E3 is a time of anticipation, excitement, and promise as the future of gaming is laid out before our very eyes. Developers promise never-before-seen-worlds, new mechanics, new IPs, and evolving franchises and many people take these statements at face value. While there’s nothing inherently wrong with getting excited, expectations should be somewhat tempered and audiences need to be more discerning. After all, E3 is essentially a sales conference.
Caveat Emptor is Latin for “Let the buyer beware” and while it traditionally applies to real property, it can apply to other goods; video games perhaps. This phrase arose from the idea of information asymmetry, whereby the seller has more information than the buyer, i.e. the seller knows what defects and limitations exist and the buyer does not. This principle is less applicable nowadays in some countrieswhere consumer law protects buyers andas a result its teachings have all but been forgotten.
When the world’s media, and not just gaming media, is paying attention you can be sure that developers and publishers are pulling out all the stops. This is their time to sell their game to a wider audience, some of whom won’t catch another piece of gaming news until it entails Grand Theft Auto, Call of Duty, or it’s E3 once again.
As a result, trailers and sales pitches are big business in themselves. We no longer have to take developers at their word that their game will “make [us] its bitch.” Now they can show us themselves. Of course, that’s not to say that they hit the mark every time.
The timing of E3 in this regard couldn’t be any better as a learning opportunity. Watch Dogs was released just weeks ago and left many disappointed. It’s not quite as stream lined as many hoped – street crimes are sought out purposefully rather than by scanning the surrounding – and the graphics controversy has been covered in-depth in the past few months. And yet, two years ago at this very conference it opened our eyes to the future of gaming, singlehandedly winning E3 for Ubisoft.
Of course, Watch Dogs is not the only game to have promised so much and fallen short of its lofty targets. While many are currently celebrating the announcement of Grand Theft Auto V on PC, PlayStation 4 and Xbox One, it's worth remembering that even the mighty Rockstar has seen its title hampered by issues in its online component. Servers creaked at launch, as they seem to invariably do at this stage, players glitched their way to more money than they could spend, and players are still waiting for the day that they can execute the perfect online heist rather than just dreaming of it.
We can hope that this is just an isolated incident and that Rockstar will have learned some valuable lessons. Players, on the other hand, seem determined not to learn from experiences. “Fool me once, shame on you; fool me twice, shame on me” is an expression that needs to be taken to heart. If servers implode or bugs render games unplayable, perhaps it’s worth waiting to see how the game fares in fan, social, or professional circles.
E3 is an exciting time of year, no doubt. The industry needs excitement and enthusiasm, but it also requires higher standards. It needs audiences to beware.
This post appeared at: http://www.clickonline.com/games/e3-caveat-emptor/26468/#sthash.ySeoeWsY.dpuf
Inside the mind of Sabre0001
Collection of writing, thoughts and stories from Mark "Sabre0001" O'Beirne. Former professional student - Business (Marketing w/Entrepreneurship) and Journalism masters graduate. Current gaming, esports and tech lover and writer. Find me on Twitter (@Sabre0001) or YouTube (youtube.com/user/sabre0001)
Wednesday, June 11, 2014
Wednesday, May 14, 2014
I'll take my Xbox One with a side of choice
“It takes less time to do things right than to explain why you did it wrong.”
- Henry Wadsworth Longfellow
Since the announcement of the Xbox One, Microsoft has been inundated with requests, demands and complaints that it should release the console without the Kinect in the box. With E3 on the not-so-distant horizon, that request is to become a reality as Microsoft will release a standalone Xbox One just before the annual games conference kicks off.
The choice should have been with customers all along, a point made even more valid by the months that have followed the release of the Xbox One. Microsoft stated that the Kinect was a fundamental part of its next-gen offering, but its actions to date haven't backed it up. In spite of the company's initial console announcement, the Xbox One has its fair share of games and high quality ones at that. However, the Kinect has been left out to dry.
When the Wii launched, Nintendo made sure that people knew the capabilities, purpose and benefits of the controller. Just look at what Wii Sports did highhandedly for the console. Xbox One, and the Kinect, has no such title. Ryse could very well have been that title. It got the greenlight for the original Kinect, then was set to be a centrepiece for Kinect 2.0, but even that title shunned Kinect in favour of a more traditional control scheme.
Just Dance and Kinect Sports Rivals are certainly capable of showcasing the improvements between the Kinect's generations, but they're not system sellers, nor are they enough to convince gamers that Kinect is the future of entertainment.
The decision to release a Kinect-less Xbox One could be great for consumers and Microsoft. It certainly becomes a much more tempting prospect at that price, but we should still bear in mind that this is the latest in a line of u-turns and should save our gratification somewhat considering it is a choice that we should have been able to make previously.
It is the element of choice that has been Microsoft's sticking point since the announcement of the Xbox One. The company was forced to abandon its idea of a digital future after the backlash regarding its DRM practices and always-online requirement. But what if signing up to this was optional? When something is introduced that is so different to the status quo, it's going to take time, a lot of explanation and some real world experiences. A "beta" of sorts would provide outside observers with that experience, allow Microsoft to tweak the system according to feedback from those early adopters and allow Microsoft to pursue at least one of its initial core strategies.
E3 is always an exciting time and with this development it will be interesting to see how Microsoft follows it up and how Sony reacts. The countdown is on.
Wednesday, May 2, 2012
Trials Evolution Review - Keep rollin', rollin', rollin'
Strap on your crash helmet and padding; you are going to face plant, break some bones and come crawling back for more in the Xbox Live Arcade release of Trials Evolution. For those somehow unfamiliar with the Trials series, it is a collection of challenging, obstacle-riddled tracks which you must complete on your motocross bike with as few faults as possible.
Trials Evolution packs shiny new graphics and the maps have
been made more dynamic than ever. There is no shortage of pyrotechnics as
pieces of levels explode, break apart and change as players progress through
the level. When players finish, there is often a big explosive send off for the
rider as bombs drop, shipment containers fall or the rider simply slams into
stacked debris. RedLynx has outdone itself in this regard with some fantastic
and diverse level design. Some, including the fantastic Limbo-themed level,
contain nods towards other indie titles and pop-culture references which is
always a nice touch. The levels will test and challenge veterans of the series,
but still accommodate for the newcomer. Simply completing some levels is a
reward in itself, but there is always a new goal set by the game, by friends or
by the online leaderboard.
There are some moments where it seems like the game goes out
of its way to be challenging. Some landings are shrouded in shadow or blocked
by pillars and debris, and there are platforms that will change between the
time players first see them and actually attempt the jump or landing. The old
expression “slow and steady wins the race” can be thrown out the window
because, while a perfect run is regarded highly by the game, certain jumps and
sections require momentum. All of these factors mean that a trial and error
approach is required at times, which is an artificial way of extending a title
that can otherwise easily pull people back.
As long as you can earn enough medals, in any way at all, it
is possible to unlock the next event and new challenges. Thankfully this means
that overly challenging levels can be skipped until players feel they can
tackle it with renewed vigour. RedLynx has also made it possible to scour the
online leaderboard to view replays, which may help players to get past tricky
parts. Unfortunately, the in-game ghosts are no more than dots which tell you
where a rider is, but the replay option more than makes up for this with its
breakdown of throttle or brake as well as the ability to enter slow motion for
greater analysis.
Traditional multiplayer is the big new addition to Trials
Evolution. The local side of things is a blast as up to four players rampage
along a series of tracks and compete for the victory. A variety of tracks can
be chosen as part of a tournament, which ensures that bragging rights are
always at stake and players can continue to build or sustain rivalries. The
action is fast and frantic and this allows players to hop straight into another
tournament, which is the inevitable outcome of finishing one. Races are kept
competitive because when players crash or drop too far back, they lose a point
for the fault but get reset at the next checkpoint. This means that even the
most unsteady rider could win from the last checkpoint and lessen the damage
done by fault points. The multiplayer is easy to get into and even newer
players will be able to compete after a handful of races. Unfortunately, there
is a limited track selection and very few are that challenging, which means
you’ll be replaying the same tracks a lot.
So far, the online multiplayer has been a disappointment. It
takes a long time to find a match which really takes away from the experience.
While it is possible to rematch when the tournament is done and dusted, I have
found myself back at the searching screen once again. This is where the quick
and frantic side of Trials gets exposed as a negative because players spend so
much more time searching than actually playing online.
Trials Evolution as a stand-alone title is excellent, but it
is always going to be compared to its older sibling, Trials HD. When the word
“Evolution” is mentioned, many would conjure the image of humans evolving from
apes. The problem is that Trials HD was so good that Trials Evolution feels
like the evolution of an ape to a slightly bigger and prettier ape. The
graphics are shinier, the levels are more dynamic and the level editor is a
pastime in itself, but it stands alongside the superb Trials HD rather than
overshadows it. Trials Evolution is a steal at 1200 points because there is
so much content and play time contained within…just don’t tell RedLynx that.
Friday, April 6, 2012
YouTube takes back
Gamers have usually been left disappointed by movie tie-ins, but thankfully there are glimmers of hope. When the fans take back the power or the route to the end audience is more direct, the resulting work can be incredible. This post is inspired by the short film Pac-Man. It is a really well done project and pays tribute to the classic title while putting its own spin on it. I really enjoyed this video and watched it a couple of times I have to admit.
I previously wrote about the Mortal Kombat Legacy series and was impressed throughout the rest of the series. There was a break of a couple of weeks between the second last and last episode, which was a little strange. However, the quality of the series was excellent throughout. Unfortunately it never built to a climax or cliffhanger, but instead acted as an origin story for each character. The first series has ended, but it is unclear if a second is on the way. The first installment was viewed over 16 million times while the ninth and final episode hit over 6 million views. Surely this should be reason enough to delve into the universe once more.
Another video which bore the "Legacy" tagline was a fan made Street Fighter short. The video sees Street Fighter favourites Ryu and Ken square off in a forest complete with slow motion action sequences and special effects. It is another project that I would like to see more from.
Hopefully those involved with these projects can get the go-ahead or the support to do more. I would not say no to more episodes from the Mortal Kombat series or longer cuts of other projects. Have you seen any other videos that are worth checking out. I have heard of a Splinter Cell live action movie, but haven't had a chance to check it out just yet.
I previously wrote about the Mortal Kombat Legacy series and was impressed throughout the rest of the series. There was a break of a couple of weeks between the second last and last episode, which was a little strange. However, the quality of the series was excellent throughout. Unfortunately it never built to a climax or cliffhanger, but instead acted as an origin story for each character. The first series has ended, but it is unclear if a second is on the way. The first installment was viewed over 16 million times while the ninth and final episode hit over 6 million views. Surely this should be reason enough to delve into the universe once more.
Another video which bore the "Legacy" tagline was a fan made Street Fighter short. The video sees Street Fighter favourites Ryu and Ken square off in a forest complete with slow motion action sequences and special effects. It is another project that I would like to see more from.
Hopefully those involved with these projects can get the go-ahead or the support to do more. I would not say no to more episodes from the Mortal Kombat series or longer cuts of other projects. Have you seen any other videos that are worth checking out. I have heard of a Splinter Cell live action movie, but haven't had a chance to check it out just yet.
Thursday, April 5, 2012
My frustrations with FIFA Street
Don't get me wrong, I enjoy FIFA Street and think it's a well done game. However, the online has become overly frustrating. First of all, my team is now rated 95 despite only just unlocking Stage 3 of World Tour. This means that it's difficult to get a game as people back out. THEN you have to wait while people set up squads because it isn't possible to do so in any prior menu.
And then finally, you get into the game only to find that people are playing as if it's FIFA 12. I can count on on hand the number of skill moves that I have seen attempted by my opponents in-game. Instead, they run down the wing and pass across in the hope that my defence hasn't tracked (which it often doesn't - thanks A.I.!) or my keeper fluffs it (which he often does).
I try for a little bit of style and entertainment, but without fouls in most game modes there is no punishment for simply steamrolling a player with the ball. So in the end, the person who keeps it basic and doesn't try anything can often get the win. The solution seems simple: put Panna as an online playable mode. The problem then is that FIFA Street occasionally awards beats that simply aren't there or misses clear beats.
From here on out, the only way I'll be playing FIFA Street Online is as part of the FIFA Street Adventures. It's less frustrating and at least Jonathan and I can have a bit of banter or joke about the fact that every opponent plays in the same way.
The expression goes, "don't hate the player, hate the game". However, in this instance I think I'm well within my rights to hate the online player. Don't want to entertain? Go back to FIFA 12 where you belong.
And then finally, you get into the game only to find that people are playing as if it's FIFA 12. I can count on on hand the number of skill moves that I have seen attempted by my opponents in-game. Instead, they run down the wing and pass across in the hope that my defence hasn't tracked (which it often doesn't - thanks A.I.!) or my keeper fluffs it (which he often does).
I try for a little bit of style and entertainment, but without fouls in most game modes there is no punishment for simply steamrolling a player with the ball. So in the end, the person who keeps it basic and doesn't try anything can often get the win. The solution seems simple: put Panna as an online playable mode. The problem then is that FIFA Street occasionally awards beats that simply aren't there or misses clear beats.
From here on out, the only way I'll be playing FIFA Street Online is as part of the FIFA Street Adventures. It's less frustrating and at least Jonathan and I can have a bit of banter or joke about the fact that every opponent plays in the same way.
The expression goes, "don't hate the player, hate the game". However, in this instance I think I'm well within my rights to hate the online player. Don't want to entertain? Go back to FIFA 12 where you belong.
Wednesday, April 4, 2012
Pornstars & gaming
This video is in response to the news announcement that porn site Brazzers had expressed interest in sponsoring players, such as LI|Joe, and possibly events in the future. The news was met with mixed reactions from players, tournament organisers and spectators alike. For practical reasons, such as widening the potential sponsor pool, I can see this as a good thing.
I understand that people don't want kids who attend fighting game tournaments to be exposed to sites such as Brazzers. However, if it is simply a logo on a t-shirt, then it's like any other logo and when was the last time you investigated a logo that you had never heard of before. Dirty magazines are drifting off the top shelf in newsagents and every second magazine aimed at women has tips on how to please their man. This is all in plain sight. The internet has become more and more accessible for everyone and if you want to seek something out, it is very possible to do so regardless of barriers put in the way.
Of course, I don't want explicit material to appear on every second stream or for people to be encouraged to visit these sites. If handled correctly and done properly, the partnership of Brazzers and members of the fighting game community could be a positive thing.
This announcement has placed the fighting game community in an awkward spot. The largest tournament, EVO, has already said that it will not be referencing the sponsor at its tournament. What other tournaments will follow suit? The Fighting Game Community is heading towards the problem that has faced eSports for years. There are no organising bodies outside of individual tournament organisers, which means that there is no way to centrally agree on something.
Formula 1, for example, was put under pressure regarding tobacco advertising years ago. Individual grand prixs would not allow it and then eventually the governing body put a rule in place. Nothing like this exists for competitive gaming. For example, rule sets are based on what has happened before, even if a change might do some good.
It's unlikely that LI|Joe will find himself unable to compete in tournaments bearing the Brazzers or BRZ tag, but what will the prize pots be like at these events? There has been a shift towards bigger events with streaming and professional coverage and professional players have linked up with eSports brands. The smaller, possibly underground, scene still exists and still allows commentators to say whatever floats into their head, trash talk, blow-ups and so on. But on the flip side, the money isn't in these events.
Tuesday, April 3, 2012
Where is the line with Quick Time Events?
As games get more and more cinematic, the move towards Quick Time Events (QTEs) becomes more apparent. Certain titles have really overused them or used them incorrectly recently I feel. Games are supposed to be a source of escapism and enjoyment, but QTEs can really blow this concept out of the water.
Asura's Wrath was a title with lofty goals and ambitions. Some of the battle sequences are impressive to say the least and really push the boundaries. There aren't many games where a boss the size of a planet will attempt to crush you with his index finger, but Asura's Wrath was willing to push the boundaries in this regard. However, the demo was enough for me. Why? The overuse of QTEs. Everything in the two featured boss battles was a case of pressing the right button at the right time. This isn't gaming and it isn't fun. While I appreciate the attempt to go bigger and better, I felt removed from the experience. What is the point of doing big, dramatic battles if I have to focus on two square inches of the screen?
I have been playing Syndicate recently and, while I enjoy the game as a whole bar the iffy A.I., the Quick Time Event button mashing for simple tasks such as opening a door irk me. In life opening a door, even if it sticks a little, isn't the most taxing experience in the world. However, Syndicate possibly made it more tiring to conduct even the most basic tasks at times.
Then there is the infamous Need for Speed: The Run experiment. "Why are there action QTE sequences (on foot) in a racing title?" many fans exclaimed. The reasoning behind it was to get players involved in a cut scene. Again, the cinematic experience is lost as players must focus on a small area of the screen or risk failure.
Quick Time Events allow developers to go for bigger scenes that players would more than likely be unable to accomplish themselves. However, overuse of them becomes tiring and takes away from the cinematic side that developers may be trying to push. I enjoy battles with enemies and like the feeling of accomplishment when I know that I have contributed to my victory, rather than simply feeling like I pressed the buttons at the right times and the game did the rest.
QTEs make it difficult to relax when playing a game. I find myself watching cinematics with one eye on the bottom section of the screen in case a command pops up. The days of eating and drinking during a gaming session could also be something consigned to the past as a result of these cinematics. The day is coming when we read a news headline some day that a gamer drowned while playing simply because a QTE popped up as they were taking a drink. Just you wait and see...
Asura's Wrath was a title with lofty goals and ambitions. Some of the battle sequences are impressive to say the least and really push the boundaries. There aren't many games where a boss the size of a planet will attempt to crush you with his index finger, but Asura's Wrath was willing to push the boundaries in this regard. However, the demo was enough for me. Why? The overuse of QTEs. Everything in the two featured boss battles was a case of pressing the right button at the right time. This isn't gaming and it isn't fun. While I appreciate the attempt to go bigger and better, I felt removed from the experience. What is the point of doing big, dramatic battles if I have to focus on two square inches of the screen?
I have been playing Syndicate recently and, while I enjoy the game as a whole bar the iffy A.I., the Quick Time Event button mashing for simple tasks such as opening a door irk me. In life opening a door, even if it sticks a little, isn't the most taxing experience in the world. However, Syndicate possibly made it more tiring to conduct even the most basic tasks at times.
Then there is the infamous Need for Speed: The Run experiment. "Why are there action QTE sequences (on foot) in a racing title?" many fans exclaimed. The reasoning behind it was to get players involved in a cut scene. Again, the cinematic experience is lost as players must focus on a small area of the screen or risk failure.
Quick Time Events allow developers to go for bigger scenes that players would more than likely be unable to accomplish themselves. However, overuse of them becomes tiring and takes away from the cinematic side that developers may be trying to push. I enjoy battles with enemies and like the feeling of accomplishment when I know that I have contributed to my victory, rather than simply feeling like I pressed the buttons at the right times and the game did the rest.
QTEs make it difficult to relax when playing a game. I find myself watching cinematics with one eye on the bottom section of the screen in case a command pops up. The days of eating and drinking during a gaming session could also be something consigned to the past as a result of these cinematics. The day is coming when we read a news headline some day that a gamer drowned while playing simply because a QTE popped up as they were taking a drink. Just you wait and see...
Monday, December 19, 2011
SOPA - Videogame streamers could face jail time
The scene was the Evolution Gaming Series (EVO) fighting game tournament in 2004 in a ballroom in a Las Vegas hotel. Japan ’s Daigo Umehara faced America ’s Justin Wong in the Grand Final of Street Fighter III: Third Strike, but had just a sliver of life remaining. A mistake or blocked attack meant defeat. Third Strike had the novel feature of being able to parry an attack to avoid taking any damage. However, as crazy as it sounds, this meant pressing forward at the right moment…into the attack. As Justin unleashed a 17 hit super attack, it was Daigo’s only option. Any mistimed forward press or lapse in concentration would mean defeat.
As he parried each attack, Justin became more desperate. The situation was out of his control and he could only watch as Daigo’s character flashed blue with each successful parry. The crowd were on their feet from the moment Daigo started parrying and were screaming their lungs out throughout. After the last parry, Daigo pounced with a flurry of attacks that led into a super attack of his own.
That incident became known as ‘EVO Moment #37’ and went down in fighting game lore. It gained worldwide notoriety and was a popular clip on YouTube for years. Even seven years on, it is the stuff that legends are made of. In the build up to EVO 2011, that moment was recreated in an 8-bit retro art style and the release of Street Fighter III: Third Strike Online challenged players to complete the parry and finishing combo as part of a trial.
It was the moment that helped many people discover the fighting game scene and the idea of competition through videogames. Tournament organiser and commentator, Alex Jebailey, acknowledged the importance of this single moment. He said, “That’s pretty much what started a lot of this.” Videogame entertainment attorney David Graham said that it was a great video because it showcased the action itself and the reaction. He said that it showed “how we get hype and go crazy” and added that people seemed to like that. The video appeared to help encourage players to enter other tournaments and inspired people within the community to upload videos more.
However, the streaming and public broadcast of videogame content via services such as YouTube may be under threat with the proposition of S.978 in the United States which aims to “amend the criminal penalty provision for criminal infringement of a copyright, and for other purposes.” While boring, the current copyright law and the implications of change are important to understand. As it currently stands, streaming videogame content or uploading it to YouTube is illegal. It is classified as a misdemeanour, which comes with a penalty of up to one year in jail. It is rare to hear of someone uploading game content to YouTube being prosecuted. Many videogame developers tend to look the other way as additional coverage of a game helps them. This was the view of Jebailey and, fighting game talk show presenter, Ryan Gutierrez among others. Gutierrez was keen to highlight that people watching highly skilled players may be more inclined to purchase a game because it looks fun. He emphasised that streams and YouTube content can help boost game sales “if you take advantage of the fact that all these people are basically advertising your game for free”. Senior Vice-President of Capcom, Christian Svensson, has also stated that “historically we have been helped by these activities.”
The revised bill would make streaming and providing YouTube content of videogames a felony, punishable by up to five years in prison. Graham explained that under American copyright law, there is no difference between videogame content and other media such as film. He said, “The audio-visual part of the videogame, the sights and sounds on screen, are indistinguishable legally from a TV show or a film.” As many of the fighting game community outlined, it is unlikely that videogame streamers and YouTube producers were the targets of this bill. The explanation from Graham provides an unfortunate reality: under the new bill, they would be targets.
Live streams and YouTube content are beneficial for both the gaming community and game developers. As Gutierrez said, it is essentially free advertising for game developers. Perhaps, if after watching a live stream or some footage of a fighting game tournament, people will feel more inclined to purchase a game. It also raises the awareness of titles or keeps them in the public consciousness. Irish tournament organiser Daniel Madden mentioned that there were no major releases of fighting games for several years, but videos on YouTube kept fighting games “in the collective psyche” of gamers.
Naturally, the gaming community has benefited from content being published on the internet. Jebailey commented that “streaming is the big thing now.” The fighting game community saw rapid increases in the number of players attending tournaments and the number of people watching footage. Graham explained that the parry video featuring Daigo Umehara and Justin Wong was one of the reasons that more people started recording footage. As a commentator, he saw that several years ago they were delighted if 1,000 people watched a stream, whereas the EVO finals in 2011 attracted over two million unique viewers from around the world over the course of the weekend.
This scene grows and builds itself organically. Jebailey and Gutierrez highlighted that each stream and tournament helps the next. As Gutierrez said, “a rising tide raises all ships.” It is a cycle that is not reliant on external factors and one that any tournament, stream or YouTube channel can become a part of. In fact, Graham highlighted that smaller tournaments are very important for getting new viewers and inviting new people into the community. He said that these tournaments allow viewers to get to know the players and their personalities. This builds an emotional connection so that when that player is competing at a major event, viewers will want to cheer for them. Both Gutierrez and his partner in crime from Cross Counter TV, Mike Ross, are personalities within the fighting game community. They have fans that cheer them on passionately and are genuinely disappointed if results don’t fall favourably.
This is also relevant closer to home. Irish tournament broadcaster, Brian Quigley, has been recording videos from Irish tournaments for over a year. He has seen that these videos “are attracting more and more people to the scene”. Firstly, they advertise the existence of a competitive scene and a community, and it also builds this connection with viewers that Graham mentioned. This feeds into what Jebailey mentioned: “By doing all these YouTube videos, it gets more content out there for people to be more aware of Street Fighter and the scene.” This can only be a good thing for communities around the world.
YouTube videos have a worldwide audience because of their nature, which means that viewers from overseas can become fans of American or Japanese players, but Irish players can gain fans of their own. Quigley highlighted that when a group attended a tournament in France , several of the French players knew of Irish players and actually liked watching their footage. As Madden said, streams and YouTube videos “have made names a lot bigger”. This clearly applies to all names within the scene rather than the top dogs within the tournament circuit. Naturally, the scale of the following varies depending on the player and the scene that they are involved in.
Irish players have grown fond of tournament streams and many could be considered fans of the American scene because of videos and streams. Both Quigley and Madden said that they would be more inclined to watch a stream rather than TV now. Several of the fighting game community attended an event in Dublin to watch the EVO live stream overnight. Streams have encouraged this passion to the extent that players travelled from around Ireland to attend this event, cheer on their favourite players and hopefully catch a glimpse of an Irish representative. Quigley said that without the extensive coverage, it is unlikely that he would be following the scene as closely.
As it currently stands, the only notable copyright case in recent years was due to leaked videos involving new characters for Super Street Fighter IV: Arcade Edition. Capcom was affected by this and notified YouTube to get the footage taken down. As a result of YouTube’s policy on copyright infringements, some accounts went over the number of allowed “strikes” and were deleted entirely. This is something that annoyed Gutierrez as it put Cross Counter in a difficult situation as well. This “knee jerk” reaction as he called it made content producers, including the Cross Counter team, afraid to put up videos. He understood why they did it, but at the same time he thought that they could have used it as publicity and simply admitted that the characters were in the game, just waiting to be unlocked.
It is this fear that can be seen regarding the latest anti-streaming bill. The penalties are too great that, if implemented, broadcasters and content producers will want to take the risk. Fear of being prosecuted will hurt the competitive scene and the communities that have built up around fighting games. This is one aspect that was agreed on across the board.
An anti-streaming bill would certainly impact immediately on the competitive scene within the United States . However, its effect could potentially be felt in Ireland . As Graham explained, it may cause companies such as YouTube to reconsider uploading policies and may result in a blanket ban on videogame content unless producers have proof of a license. Jebailey and Gutierrez highlighted that this bill could hurt game developers in the long run. Gutierrez said that YouTube videos almost act as a shared property with developers providing the medium through which players provide the performance.
Capcom’s response to the proposed bill is that the community has certainly helped the company and that the efforts of people with good intentions will be supported. Capcom has also implemented a license into Street Fighter III: Third Strike Edition Online that allows users to post their videos directly to YouTube, and indicated that it is looking into enabling streaming directly from games. The fighting game community is aware that it is not videogame developers coming after them; if they wanted to, they would already. The issue with the wording outlined is that it implies that licenses for some titles will be awarded individually rather than across the board. This would mean that all content producers would have to enter negotiations with Capcom and acquire a license to distribute content. Graham noted that “historically, companies have been pretty reticent to give that out”. The likes of EVO and other large scale tournaments would be fine in this regard, but smaller tournaments that are vital for the continued growth and exposure of the scene could have more difficulty.
It could be easy to dismiss this as scare mongering. After all, American law has no direct consequences internationally. Broadcasters in Ireland cannot face a prison sentence. However, other governments are starting to take notice of streaming and its influence. The Italian government recently outlined a copyright bill that would implicate anyone accused of breaking copyright law. One of the most worrying elements of this bill is that anyone can accuse a person of breaking copyright law, rather than just the copyright holder. What is the penalty for being accused of breaking copyright law? The alleged offender would be banned from the internet. While this sounds like something designed to catch out people who are unfamiliar with how the internet works, similar to warning against typing “Google” into Google, it signifies that streaming is considered a threat to traditional media.
It is the uncertainty involved that is unsettling for content producers and fighting game enthusiasts worldwide. There is nothing about this bill that appears straightforward. Graham explained that there is no way to write a law that specifically targets the streaming or uploading of TV shows and film, and so on, without incorporating videogames. Even though the international reach of this bill would be limited, YouTube’s base in America could make all content producers feel an effect of one kind or another. While the bill may not pass, as several interviewees said, “You just never know.” There is a long road ahead, but gamers, viewers and content producers must keep their ears to the ground.
---------
This was originally written during the summer as part of my thesis. It was certainly an interesting topic, but throws some of the consequences of online piracy acts being passed into the spotlight. I was able to speak to people who would be directly and indirectly affected and the picture is quite grim. As the subject has become topical once more, I thought I would share this and I encourage questions, comments and feedback.
Monday, November 7, 2011
400 to Fortune series
Another FIFA series? Really? Yes, I know...The plan is to diversify, but this was a pretty easy series to start. I got the PC version and ended up with 400 coins in my balance. So, the plan was and is to buy packs and try to sell what I get and see how far I get. There is no extra trading or match playing in the mean time so the series is completely dependent on luck, persistence and timing!
Two episodes shot and the second batch of packs are currently selling...so there will be an episode 3. I have to keep steady so it doesn't go bust quickly - once you step up to silver, there is a massive chance of getting nothing of value.
Would love to hear what you think of commentary and series! Hit me up in the comments section or on Twitter (@Sabre0001).
Two episodes shot and the second batch of packs are currently selling...so there will be an episode 3. I have to keep steady so it doesn't go bust quickly - once you step up to silver, there is a massive chance of getting nothing of value.
Would love to hear what you think of commentary and series! Hit me up in the comments section or on Twitter (@Sabre0001).
Sunday, November 6, 2011
Newest episode of Rise of the Champions
Read text after watching video if you want to avoid spoilers, but still want to get my thoughts on the series and Division :)
*******
So another Division down. Onwards and upwards. I have to admit, I struggled far more in Division 10 than I did in Division 9. Still, it's nice to avoid relegation when it becomes a possibility and an unbeaten record is something I won't dismiss. Maybe I'm tooting my own horn here, but I felt comfortable in most of the matches and felt I deserved a win in the drawn game.
As always, nervous about next Division. That's what online matches do to me - keep me on my toes eternally! Still not sure whether to just pick the one team or mix it up a little. Might pick Palmero for two out of three games per episode and then try out a different four star team for the last match. Hoping for the best from Division 8. First episode of that journey will be released on Friday...and recorded some time before then!
*******
So another Division down. Onwards and upwards. I have to admit, I struggled far more in Division 10 than I did in Division 9. Still, it's nice to avoid relegation when it becomes a possibility and an unbeaten record is something I won't dismiss. Maybe I'm tooting my own horn here, but I felt comfortable in most of the matches and felt I deserved a win in the drawn game.
As always, nervous about next Division. That's what online matches do to me - keep me on my toes eternally! Still not sure whether to just pick the one team or mix it up a little. Might pick Palmero for two out of three games per episode and then try out a different four star team for the last match. Hoping for the best from Division 8. First episode of that journey will be released on Friday...and recorded some time before then!
Monday, October 31, 2011
Need for Speed: The Run Preview
EA heard that you like races, so they put a race in your race! That is the basic premise of Need for Speed: The Run. The protagonist Jack Rourke is involved in a coast to coast race, but within each stage there are objectives set. The overall goal is to arrive in New York as the leader of the pack of over 150 competitors. This is more than a race for prize money or bragging rights. Along the way Jack must avoid cops and criminals who are willing to do whatever it takes to stop him. This is a race for Jack’s life.
Need for Speed: The Run uses the Frostbite 2 engine and puts it to good use from what has been showcased thus far. This engine allows the EA team to go bigger and better than ever. The landscapes look beautiful, although you can't pay too much attention when racing at breakneck speeds. Environments can be changed and its impact felt on the race track. With the landscape of the United States so varied, it presented a challenge and an opportunity to the development team. Races through snowy planes fall subject to avalanches, while more urban settings can be altered thanks to third party influences.
One particular level features a race for survival against the criminal elements presented in Need for Speed: The Run. As you come under a barrage of bullets and heavy impacts it really does feel like a survival challenge. And then, the helicopter is called in. This addition will test every fibre of your racing ability. It is no longer about racing quickly, but about dodging bullets, spotlights, falling debris and dead ends. This is a tough and unforgiving mission that changes the feel of the game. Suddenly, it is a completely different type of Need for Speed game rather than the same formula that has been seen in the series to date.
The racing is exciting with a range of exotic cars, environments and challenging competitors. There is great variety included in The Run as well. It is no longer about earning the quickest car and simply racing to the end in that. From what has been shown off so far, players will be forced to adapt to new cars for one reason or another. When the new environments are also taken into account, there will be plenty to keep new and old Need for Speed players occupied.
It is fair to say that the E3 trailer concerned many players. In it, players were shown Jack running about on foot with Quick Time Events (QTEs) thrown in. This is something that EA was keen to highlight. While these are present in-game, they represent less than 10% of the overall gameplay. It was pointed out that the choice was to use this interactive segment or use a cut-scene instead. In the end, EA decided to go down the route of QTEs and is happy with that choice.
EA has been cagey when it comes to the multiplayer side of The Run. All that could be confirmed so far is that there will be multiplayer. Like the more recent Need for Speed titles, it will feature the Autolog and allow players to compare their times with those of their friends. This is a social feature that EA is committed to and goes back to the basics of multiplayer gaming: bragging rights become important once more.
Need for Speed: The Run is shaping up to be an exciting rollercoaster ride across America . It is the biggest game of the franchise and looks to push the boundaries of what players have come to expect from the Need for Speed series. The game comes out on PC, Xbox 360, PlayStation 3, Nintendo Wii and 3DS. The release date is staggered with North America getting it on November 15, Australia on the 17th and Europe on the 18th. Japan must wait until December 1st.
Labels:
black box,
ea,
jack rourke,
need for speed,
playstation,
the run,
xbox,
xzibit
Thursday, October 27, 2011
Ultimate FIFA Adventures Season 2
It's been an absolute blast to record this season so far. Our game has stepped up, we understand Ultimate Team more, we are playing better and we are communicating. To make it even better, we have a few wins under our belts :)
Outside of the game, things have also been stepped up. A HD camera was finally purchased to ensure the best quality all round...made sense seems as we had the PVR already running - though the quality was being reduced overall because of the video camera. As for sound, experimented with an external mic on a stand - good quality mic, but it's not picking up the sound as required. Time for us to just speak louder all the time!
Going to upload videos here now as well. No such thing as too many places to post! So, here is the season so far.
More every Wednesday!
Outside of the game, things have also been stepped up. A HD camera was finally purchased to ensure the best quality all round...made sense seems as we had the PVR already running - though the quality was being reduced overall because of the video camera. As for sound, experimented with an external mic on a stand - good quality mic, but it's not picking up the sound as required. Time for us to just speak louder all the time!
