does it say about designers' opinions of their own game if the worst punishment they can come up with is playing the game more? Isn't the idea of dying, the message of failure, more important than the actual consequences? Or is it? Can a game design aspire to have replayability and still consider repeat play as a punishment for dying? What other punishments can there be? Should there be any punishments at all? Can any punishment be as useful or effective as requiring the player to insert another quarter, and if not, should gaming return to the arcade model, or should it abandon player punishment altogether?</p>
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<p><b>Death Is Overrated</b></p>
<p>Certainly some PC games, especially in certain genres, don't include death or anything even approaching death-like consequences. Adventure games like the Monkey Island series don't include dying. The worst punishment you can receive is simply the failure to solve the puzzles required to advance, which restricts your access to more content. The content itself is the reward; seeing new screens and new levels. Simply being deprived of it is punishment enough.</p>
<p>Other events in the course of the game that seem like punishments-- blowing up, being captured by cannibals, falling out of a tree and hitting your head-- are all simply events that occur and advance the plot. Some puzzles might have longer or shorter solutions, and some have shortcuts, but when executed properly this kind of design never gets the player into a position where the game can't be completed, and the save game functionality is there to allow you to stop playing and come back later-- not to protect you from making a bad decision or to recover after a failed attempt to play a portion of the game.</p>
<p><b>Creep And Save</b></p>
<p>When you combine a game that still keeps player death as a punishment, with the PC (and now console) gamer's expectation that they be able to save their progress, you get creep and save. Every potentially dangerous situation that might result in player death could result in loss of progress, so the logical reaction is to save the game before that situation to avoid the loss of progress, and repeat only the minimum portion of the game absolutely required.</p>
<p>Of course, that leads designers to prohibit saving in certain areas, and furthermore players can never be sure what rooms or areas are dangerous and which ones aren't, so that leads to saving everywhere, saving all the time, saving every time an opportunity presents itself.</p>
<p>Limitiing saving to certain special areas is only a partial answer to this problem, as this often encourages players to backtrack, sometimes considerable distances, in order to reach a save location, and replaces the tedium of repeating the same gameplay sequences over with the tedium of traversing empty game space over again. However, players are willing to do it because while the former feels punitive, because it results from the player's failure to successfully complete a gameplay sequence, the latter does not. Furthermore, the latter is within the player's control, while the former is not.</p>
<p><b>Checkpoint, One, Two, Three</b></p>
<p>A further evolution is the checkpoint system. Halo certainly didn't invent the system, but in terms of console shooters it certainly popularized it. With control over saving taken out of the control of the player, it now happens where and when the game decides, according to rules that are only visible to the designers. Depending on where death occurs, the player may have a few seconds or many minutes of gameplay to repeat. Again-- is this supposed to be punitive? It certainly feels punitive. Certain portions of games get reputations for being difficult based on how often death occurs, and how much of the sequence needs to be handled perfectly before triggering such a checkpoint. </p>
<p>Hangar Bay 2 of Halo 2 and the lift room on Truth and Reconciliation immediately spring to mind as long sequences that had to be completed in their entirety without fatal mistakes. </p>
<p>The very least one can expect from designers in such a system is not to link cinematic elements to checkpoints unless you really want players to hate your story. The pumping station at the end of the underground sequence in Gears of War is a great example of this. Dying during that sequence meant being sent back a long walking distance from the encounter, and enduring yet another repetition of a typically corny conversation with Dom. Once or twice, the scene is fine. The tenth repetition lends it little more depth, and by the twentieth the player could be forgiven for giving Dom a lobotomy with the business end of a torque bow bolt.</p>
<p><b>Send In The Clones</b></p>
<p>Bioshock took an interesting take on the checkpoint save system by taking the player and resetting them to a previous location in the physical game world, but not returning the state of that game world to a previous state. </p>
<p>So in Gears or Halo when you encounter that massive group of enemies yet again, only to be killed (yet again) by the last one, you know you always have to fight through the entire group again until you get it right.</p>
<p>Not so in Bioshock. Kill the first four in a group of five only to die, and when you resurrect you'll be at less than full health and some distance away from the battle, but you'll only have to face that final enemy. Of course, to make fights challenging, that means making some enemies considerably stronger than they might have been otherwise, which is the role played by the Big Daddies.</p>
<p>It does give the player some interesting choices to make. They can choose to try and prepare carefully in advance for encounters, and complete them without dying. Or, they can approach them aggressively and attempt to defeat enemies by attrition, whittling them down life by life. </p>
<p>In my own playthroughs of Bioshock I tended to deploy both approaches, depending on context. Is the mere fact of death enough to discourage reckless play? </p>
<p><b>Damn The Torpedoes</b></p>
<p>In my opinion it is. I tended to want to try and defeat enough tough enemies like Big Daddies without dying, and would carefully collect the best possible weapons for the task, and choose advantageous positions-- usually near hacked missile and gun emplacements. If, however, the attempt failed, the likelihood of my simply rushing in and pouring more firepower into the target, without serious advance planning, would increase with each death. </p>
<p>In actuality this plays out in games with the more traditional checkpoint system anyway. Just recently, while playing Halo 3's The Ark level on Legendary with a number of skulls on, I spent a great deal of time preparing for the very first encounter-- keeping marines alive, giving them sniper weapons to make them more effective, trying to spare ammunition by always going for head shots, and making good use of enemy weapons by killing tough units with plasma pistol combos.</p>
<p>Invariably a long unbroken sequence of successful encounters would end in unexpected death from an unseen carbine jackal or a lucky grunt grenade throw, and each time I began the sequence over, I had less patience for the planning and preparation-- which only led to quicker player death. The end result is encouraging a style of play that is conservative without being too time consuming, and aggressive without being reckless, to minimize the time spent-- because after awhile you want to be rewarded, and reward means seeing the next encounter. Often the first casualties of such an approach are your AI allies. Although the ammunition in their sniper weapons is unlimited, they simply aren't as 