Wednesday, June 2, 2010

Why is Best Buy Launching New Game Magazine?




By Duran Rivera |
Best Buy is on the precipice of throwing a new video game magazine into the ring of an already cluttered industry. The name “@Gamer” was announced several weeks ago and will be an ambitious venture to snatch up some of the crumbs from other retailers like GameStop. Best Buy is launching the new magazine with the goal of building a new culture and reputation around the brand, by reaching out to the market that they see as their most profitable age bracket – 20-38-year-old males.
The magazine will be published by Future Plus Group and is expected to release at the end of June. This is Best Buy’s second attempt to jump into the Game Magazine Market. The first time was a magazine called Gamestar (the title alone must have killed it) and was published by IDG, the same folks who also published Gamepro (sense a pattern?). Ex-IGN Editor in Chief Andy Eddy will be heading up this publication.
This news reminds of an article I read a while ago about companies expanding into new markets. It was more of a “how to” regarding what works and what a prospective company should have before they venture into new waters.
Now let us see if these points refer to Best Buy’s new venture:
  1. Measure the strength of your existing shop.
  2. Determine if your business can be replicated.
  3. Be crystal clear on what your objective is for expanding into a new market.
  4. Perform market research on any proposed new location or medium.
  5. Be certain you have enough funding.
  6. Consider all alternative growth alternatives before deciding to expand into a new market.
  7. Be prepared and understand that your resources will be pulled from your existing efforts and how this will affect your current business.
  8. Establish a timeline to achieve an acceptable level of revenue in the new market.
  9. Have a game plan ready if your expansion costs more and takes longer.
  10. Understand how your expansion will impact your existing clients.
The only thing I could see Best Buy having in the bag is number 5; They have the financial muscle and name recognition. The long-term strength of Best Buy regarding their video game publication business is not convincing. They are replicating something that’s been done over and over again. In the madness of such a competitive industry, this magazine could easily flop.
They’re trying to grab whatever they can from other retailers regarding market share but will this magazine, and the entrance into a dying market accomplish that? I’m not confident it will.
We still don’t have details on pricing or what exactly the magazine will offer, other than it being the official Best Buy gaming magazine so we’ll keep an eye out and let you know when we do.

What do you guys think? Do you think Best Buy is making a good move in throwing their hat in the Game Publications Industry? Do they see the big picture, or are they just getting swept up in the quick profit fix?
Share:

Tuesday, June 1, 2010

The Making of Mass Effect 2


Mass Effect 2 is an action role-playing video game developed by BioWare and published by Electronic Arts. It was released for Microsoft Windows and Xbox 360 on January 26, 2010



By Duran Rivera | 

Mass Effect 2 is a smash hit science fiction role-playing action game developed by BioWare and Published by Electronic Arts. It’s the second chapter in a planned trilogy. With over 32 Perfect Scores from various video game magazines and rave reviews from Hardcore GamerIGNThe Official Xbox MagazineGamespot and many others, it was very well received even despite lacking in a few areas.

The Mass Effect series melds together the best of what art, gameplay, visual effects, and story have to offer in this interactive medium. The development of Mass Effect 2was both arduous and exhilarating and in the end they helped change the way we play RPGs.
In developing one of the biggest games of 2010, BioWare chose to take an ambitious approach in redesigning key elements to the game that many fans came to know and love from its predecessor. From visuals to character armor,  and from the environments and the controls, many aspects of the game were improved while some were left lacking or in the worst cases, completely stripped.

The changes to the Mass Effect 2‘s action sequences and controls ended up getting a mixed from skeptical critics and amongst those many changes were of the cover system.Bioware Developer Christina Norman told GamesRadar:

“We decided to build shooter combat first — not in priority, but in order — it needed a lot of improvement and BioWare aren’t experts on shooter combat. By focusing on it first, we figured we’d remove a lot of uncertainty about other features. We wanted more satisfying combat and a big part of that was making weapons more accurate and powerful at level one — saying ‘let’s take the RPG out of the shooter.’ We look like a shooter so that aspect of our combat should play like a shooter.”