Going to upload videos here now as well. No such thing as too many places to post! So, here is the season so far.
More every Wednesday!
All that glitters is not gold...
Street Fighter X Tekken (SFxT) has received a lot of press and a lot of promotion of late, though not always for the right reasons. The latest announcement is an unusual one - a gem system. Essentially, this allows people to customise and tailor characters to suit their playstyle. On the surface, it sounds interesting and beneficial. However, when some of the gems are detailed, a few eyebrows may be raised.
The same ones are being highlighted time and time again. There are two reasons for this. They are the ones that have been detailed in trailers or gameplay videos, but they are also the ones that cause most concern. The idea of allowing players to burn meter in order to auto-block or auto-tech throws is a strange one. These are going to have an impact in matches and, competitively, could have a detrimental effect. Matches may no longer come down to who is calm under pressure and pulls off a clutch read or counter, but who has certain gems stacked or the meter to use them.
While this does open up strategical elements: having meter to use, similar to how players would try to keep two bars in Street Fighter 4 to allow for a Focus Attack Dash Cancel (FADC) into Ultra, it penalises those who go for outright damage. The combo system in SFxT is an interesting one and requires meter to tag characters in and out to extend combos. Perhaps this is Capcom's way of stepping in to ensure that people don't try 60-100% combos.
There was an interesting point raised on Cross Counter Live (http://t.co/0KfCXg5n), where it was highlighted that when players at home pick Ryu, they have the same tools at their disposal as the top players in the world. If you draw a comparison to other professional games, and even mainstream sports, everything should be a level playing field. Poker became huge because anyone could participate or begin to play. People could play among friends and have the same showdowns, albeit on a different scale, as professional tournaments. Players should be able to emulate their idols or develop from beginner to competitor without having to shop at the same store as their idol.
The greatest games, and certainly the best competitive games, should be easy to learn but hard to master. It should be very easy for a beginner to come in and do something, but there should be layers of depth. Only the best will master games, but anyone can compete and learn. Any sport has this setup. The basics and fundamentals are very easy to learn, but there are more complicated plays or systems and so on that can be used to unlock the opposing player or team. Gems will not contribute to this; they pose a barrier instead as there will be certain mixes that work better than others and it becomes too difficult to learn the properties of every gem and combination.
The final point that illustrates that gems have no place in the competitive fighting game circuit is that of balance. It is difficult enough to balance a limited cast of characters, as most developers including Capcom have illustrated in the past. However, hundreds of gems and potentially thousands of combinations give reason for concern. There will be subsets that will be better than all the others and these will be exploited.
Will it succeed in a casual market? Who knows...Mortal Kombat had an automatic blocking system of sorts, and people became tired of it. Capcom are stepping onto dangerous territory. The fighting game market is becoming saturated once again. Games will fail and if pushed too far the market may collapse once more. Where will SFxT lie when the dust settles?
What are your thoughts? Let me know by commenting here or on Twitter (@Sabre0001).
Monday, October 24, 2011
FIFA Street Preview
It's back and bigger than ever. While the main FIFA series is attempting to go down the sim-esque route with Sky Sports highlight moments thrown in for good measure, FIFA Street is going bigger and bolder than ever. The completely off-the-wall flavour has been ditched for a more authentic down to earth game. In spite of this, tricks and skills are still the order of the day.
The number of skill moves included in the game has been increased and fans want to see them. Not only is there an emphasis on winning, but teams must entertain the fans. Each player will be rated according to how entertaining they were over the course of the match. Flicks, spins, tricks and flashy passes or shots will be met with approval. If used correctly, they can wrong foot the defender or goalkeeper and turn the match in your favour.
While the skill moves themselves will take a little time to actually understand so that you can pull off the right move at the right time, there are a large variety of tricks that each player has up their sleeves. Cheeky passes and shots are the order of the day. Best of all, any player can feel like a footballing god quite easily. If a skill move or two come off and set up a wonder goal, it is the moment where you feel like you have accomplished something spectacular. But of course, you can never stop at one moment.
The gameplay is quick, frantic and exciting. The matches showcased at a recent EA preview were 5v5 or 6v6. In great news, indoor soccer is back. While it's not quite the same as the good ol' days of FIFA, it brings back fond memories. The focus of FIFA Street is the grassroots soccer. Well, not quite grassroots… Players will take on teams on streets, beaches and courts from around the world.
There will be several game modes included in FIFA Street. Along with exhibition matches, game modes based on panna (1v1) and futsal will be included. Players will also be able to start with a squad of nobodies and take on the world. Along the way, they will be challenged with the potential reward of picking up notable real world players. Your created player could finally earn the chance to play alongside Wayne Rooney for example. The World Tour mode challenges players to progress from the local scene to national, European and ultimately world-stage tournaments.
It is shaping up to be a cracker. The play is fluid and fun, the skill moves are animated well and the game is graphically impressive. While the action is more frantic and goal mouth action is frequent by the nature of the size of the pitch, goal-fests are not to be immediately expected. Keepers are more than capable of holding their own and will pull off some impressive saves.
FIFA Street blurs the line between reality and simulation. Tackles are more realistic pokes and players will occasionally stumble as a result of the impact engine. The larger than life tricks and skills at the beckon of an player remind the gamer that this is not your typical FIFA game; this is FIFA Street.
FIFA Street blurs the line between reality and simulation. Tackles are more realistic pokes and players will occasionally stumble as a result of the impact engine. The larger than life tricks and skills at the beckon of an player remind the gamer that this is not your typical FIFA game; this is FIFA Street.
Sunday, October 23, 2011
It's been a while...
Hmmm...Last post in July! Bad times. Time to start blogging some more. Or, as the brilliant Contagion puts it - graffiti with punctuation. So what's been happening, what's to come?!
Firstly, college is once again behind me. Exams are done, thesis is handed in and results from the latter will be signed, sealed and delivered in December. Let's hope for the best. Had a horrible feeling the other day when I opened a draft of a feature to get a quote for a new feature I was writing. Saw an underscore - my temporary holding symbol for a point or word to add - and my heart sank. Thankfully it was an early draft, but that was not a nice feeling.
Attended the Italian Grand Prix in Monza with a friend. That was a blast. Great weekend overall - really nice weather, great views, beautiful place. To make it even better, we were able to get a tour around the Lotus garage, into the Paddock area and got to sit up in the business seats on the main straight for Friday. Unforgettable. My view for the race itself was pretty good too. Here is the first lap from where I was:
Firstly, college is once again behind me. Exams are done, thesis is handed in and results from the latter will be signed, sealed and delivered in December. Let's hope for the best. Had a horrible feeling the other day when I opened a draft of a feature to get a quote for a new feature I was writing. Saw an underscore - my temporary holding symbol for a point or word to add - and my heart sank. Thankfully it was an early draft, but that was not a nice feeling.
Attended the Italian Grand Prix in Monza with a friend. That was a blast. Great weekend overall - really nice weather, great views, beautiful place. To make it even better, we were able to get a tour around the Lotus garage, into the Paddock area and got to sit up in the business seats on the main straight for Friday. Unforgettable. My view for the race itself was pretty good too. Here is the first lap from where I was:
Still doing some freelancing and writing, but need to step up my activity. This short blog is a good way to start, but I have a couple of previews and a review to put together soon too. Fun, fun! Also hoping to ramp up my activity on YouTube. Have started to connect to other channels and am browsing YouTube partner forums. Ultimate FIFA Adventures is still going strong and Season 2 has started really well. We are only entering knockout competitions. This means more drama, more raw emotion and more tension. Here's the first episode that we shot - new episodes every Wednesday.
In order to bolster my channel, and because I'm interested in producing more content, I have started to record my progress in FIFA 12's ranked mode. Tough going but two episodes recorded. This is going to have a more frequent output. Hoping to schedule for Mondays and Fridays. Need another few projects...I never do anything by halves. Once again, I look like I'm going to make myself overly busy!
Thursday, July 21, 2011
King of Chinatown Review
King of Chinatown Review
By Mark O’Beirne
King of Chinatown is more than a documentary about the fighting game community; it is a story. It is the story of the potential conflict between the “industry” and the community, the story of Empire Arcadia attempting to break into the big leagues, and the story of Justin Wong’s quest to become a professional gamer and defeat his arch nemesis on a major stage.
The documentary itself does not feel the need to handhold. There is a brief introduction regarding the emergence of the subculture of the fighting game community and potential careers as a professional gamer. However, the documentary is not stop-start with various definitions and explanations. The introduction gets straight to the point. Immediately, viewers meet Justin in his natural environment of an arcade and the imposing figure of Isaiah Triforce Johnson, the manager of Empire Arcadia. From the beginning, viewers are armed with key pieces of information: Justin is a hugely talented player and confident in his abilities, he is an integral part of the Empire Arcadia structure, and Empire Arcadia plans to grow as an organisation.
There is a natural progression to the film. Even the tournaments and scenes featured grow in scale. The initial scenes are shot in a local arcade. This is followed by a tournament in a local Gamestop, games at a garage based arcade, the major Gamestop finals and finally, Evolution (EVO) 2009. While Justin has been a competitive player for some time, and there are tournaments of various sizes all the time, this paints a clear picture for all viewers regardless of their background knowledge. The film builds to the biggest stage in the world and Justin’s biggest opportunity, but also his biggest challenge.
Justin’s rivalry with Japanese legend, Daigo “The Beast” Umehara, provides a fitting background to the story arc. The infamous parry video from the loser’s final of EVO 2004 is a painful reminder of Daigo’s dominance over Justin on the competitive circuit. Throughout the documentary, Justin is looking for redemption; he wants to be able to stop people from reminding him about it. In the words of one tournament attendee, “everyone remembers it.” This rivalry is at the focus of Empire Arcadia’s plan as well. If Justin can slay that demon, Empire Arcadia gets a big win under its belt and the potential for massive exposure within “the industry”.
The various strands of the storyline are woven together seamlessly throughout. For example, many interviewed during the documentary such as Justin, Triforce and Ryan “Gootecks” Gutierrez say that the Gamestop tournament may not be widely acknowledged by the community. However, as Triforce explained it will get attention within the industry. It sets Justin on the way to becoming a fully fledged professional, and, of course, it gets Empire Arcadia in the limelight. There is the added benefit that the winner will get the chance to play the Japanese champion, Iyo, Korean champion, Poongko and Daigo himself. This is just one instance where the various threads cross over.
King of Chinatown rounds off particular scenes with interviews involving Justin’s friends, Empire Arcadia members or former members, and other members of the fighting game community. These interviews serve to illustrate additional pieces of background information that some may want unknown. Triforce explains that he is looking out for Justin’s interests legitimately but acknowledges that he is looking to make a career for himself at the same time. Other interviewees focus on the latter, and explain that a career is Triforce’s main objective.
The soundtrack, provided by The Gay Blades and Kiss Kiss is truly excellent. The songs used are implemented perfectly and add to the tone of each individual segment. It also helps that the songs themselves are incredibly catchy and good songs in their own right, unlike some soundtracks which don’t work when the songs are heard outside of that setting.
The King of Chinatown is a must-see for any fighting game or competitive gaming enthusiast. It is a gripping story full of twists, turns and emotion. Prepare to learn how the community and industry collide and co-exist, what gamers have to do to make it, and what a year in the life of a gaming organisation feels like.
Tuesday, July 12, 2011
Like a G6!
If children’s TV shows have taught us anything, it’s that things are easier and work better when people work together. Yet, looking at the history of eSports, one would think that the major players involved had never been allowed watch these shows. Instead, they may have been reared on documentaries about conquerors; people who looked out for themselves and were fascinated with the idea of conquest and dominance.
Traditionally, one league or tournament would pick a game, set rules or choose maps, and others would be expected to fall in line. The players expected it, the fans expected it and of course the decision makers demanded it. Those who attempted something different were questioned and berated until they submitted and joined the idea of the “perfect set of conditions”.
There were two problems with this scenario. Firstly, particular organisations held the power and set the tone. This meant that nothing changed. It was very easy for things to become stale. Meanwhile, the world looked to the east as Starcraft took Korea by storm, even changing map pools along the way. However, one central organisation held power there with people signing up to the changes. In the west, those who tried to change rules or maps did so alone. It must be asked if they were hoping to steal away some of the market from others.
However, there could be a new, wacky idea of co-operation about to take the world of eSports by storm. Game choices have been replicated across tournaments for some time. This is simply a numbers game, as outlined by Head of Competition of Games Solutions (ESWC), Camille Versteeg. Other tournament settings can act as a wild card. Maps, bracket layouts, sudden death settings and playoff stipulations can court controversy or rile forum members up the world over.
With Counter-Strike 1.6 still rumbling on, many of the same maps have been played to death. Some maps have become no more than plain football fields that some teams have made their home ground. In a sense, they know the location of every divot and every blade of grass. The top teams are already two to three steps ahead without this advantage. eSports will never have the drama of an F.A. Cup match where a Division 2 side knock out a Premiership contender if the top teams simply have to show up to win 16-0.
New maps may change this, but rather than one tournament organisation seeing this possibility a joint decision has been made. The ESL, DreamHack, ESWC and eStars Seoul have signed up to a map pool consisting of de_mirage, de_forge, de_tuscan, de_train, de_dust2, de_inferno, and de_nuke. The maps will be subject to plenty of discussion and analysis, but it is great to see a co-operative effort being made. Could this have greater repercussions for the future? Could we see a more collaborative decision making process? Have we seen the emergence of a conjoined decision making group without the need for a fancy name, title or website? One can only hope that this signifies the start of something special.
Wednesday, July 6, 2011
Lessons learned!
Newscasters, actors, entertainers...they make it look so easy. Last night, I experienced the joy of shooting a promo. The promo was for the upcoming Super Street Fighter 4: Arcade Edition league - the Glacial Super League (in Limerick City, Ireland). I was happy with the script I had written, equipment was all set up, lighting was fine, but fluffing lines is a pain! I'll be honest, this was a trial by fire. A number of elements that I did not have a lot of experience with were meshed together in the hopes of piecing together a decent video.
The scenes were split by season. So, I had three paragraphs to say. Learning them is one thing, reading them aloud is another, but learning a script and staying focused on all the other essentials is a different kettle of fish. You can't move around for fear of making seat noises, hand movements had to be toned down - I nearly resorted to strapping my arms down - and of course things such as eye contact, breathing and facial expressions have to be considered. Everything that we take for granted. Watching videos back and listening makes you very concious of words that you say incorrectly, or where the stride is broken.
The first paragraph took some time. There were many "nearly there" moments, which then resulted in a stumble. Some people make the whole process look too easy! The second paragraph was a little more straightforward, despite being longer. However, time was ticking on. Shooting couldn't be left to the next day, or moved - results in differences which even the less-than-observant would notice. So the project pushed on, although certain lines could have been tidied up a little.
The final paragraph was pretty seemless. It was short, simple and straightforward. In saying that, it still took a couple of attempts. As a presenter, I still have plenty to learn, but it's good to have made a start. The project required editing, but that's a different story for a different time. There was plenty of downloading, uploading and, if it's even possible, sideloading. I am reconsidering my usage of Cyberlink Powerdirector. Now that I have actually put together a project rather than something straightforward, some of the inadequacies have been noticed.
But without further ado, here is the final project. It recaps what has gone before in the Glacial Super League. The first session of season 3 will take place on 16 July, 2011 in Moviedrome, Limerick City. More information is available here.
Glacial Super League Season 3 Promo: The Story So Far
The scenes were split by season. So, I had three paragraphs to say. Learning them is one thing, reading them aloud is another, but learning a script and staying focused on all the other essentials is a different kettle of fish. You can't move around for fear of making seat noises, hand movements had to be toned down - I nearly resorted to strapping my arms down - and of course things such as eye contact, breathing and facial expressions have to be considered. Everything that we take for granted. Watching videos back and listening makes you very concious of words that you say incorrectly, or where the stride is broken.
The first paragraph took some time. There were many "nearly there" moments, which then resulted in a stumble. Some people make the whole process look too easy! The second paragraph was a little more straightforward, despite being longer. However, time was ticking on. Shooting couldn't be left to the next day, or moved - results in differences which even the less-than-observant would notice. So the project pushed on, although certain lines could have been tidied up a little.
The final paragraph was pretty seemless. It was short, simple and straightforward. In saying that, it still took a couple of attempts. As a presenter, I still have plenty to learn, but it's good to have made a start. The project required editing, but that's a different story for a different time. There was plenty of downloading, uploading and, if it's even possible, sideloading. I am reconsidering my usage of Cyberlink Powerdirector. Now that I have actually put together a project rather than something straightforward, some of the inadequacies have been noticed.
But without further ado, here is the final project. It recaps what has gone before in the Glacial Super League. The first session of season 3 will take place on 16 July, 2011 in Moviedrome, Limerick City. More information is available here.
Glacial Super League Season 3 Promo: The Story So Far
Saturday, June 25, 2011
Stability in the IPL
Stability in the IPL
By Mark O’Beirne
eSports is back in favour and with a new flavour: Starcraft 2. Unfortunately, that brings a wave of players, teams, tournaments and cowboys that try to hijack a good thing. In the past, eSports fans and audiences have seen organisations that set their sights too high and fell short on their promises. Their eyes were bigger than their bellies, as the expression goes. Is the IGN Pro League (IPL) just another flash in the pan? Will we see a rumoured five year plan turn into just two seasons?
The cynical could say that IGN has money to burn. After all, it is an organisation that comes under Rupert Murdoch’s umbrella. However, that is a double-edged sword. On the one hand, the backing is there to challenge any area that IGN desires. However, Mr Murdoch is a businessman. At the end of the day, if a venture isn’t going to be profitable or doesn’t fit, it will be cut.
In spite of this, the first season of the IGN Pro League focused on getting the basics right. The FAQ was upfront with interested visitors. The promise for 2011 was that $110,000 had been allocated to the league. However, just $5,000 was awarded in Season One. Immediately it was acknowledged that to go above this barrier would require more discussion with Blizzard, and that negotiations were underway for future seasons.
The ‘Best of the West’ tournament was focused. Sixteen of the best North American Starcraft 2 players were contacted and invited to take part. IGN acknowledged that eSports in America had not yet taken off and tried to rectify this. Money would be one approach but as stated, IGN looked beyond this. The announcement itself contained one very important word: “sustainable”. Instantly, it was recognised that, while IGN could make a short term splash, it is more beneficial to make an impact in the long term.
The IGN Pro League promised a polished viewing experience. Spectators have come to expect more and more over the years. Free streams run by volunteers and passionate fans are expected to be lag-free with perfect commentary and professional quality. Within the Starcraft scene, there are other elephants in the room, so to speak. GOMtv set the bar with coverage of the Korean scene. The Major League Gaming (MLG) circuit picked up Starcraft 2 and has become proficient at coverage. The North American Star League (NASL) started recently too, and would be regarded as the IPL’s closest rival. Naturally, IGN had a lot to live up to.
IGN’s presentation style almost acts as a tribute to GOMtv and the Korean tournaments. The wonderful hand-drawn player portraits are reminiscent of the usage of player pictures used as part of the opening sequences for Korean broadcasts. IGN is meticulous to include details about players including recent performances and what spectators may have to watch for in terms of playing style. The prelude to games is very spectator friendly with the player details, the map portrait and other subtle elements, such as the player’s name matching the colour that they will be represented by in-game.
Many tournaments and broadcasters focus on the event itself and then lose track of what is important. The first season of the IPL has come to a close and with the second season looming, it is vital to continue the hard work. Some tournaments omit the latter rounds in brackets or are found lacking in video uploads. However, for those that could not watch the tournament as it occurred, the IPL site itself is viewer friendly. Player profiles, including performance details, full brackets and a comprehensive video on demand section serve to inform and entertain.
IGN is gearing up for the launch of Season Two. The prize fund has increased to a whopping $50,000. This may raise a few eyebrows as eSports fans have seen previous organisations expand too fast and promise the sun, moon and stars. However, IGN appears to have stability in mind.
It must also be recognised that IGN has a team of dedicated and knowledgeable commentators on board. One in particular must be highlighted, not only for his talent but for his dedication to eSports. DJ Wheat has been on the scene longer than he would care to remember. He has been stung in the past, and has seen organisations close their doors despite the promise of longevity. One series recently made the promise of a five year plan that was cut short. If IGN are doing something wrong, the right team of advisors is in place to guide things back on track.
IGN has recognised that Korea is catered for, while Europeans are allowed to compete so long as they fulfil the American criteria. There are plenty of tournaments for Europeans. IGN has spotted a gap in the market and has identified where other organisations have fallen down. With a focus on the spectator as well as the spectacle, the future is promising for the IPL.
Labels:
djwheat,
esports,
gaming,
gomtv,
ign,
ipl,
korea,
mlg,
nasl,
pro gaming,
stability,
starcraft 2
Subscribe to:
Posts (Atom)