In references to the complete change in the “ammo” system, Project Director Casey Hudson says:
“One of the most controversial changes to the combat was probably how ammo works… It was something that wasn’t part of the main game design but instead was implemented as a test by a gameplay programmer. The Lead Designer was against the idea but tested the ‘ammo’ version of the game for several weeks in total secrecy before concluding that it made a huge improvement to the tension and pacing of combat. Then when he pitched it to me, I was against it until I played it for a while and was convinced as well. Some of the best ideas in ME2 happened that way, where a passionate member of the team took their own time to try something they thought would be great, and it eventually passed harsh scrutiny to become part of the experience.”

Unfortunately, this is one of the examples that didn’t improve the experience. Instead, it added a layer that didn’t make sense with the confines of the story (and this is a heavily story-based game) and the universe we saw before. Having these large cylinders sometimes drop from fallen enemies and sometimes not, and having them used by every weapon by every villain, added an arcade element that didn’t belong. Also, if these heat sinks are interchangeable and can be used for every weapon, why can’t I interchange them amongst my weapons (i.e. from my pistol to my sniper rifle)?
The inventory overhaul is one of the most dramatic changes from the original and is one of the furthest deviations from traditional RPG games. The stand-alone inventory system was scrapped (read: not improved) for a more minimal template. In fact, it was so simplified that fans wouldn’t consider it an inventory system at all and this also impacted the economy or lack thereof in the universe of Mass Effect 2. Said Christina Norman:

“We needed to make a much better, much more awesome inventory but we needed to support up to twelve squad members plus Shepard… I spent a long time looking at various RPG inventory systems, and I couldn’t find anything that would work. Nothing could handle that huge number of characters… So, we went with the squad inventory system. We changed it to a system which says ‘Tali you can use this shotgun’, and you don’t have to take it away from someone else. We do have an inventory, but it’s just so simple some people say it’s not an inventory system. It fits better into our fiction where you can manufacture anything you need — it’s always been a little weird that you’re Commander Shepard with the most advanced spaceship in the galaxy out to save the world, but he has to go and haggle to get a rifle for his crew.”

This ended up taking away the RPG element and feel of reward and development from picking up better weapons and passing them to your team, specifying which weapons and items work better for specific characters in specific situations. It’s been cited before about the number of characters but in actual gameplay, you only utilize two of them while the rest stand on the ship. Why have 12 characters if you can only use two if it takes away from what many consider a critical RPG element? That’s a lot to take away regarding features and customization for those who still wish to play in that level of detail. Simplifying features are one thing, but not allowing the detail for hardcore players, and established fans are different.

There were instances where there were serious discussions and debates on how to modify aspects of the combat system, what would be put into this game, or changed from the last game. To go as far as considering this a genre experiment as coined by Gamasutra wouldn’t be far-fetched. Another example of the many differences in the sequel is the amount of side missions and weapons options. This chapter in the series dramatically increases the number of weapons that can be carried than in the previous incarnation, but totally drops the ball on some weapons in the game. Regarding missions, it takes away a lot of the universe-based side-missions and replaces them with character-based missions for each member of your squad.

I tend to fall on the side of those who embrace experimentation with genres. I love the idea of pushing the envelope and giving something that nobody has done before. Instead of the fans getting exactly what they thought they would get from a sequel, qualities that you fell in love with are packaged in a totally new manner. We do wish though that we could still do all the things from the first, improved or different rather than removed.

The Development team also hit some major obstacles regarding the shrinking video game market and so many of their staff catching the H1 N1 virus during production.  Project Director Casey Hudson:
“The recession that rocked the world economy hit the game industry pretty hard. Like other studios, we had to take a hard look at our costs and find ways to get through it without impacting our ambitious goals for the game. We also were hit hard by H1N1. Just as we were pushing to finish the game, much of the team went down with illness, and we lost over a man-year of time over the span of a couple of months. It’s a huge credit to the team that we were able to release a very high-quality game on time, even though they had to push through some tough times.”

So, what do you think? Do you think the creators of Mass Effect made the right decisions when its all said and done? Do you think they changed how RPGs will be viewed in the future? We’ll end with a quote from Matt Rhodes, Lead concept artist of Bioware, who tells Machinima,
“With Mass Effect 1, it was a matter of figuring out -everything. Making sure that we have enough as far as environments and characters, this holds the universe together. We knew we were going to doMass Effect 2 and Mass Effect 3. So in a way that made it not easier, but we push ourselves as much as we can every time so that we know that the next time around we have to work even harder.”

Source: GamesRadar
Originally Published: GameRant

Share: