By Michael Lowell

November 28, 2010

I Play For Fun: The Four Dumbest Words in Video Games

People use the internet to discuss video games.  True story.  Some talk market trends, others talk big releases.  Some even talk gameplay.  Crazy, I know.  Many of the best games have demanding learning curves.  Starcraft?  Yeah, that’s one.  Call of Duty?  Eh, sure.  Man’s inherent curiosity also lends itself to electronic rule sets.  It’s our competitive nature.  We don’t care if it’s computer code.  We want to get the better of it.

Thus, “I play for fun” was born.  And we were all dumber for hearing it.  Because excuses and irony have never been wrapped with a fancier bow.  Excuses that wouldn’t be tolerated in any other form of recreation featuring a competitive edge.  Irony that gets a free pass because “it’s video gamez lol”.  If “I play for fun” is one of your talking points, you really, really need to shut the fuck up.

Think about it.  “I play for fun.”  What the hell does that even mean?  Who doesn’t play video games for fun?  Let’s bite hard on that statement.  Let’s prod for answers.  Video game testers.  They work seventy-hour weeks to document the innards of broken video games.  That doesn’t sound fun.  Professional gamers.  That’s another.  Yeah, they enjoy the game to some extent.  The ability to play video games for money is a meeting of natural ability and passion.  But nobody goes into professional gaming saying “Seven days of video games a week!  Glad I passed on college for this!”  How about game reviewers?  Where you have twenty-four hours to dissect a game and come to a conclusion that’s consistent with the final rating that Activision demanded?  All of those are professions.  All of those people are paid to play video games.  Everybody else plays video games for fun.  It’s an Occam’s razor ordeal.  If video games were not fun, you would not play them.  You would find something else to do with your time.

Here’s what people are really saying when they say that they play video games for fun: “You play the game more than me.  You study the game mechanics.  You play the game with a competitive edge.  Those are the only reasons you can beat me.  If I took the game seriously, I would embarrass you.”  And as a man who plays a lot of video games, studies game mechanics, and plays games with a competitive edge (all because I enjoy doing it), I know that is complete bullshit.

Here’s the thought process: The “I play for fun” crowd doesn’t care much for video games.  But hey, Call of Duty is pretty fun.  They can grind out a couple hours a week, though that’s all they can handle.  Any more Call of Duty, and Call of Duty becomes boring.  The “I play for fun” crowd then discovers some gamers operate on another plane of existence.  They’re one-man armies.  The “I play for fun” crowd becomes frustrated.  Hey, losing isn’t fun.  They access their conqueror’s profile and find that he plays four to five hours every single day.  He does this because it is fun.  It’s also very possible this skilled player has a knack for shooters.  And human beings derive enjoyment from things that they’re good at.  For a lot of people, playing to win is part of playing for fun.  So that natural talent snowballs on the back of considerable practice time.  So what is the perspective of the “I play for fun” crowd?  They apply their experience with Call of Duty and extrapolate it to the most talented reaches of the user base.  Therefore, “those skilled players must be bored out of their mind.  They must have a twitch in their brain.  They must be playing to extract some perverse, abstract justice against those who picked on them in high school.  They must have no life.  They can’t possibly be playing for for fun.  Therefore, I am playing for fun.  I enjoy the game more than you do by examining its mechanics on fewer levels and playing the game on a superficial level.  I enjoy the game more than you do because I’m not interested in playing the game on a higher level than was intended.  And I feel it is my duty to make sure everybody knows that.”


Quarterback Ryan Leaf decided the moment that he inked his multi-million-dollar football
contract that he was going to “play for fun”.  People don’t think too fondly of Ryan Leaf.*

Mainstream gaming journalism has allowed this mentality to fester.  They have beaten the idea of “time equals skill” into the ground.  Competitive gaming has its origins in an era of marathon single-player, a Golden Age of Arcade Games where video games were never designed in-mind for their prodigies.  They were an endurance test.  If you were running a newspaper, “fourteen-year-old kid plays nineteen hours of Asteroids with one quarter” had some appeal to it.  But even as online role-playing games stole the “how can we imply that gamers are wasting their lives” card, “good gamers just play video games more than their competition” persisted.

Now the problem is that for years and years, the argument from gamers to an oblivious mainstream was “Don’t knock our hobby until you’ve tried it.”  That argument extended itself to competitive gaming.  Video games have now gone mainstream in the form of social gaming.  One side of this revolution comes in the form of Wii Sports, where playing for a high score and determining who is the better player doesn’t really matter.  It’s about getting together and having a good time with your friends and family, a la bowling night.  (And no surprise that the most popular minigame in Wii Sports is the bowling component.)  The other side features World and Warcraft and FarmVille, where more powerful items and equipment are ultimately reaped through vast amounts of playtime.   (And fittingly enough, this class of games may be the lone argument that someone doesn’t play for fun.  Taking several weeks off from the game may lead your guild to drop your services, costing you access to end-game content.  That may act as a vice for months of joyless playthroughs.  But that’s a different story for another time.)  Even Call of Duty, once the great compromise between core and casual gamers, is being fitted with “grind to unlock weapons and abilities” role-playing elements.   It’s like playing organized basketball and being told you have to win twenty-five games before you’re allowed to start shooting three-pointers.  So “Don’t knock our hobby until you’ve tried it” is now ultimately answered by “We have played ‘your games’.  And the player who plays the most is the one that reaps the benefits.”

That’s a slap in the fucking face.   The pissing matches over what video games take skill are relative.  You don’t get to be the best in those games unless you have something to bring to the table.  Even poker, the game closer to paper-rock-scissors than chess, breeds enough millionaires to keep the suckers throwing money into the sport, and allows for enough dominance that one man can become its figurehead.  (Hello, Phil Ivey.) “I play for fun” is an assertion of snowflake syndrome.  And snowflake syndrome isn’t exclusive to video games.  After all, my professional basketball career didn’t pan out only because I was too short.  A lot of people haven’t gotten the memo: When your mom told you that were special and that you could do anything you wanted if you put the time and effort into something, she was full of shit.  Simple math says ninety-nine percent of society doesn’t get to be in the top one percent.  And if the ninety-niners get left out?  They aren’t going to blame themselves and they aren’t going to get better.

The irony of “I play for fun” is obvious to anybody that spent a couple of hours with Warcraft III.  The ebb and flow of multiplayer and its numerous breaks in action created a rather-legendary community of trash-talkers.  And in my own experience, the nastiest of that crowd were the players who insisted that they played the game for fun.  “Oh, they’re just saying that to save face when they lose.”  But think about it: Remember playing single-player games when you were a kid?  And you got to a really hard level, and you couldn’t beat it, so you insisted to your mom that the game was cheating?  The “I play for fun” crowd thinks the same way.  In declaring that they’re simply in the business of playing for fun, they don’t learn the game rules, they don’t learn the optimal strategies, and they don’t bother trying to see the game on a level beyond the first move.  So when they lose, they won’t know why.  And then they will be angry.

Check out the Battle.net forums and check out the wonderful world of low-level Starcraft some time.  (Actually, just take my word for it.  You don’t want to visit the place.  It’s a “not my virgin eyes!” thing.)  If somebody loses to Marines, then Marines are overpowered.  If somebody loses to Ultralisks, then Ultralisks are overpowered.  If the opposing player anticipates a mid-game strategy based on an early-game build, then that player is clearly maphacking.  If someone makes more units than them, then Starcraft is a bullshit click-fest which rewards mouse speed instead of strategy.  In the world of low-level gaming, it’s simply not your fault if you lose.

I’m shocked the search toolbar wasn’t overpowered by the number of results returned.

Skilled gamers do not do this.  Sure, Greg Fields (IdrA) indulges the Starcraft II lexicon by asking people to apologize for playing the Terran race.* Sure, you’ll get your rants, where “after playing 3,000 matches I’ve determined this game isn’t worth the money.”  But the nature of good players is that they understand why they lost.  And if they don’t, they’ll take time to find out why.  They’ll watch replays.  They’ll analyze build orders.  They’ll consult for help on discussion boards.  They won’t make excuses.  They will try to get better.

Somehow, society has come to the conclusion that’s a very bad thing.  That’s precisely the problem: “I play for fun” ultimately implies that being good at a video game is a bad thing.  Only losers do that.  Those nerds should get lives.  Clearly, true memories are created by being too drunk to remember what happened the night before.  Well, hate to say it: I like being good at video games.  Fact is, I like being good at everything I do.  Honestly, that’s a pretty good life skill to have.  I enjoy seeing how my skills stack against the work of others and seeing if I can manipulate my skills to better others.  I enjoy putting my best hand against the rest of the world.  And quite frankly, I don’t care whether it’s video games.  I don’t care what test of skill it may be.  As long as my competitive edge doesn’t inhibit the ability of others to function during the course of their day, there’s no harm in that.

Sound like I have a bit to prove?  Perhaps.  I just subscribe to a different four-word phrase.

“I don’t make excuses.”

If you “play for fun”, you do.

By Michael Lowell

November 19, 2010


Sly Cooper and the Thievius Raccoonus
Playstation 2
Developed: Sucker Punch Productions
Published: Sony Computer Entertainment America
Released: September 23, 2002

Note A: The Sly Cooper trilogy was just re-released on the Playstation 3.  The series has a reputation for being some of the best platformers that nobody played.  Let’s check in on that.

Note B: This review analyzes a game released during a previous generation.  This review is not here to reflect player and critical reception at the time of the game’s release.  It’s here to see whether those perceptions held up.

If you’re under the age of eighteen, it’s tough to sell the Crash Bandicoot Success Story™.  No, he wasn’t Mario.  A lot of people didn’t even think he was Banjo or Kazooie.  But he was a damn good answer to the Nintendo platforming behemoth. And with the backing of a little-known developer by the name of Naughty Dog, Crash provided some of the best offerings on the Sony Playstation.  Then publisher Universal Interactive Media disowned Naughty Dog and the series took a dreadful dive in quality.  And Crash was never heard from again.

You think it ends there?  Hardly.  Sony releases the Playstation 2 and it’s no surprise they’re looking for a substitute for the bandicoot.  The publisher had acquired Sucker Punch Productions.  No, the developer hadn’t built a following with Infamous yet.  They were following up on the solid-but-quickly-forgettable Rocket: Robot on Wheels.  So how’d it work for them?  In the make-believe universe where developers lock themselves in a room and don’t come out until they’ve got an original game to brag about, Sly Cooper and the Thievius Raccoonus is something to be proud of.  It doesn’t foot the same substance as the generation’s best platformers.  But hey, it’s Crash Bandicoot Solid.  It’s tough to screw that up.

It’s a fairly adult premise for kid-oriented characters.  Like the rest of his bloodline, the raccoon Sly Cooper is a thief.  A damn good one.  And when he was a kid, enemies of the Cooper family wiped out Sly’s dad and ganked the Thievius Raccoonus, a family-exclusive Kama Sutra of wallet-stealing.  And with the help of Bentley the Turtle (a hilarious transfusion of Haray Caray and “cocky computer genius”) and Murray the Hippo, it’s time to get your book back.  So see, you’re a thief.  But you steal from thieves.  But it’s okay.  You’re a “good thief”.  They’re “bad thieves”.  Got it?  It takes some tact to make it work.  But damn, it does.

Kid-oriented outings are typically watered down in the pursuit of plot-driven “zany antics”.  One of two things happens: Either the antagonists suffer from a gripping case of “they’re evil because the writers said so!” or they’re portrayed as so powerful and ego-driven that it’s tough to take them seriously.  (Or did I just call out the “mature” Bayonetta by name?)  Sly Cooper offers as much a character-driven storyline as the Crash Bandicoot “hubworld that allows you to access multiple levels in any order” approach will allow.  All while delivering some of the sharpest humor you’ll find in any video game on the market.  (When Bentley is obsessing over the effort it took for him to crack a safe’s three-digit password, you’ll know exactly what I’m talking about.)

Though “memorable plot and characters” isn’t the leap forward from Crash Bandicoot.  Hell, the walls bleed bandicoot in every room Sly Cooper steals from.  Same rail-based level layout, same health system, same enemy design, same item collection scheme.  The fix?  Sucker Punch asked themselves a simple question: “The platforming genre is built on dexterity and timing.  Why can’t we have a little stealth-action fun?”  Then they got to work.

The circle button becomes an all-purpose weapon for perching, sneaking, and sliding.  Yeah, I know what you’re thinking: “A button that plays the game for me.  Wonderful.  They got ‘Press X To Not Die’ in my platformer.”  Nope.  It makes Sly Cooper feel deft. It acts as simple stimuli, where pressing the circle button breaks up the monotony of pressing the X button to jump.  And there’s not much worry over whether it’ll work.  The controls are damn sharp.  You could cut yourself with the controls.  If you die, there’s nobody to blame but yourself.  Even the game’s off-beat driving and shooting missions play better than they have any right to, if only because they don’t take up your time for long.


Oh.  And it looks pretty good, too.

What keeps Sly Cooper from reaching god status?  Think about what typically derails and destroys promising stealth-action games.  Sloppy camera?  That’s not it.  Sly’s field of vision isn’t perfect, but it’s manageable.  Think of 2009′s Velvet Assassin.  The game was built around a female spy who had a thing for stabbing Nazis in the neck.  Badass is implied.  But if the Germans had sight of her?  She crumbled into a ball, a girl with the self-defense capabilities of a sliding glass door.

Hardcore stealth fans will surely digress, but the act of being spotted should not be the death sentence.  The act of being spotted should be an opportunity for the player to demonstrate that he made a mistake and has the gaming acumen to make up for it.  The game’s lesser minions are simple enough to deal with.  But then you get to the guys with guns.  And it’s made very clear that you are no match for them.  Your goal is go around them.  Period.  And if you screw that up, you’re taking damage no matter how much gaming machismo your hands are capable of.

Sure, developers can get around this.  Sucker Punch opts for a range of special abilities.  Some focus on stealth, some focus on aggression.  But there’s several problems with them.  Most of your arsenal is obtained by recovering pages of the Thievius Raccoonus.  You earn these by collecting clues scattered throughout each level.  Get clues, crack safe, profit.  This means these abilities can’t be necessary, lest the item become mandatory.  So the optional abilities have to be entertaining.  They have to introduce an alternative way to play the game.  Super Metroid can be completed without the Screw Attack.  The game just happens to be more fun with it.  And Sly’s perks?  The player cycles through all of them with the triangle button.  And none of them are useful enough to make the player tolerate a sloppy selection scheme.  The abilities that prove the most useful are passive abilities.  Earning an ability that prevents any damage incurred from falling into a pit doesn’t increase the available amount of ways to play the game.  It merely increases the margin of error for the player.  And that’s typically the domain of second-rate games looking to band-aid critical flaws.

So clearly, it’s not perfect.  It’s not long, either.  You can wipe the entire game in about seven hours. Not much of a “stick with what works” guy, but if Sucker Punch ties up the loose ends, they would have a winner on their hands.  Wouldn’t want to turn Sly Cooper and the Thievius Raccoonus into Grand Theft Auto and then inherit all of its flaws.

Or did I just preview the second game for you?

3 out of 5

(Games rated three-out-of-five are middling. They’re the domain of promising introductions and high-profile let-downs. Every triumph will come with a hair-puller.)

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Special Thanks To:

IGN’s Screenshot Gallery For The Pretty Pictars

To comment on this article, please visit the forums.

November 15, 2010


New Super Mario Brothers Wii
Nintendo Wii

Developed and Published:
Nintendo
Released:
November 15, 2009

Welcome to the return of gaming’s most awkward love triangle: An Italian-American stereotype saving the clueless princess/girlfriend from an adversary that’s become a metaphor for French military output.  This round, Mario is his own adversary.  He’s a testament to the law of diminishing returns, the opportunity to shout profanities are loved ones as “four-player excitement” becomes “this would be a much easier game without you morons”.

Despite a sales run that simply won’t die, predecessor New Super Mario Brothers for the Nintendo DS will have some fun going down as one of the most overrated games in the history of the medium.  Rather unsurprising that Shigeru Miyamoto had nothing to do with that product.  Fortunately, the creator returns to save the platformer that loaned him his god status.  Yeah, New Super Mario Brothers Wii is not going to derail Super Mario Brothers 3 or Super Mario World from the highest rungs of the Mario Pantheon™.  Yeah, New Super Mario Brothers Wii sets the standard for the most ridiculous name in the Mario franchise.  But the final game is proof that this business still has plenty of leeway in neglecting the Z-axis.  The worst of New Super Mario Brothers Wii is the thought-process behind the business of producing and selling this Mario game.  And that’s a pretty good thing.

Let’s cut straight to the selling-point: The four-player cooperative multiplayer is the glorious return of “Zombies Ate My Neighbors” Syndrome.  That 1993 cult classic was a challenging overhead shooter with plenty of style and just enough substance to overcome its flaws.  One of those flaws was a fixed camera and a lack of split-screen multiplayer.  With two players sharing the same camera, team chemistry is everything.  It’s a battle to move at your teammate’s pace while sharing items and without endangering each other.  Instead of feeling like you have another gun backing you up, your opposition gets the joy of knowing there’s a second target to wreak havoc upon.

New Super Mario Brothers Wii preys on these principles.  The levels are explicitly designed for multiplayer madness.  It’s a sport that will gut your competitive side.  It’s “hilarious party action”!  Fall behind your teammates?  The field of play will knock you into pits and hazards.  Get too far ahead of other players?  You’ll discover why Sonic the Hedgehog made in-roads against Mario during the early nineties.  You’ll discover that Mario is completely inadequate in defending himself against what he can’t see.

In theory, this nightmare is the most challenging Mario game to-date.  The Lost Levels punished its audience with impossible jumps and obnoxious level design, but it never asked you to pull nail-biters as three uncooperative players fight for the same strip of real-estate.  It can be frustrating, sure.  But it’s a brilliant receipe for “holy crap” moments; where wall-jumps and propeller hats offer more than enough of a chance to cheat death.  (Though your friends and family will probably opt for the A-button and encase their character in a bubble, allowing the remaining players to continue the level and free their buddies at a later point.  Fuck the bubble.)

Did I say “cheat death”?  I meant “prepare to embrace death”.

The challenge level clicks because this exercise in video game genocide is completely balanced for multiplayer, the first Mario game in twenty years that treats coins and lives with legitimacy.  You’ll need as many as you can get.  Players share the coin total, so coins become substantially more valuable as you add bodies.  The same (usually) applies to one-up boxes, giving fall-behinds a chance to restore their stock.  Of course, single-player isn’t balanced for this flood of free lives.  And with a couple of contentious arguments from the game’s later levels, single-player can prove quite easy.  For the solo acts, the challenge shifts to collecting the Star Coins that players could typically sacrifice lives in other to obtain in the multiplayer mode.

But multiplayer or not, New Super Mario Brothers Wii embraces what’s made the best of Mario platforming work.  It’s about diversity.  Everybody that’s played Super Mario Brothers 3 has a favorite level.  Mine was World 6-10.  Yeah, the one with frozen pirahnas.  With frozen coins.  It’s about salting levels with their own calling card while convincing the player that the stage with flying stingrays is not an over-the-top gimmick.  New Super Mario Brothers Wii does it well enough.  When you and your buddies are trying to keep a foot in front of a smoldering wall of magma, you won’t have time to think about whether “pyroclastic flow” works as a game mechanic.

“Pleasant surprise” would be an understatement when dissecting this product.  Most venerated franchises are simply looking back at their glory years and their copyright holders are trying to convince their audiences that good times are still ahead.  And it turns out New Super Mario Brothers Wii features the best power-up lineup in a Mario game to-date, excellently avoiding the pratfalls of previous Mario power-ups that would allow you to skip large portions of the level.  The final boss fight is several layers of awesome.  Even the motion controls are implemented intelligently, in that they’re never necessary for the sort of manic, twitch-reflex moments that the Wii-Mote can’t handle.

The only thing holding this game back is the company behind it.  Let’s face it: The Wii prints money for Nintendo.  Nintendo could have titled the game “New Super Mario Swine Flu” and it would still bank.  If Nintendo had their back to a wall, death impending, this may have been one of the true greats.  But instead, punches were pulled.

Today’s high-profile releases embrace content creation systems and online play.  And it’s unbelievable that in 2009, Nintendo refused to make Princess Peach a playable character because they “couldn’t get her dress right”.* So it should be little surprise that there’s no online play (a selling point for the inevitable sequel), nor should it be any surprise that there’s no level editor.  From a business standpoint, why bother?  The value of eight-and-sixteen-bit level design is in freefall, a market where Shadow Complex and Mega Man 9 can be had for ten dollars.  So Nintendo decided not to risk the currently-inflated value of their Mario level design against a robust world editor and the most creative minds in their consumer base.  Why?  Because those fans are talented enough to create their own level editor and hack new levels into the game.  They’ve already done it.* Do you think Nintendo execes are going to greenlight the chance that user content diminishes the value of a sequel?

Thankfully, your little brother can learn why we make such a big deal of the franchise that saved the North American video game market.  For me?   I expected New Super Mario Brothers Wii to be a dated tribute to the series’ glory years and found out the plumber can still kick some ass.

4 out of 5

(Games rated four-out-of-five are very good. In a slow twelve months, they’re dark horses for Game of the Year. Even if you don’t care for the genre, you won’t feel like your money is going to waste.)

Special Thanks To:

IGN’s Screenshot Gallery For The Pretty Pictars

To comment on this article, please visit the forums. Otherwise, return to the main page.

To comment on this article as a guest or registered member, please visit the forums.

By Michael Lowell

November 11, 2010

Call of Duty: Black Ops™ Mega Hyper Super-Serious Review

Thank you, Activision.  I have been waiting years for a military-themed, tactical first-person shooter.  But I knew you could do it.  You created Tony Hawk: Underground.  You created Guitar Hero: Van Halen.  And now, you have delivered again.

I was pumped.  Like every Call of Duty game, I knew that Call of Duty: Black Ops was going to be a timeless classic.  A game I would hold on to forever.  A game to stand the test of time.  So I traded in Modern Warfare 2 and purchased Black Ops on release night.  It was worth it.  This is the best Call of Duty game released in the last six months. Maybe the last nine. It’s that good.


Call of Duty: Black Ops uses tattoo-rendering technology to render tattoos.

Publisher Activision (the inventor of the Call of Duty series) knew they had something to prove.  Despite universal acclaim, it has been rough times for the Call of Duty series.  The heads of development team Infinity Ward were recently jailed for their involvement in arson attacks on oil fields during the 1991 Gulf War.  Discouraged but not defeated, Activision outsourced production of the next Call of Duty game to a company named Treyarch.  This was a risky move.  To my knowledge, the company had no prior experience with the Call of Duty series.  But it did not stop this upstart from creating a top-five-all-time Call of Duty game.  And by extension, a top-five-all-time video game.

The advertising campaign got us completely hyped to play the game.  The commercial was awesome and hilarious because Kobe Bryant was in it.  I can completely relate to a 6’6 black man who plays basketball every year for millions of dollars.  So by the time we removed the disc from the case, we were absolutely hooked on Black Ops.  Take the “Press Start” screen.  Rarely has a “Press Start” screen been this well-executed.  It does not trip into the pitfalls of inferior “Press Start” screens, where you press a face button or use the directional pad to defeat the “Press Start” screen. It uses the start button. It is purely genius. We would put the Black Ops “Press Start” screen on in our top five and can only hope the Call of Duty franchise continues to set the gold standard for “Press Start” screens.

But a “Press Start” screen can only carry so much value for the consumer. The question is: Is the video game fun to play? Is the single-player campaign superior to all other forms of entertainment ever released or published? The answer is yes! Like the “Press Start” screen, the campaign features an incredible amount of detail. The realism is stunning. You begin the game bunnyhopping through the jungles of Vietnam and the realism does not stop there. By the end, you will not care which direction the robo-Stalins are attacking from.  It is because the storyline is incredible and realism and motion blur and stuff.  Extended praise should go to the voice actor for Robert McNamara, who proceeds to play one of the most interesting fictional characters in recent memory.  My only concern is that the story hits too close to home.  As though Activision knows who was behind the Kent State shootings.  Why would Richard Nixon pull the trigger?  How would this help him defeat Barack Obama’s health care legislation, a bill passed nearly fifteen years after Nixon’s death?  This lengthy fifty-minute campaign left all of us at the offices wanting more.


There are two people in this screencap and I doubt you can find them all.  The camouflage is
that real.

The level design in this single-player mode features an incredible amount of diversity.  Black Ops constantly changes up the kinds of cutscenes you will encounter.  And the excitement does not stop there.  While the game is at its best when the player is traveling north, the game will occasionally force you to travel east or west.  On one instance, we had to travel south.  And the game is smart about preventing the player from taking alternate routes.   On more than one occasion, I scoured for a secret room or passage.  I was unable to find one.  Sensational.  That is what people refer to when they speak of “tight gameplay”.  It is like that Uncharted 2 commercial where the girlfriend thinks they are watching a movie but in reality the boyfriend is playing Uncharted 2. That commercial was very clever.

The best part of the single-player mode is that when you are done with the single-player mode you can quit out of the single-player mode and switch to the zombie mode.  You shoot zombies in the zombie mode.  The zombie mode is proof that artificial intelligence has made major leaps forward from the release of 1993′s Doom, where monsters would slowly stumble towards the player in an attempt to surround and attack him.

But nobody cares about single-player.  Nobody cares about zombies.  They are not why you purchase a Call of Duty game. For readers new to console games and only have experience playing video games on a personal computer, “online play” is where you connect with people across the world and play against real human opponents.  I posit that PC gamers will have difficulty adjusting to the level of competition on Xbox Live, as the people at Halo invented the first-person shooter.  But if you can adjust from a mouse-and-keyboard setup and man up with a real input device, the greatest online multiplayer of all-time awaits you in Black Ops.

The biggest changes are the new weapons.  Most companies in the video game industry play it safe.  They do not want to risk harming their profits.  Black Ops features more diversity than ever, adjusting damage and accuracy rates for three of the game’s six weapons.  The new weapon is the crossbow, and it is incredible.  No game has ever featured a crossbow.  Name one game that has featured a crossbow. Name one. You could probably spend half your life coming up with an answer to that.  But my preferred weapon was the #ERROR!NOSTRING480 Launcher, which alternates between a rifle mode that shoots zombies and a grenade launcher mode that crashes the Xbox. This weapon is very effective when you are about to lose a match.

The only downfall of online play is the voice chat, where players will “ignore” you if you question their sexuality.  This makes it increasingly difficult to communicate with your teammates. On one occasion, I told my teammate that he enjoys having sex with his dog. I said this because it is true. For whatever reason, he got upset. He proceeded to ignore me for the rest of the game. His lack of teamwork cost us the game. I proceeded to message him through the Xbox Live service and inform him he probably does it with the cat as well, but the damage was done. I lost the game. Just because my teammate has sex with his dog.


I took this screenshot and sent it to Microsoft to prove that I did not throw my teammate to his death.
He clearly tripped.

I am not upset. I am not angry. I am just mad because dogsexboy cost me “COD Points™”, which is like Canadian money only it is worth something. In Call of Duty 4 and Modern Warfare 2, the player would unlock weapons and perks by leveling their character.  That was a rare oversight.  The Activision programmers did not realize that RPGs are for nerds.  That has now changed. The player now unlocks weapons by spending COD Points™ on the attributes he wishes to improve. It is an incredible addition to video games. The video game industry could probably build an entire genre around this concept of improving skills and attributes by grinding through hordes of randomly-spawning enemies.  Activision deserves credit for subconsciously inventing the next great genre of video games.

Perhaps the biggest problem with Black Ops is the number of glitches.  The game is completely unplayable.  When I entered my review copy into the Xbox, the game automatically equipped my Xbox with the E74 perk. After replacing the Xbox, I encountered a number of glitches which made the game completely unplayable.  This turned out to be a false alarm.  But after replacing Fallout: New Vegas with the proper disc, I found numerous glitches in the multiplayer mode, the worst of which sold all of my personal and financial information to the government of Vietnam, a subsidiary of Activision-Blizzard.   It is inexcusable in the year 2010 that companies would still program their games to do this and it ruined Black Ops for everybody at the office.

But it did not dissuade my enjoyment of this instant classic.  If you are on the fence about whether to purchase Black Ops, ask yourself a couple of questions.  Is the game a better shooter than Super Mario Brothers?  Check.  Does it have better graphics than Pac-Man?  Check.  Does the game have a crossbow?  Check.  Incredible.  Perhaps the only issue with Black Ops is that the box does not hurt when you hit somebody in the head of it.  I only mention this because people will mock this video game even though they have never played it and probably never will.  But don’t worry.  They will not be having sex with hot co-eds in your dorm room like you will.  Because they will not be playing the greatest video game of all-time.  They will not be playing Call of Duty: Black Ops.

15 out of 5

(Games rated fifteen-out-of-five are Call of Duty games.)

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By Michael Lowell

November 1, 2010

Used Video Games: The New Software Piracy

Note: Edits have been made for readability.

The potential collapse of video game retail and the market for fancy video game consoles is pretty funny. People should have known this was coming.

Too young to remember 1983?  When the American video game market passed out in a back alley? Casual gamers played a heavy hand in that.  When the quality of the games tanked, they stopped playing them.  Move twenty-two years forward.  The Nintendo Wii got popular.  Casuals came flying back.  The rest of the industry commenced a sad march to steal their money.  And then?  Your mom’s Facebook made friends with a really shitty farm game.  It’s just like Aristotle asked: Why pay money for video games when your crops are about to die?

Oh, and that “global economic catastrophe”?  That didn’t help much, either.  Sixty dollars for a new video game?  In this economy?  Screw that.  Gotta spend money on the essentials.  You know, food and IPads. And even worse?  Console and hardware sales traditionally taper off in the fifth year of a console’s life cycle.  There’s no Playstation 4 in sight.  The heads of many publishers and developers are going to roll.  But they won’t blame themselves.  Shit.  The only question is: Who or what will they blame?

[Retailers are] thieves. They’re parasites and thieves. Because they don’t let the publisher participate in the used games business. They take all the money.  They take a game from somebody for ten bucks and then turn around and sell it for $30, and they don’t give any of that $20 back to the original copyright holder. Something would be OK, but zero is not OK.

I’m not saying they’re doing anything illegal. But just because you can legally steal doesn’t mean it’s not stealing. Gambling is statistically theft – people know they’re going to be stolen from.

InstantAction CEO Louis Castle, Edge Magazine Interview, August 16, 2010*

Used video game sales.  Eight-hundred-pound retailers.  They are the problem.

You can’t blame Louis Castle for drowning retailers in his vitriol.  He’s merely looking to protect his business.  He just wants to be compensated for his intellectual property.  The same day Castle swore a pox upon brick-and-mortar retail, he announced the beginning of a closed beta for Instant Jam.  This browser-based Guitar Hero knock-off uses the music stored on the player’s hard drive.  Where “even artists that have refused to [license their music for] Guitar Hero and Rock Band, such as Led Zeppelin, are represented among the initial 2,000 songs.”*


“[J]ust because you can legally steal doesn’t mean it’s not stealing.”

Just like Louis Castle, the video game industry is a giant fucking asshole.  And this business has decided used game sales need to die.  To argue this?  Used video games will become the new software piracy.

What’s that mean, anyway?  It means this shades-of-grey debate will become black-and-white bloodsport.   The game devs?  The game publishers?  They’re just looking to provide a service.  To please shareholders.  You?  You will be called a thief.  Fanboys?  They’ll feel empathy for billion-dollar businesses.  And if they can’t cast a brew and convince the public that second-hand sales are a sin, they will attempt to convince the courts.

See, software piracy is the father figure of dead horses.  It’s been responsible for the impending death of the software industry since 1980.  And unless someone can find a way to control and monopolize software distribution (and convince governments to begin shooting suspected software pirates), software piracy will exist.  In a universe where your mom can visit ThePirateBay and watch her favorite shows for free, a lot of people don’t believe her downloading habits constitute a lost sale.  And those that think it does can’t agree on a price tag.  Nobody can agree what tangible impact software piracy has on sales.  But used video game sales?  GameStop crunched 2.4 billion dollars worth in 2009.* That’s some bacon right there.  What’s the industry thinking?  “That could be our money!”  Hey, what’s some bad publicity at the chance to pilfer a lucrative side-market?

So it bears asking: How did used games steal software piracy’s crown as the king of the bogeymen?  All you need to do is follow the history of the medium.  Follow the the twenty-plus-year history of second-hand retail.  Follow its integration into the de-facto choice for American video game retail.  Follow the game industry’s talking heads as they scrambled to profit from the dirty secret.  And understand where it could (and probably will) lead.

Let’s talk story time.

Remember when numerous video game retail chains openly competed for your money?  It’s true!  Years back, there was more than the option of which GameStop you would like to visit!  And some of the biggest retailers of the early 1990s built their empires around used video game sales.  That’s correct: The history of used video games began long before the outrage.

The paper trail begins in 1988 with the ambitions of Minnesota resident David Pomije.  To this point in his young life, the free market hadn’t been too kind to him.  His successful resale of Commodore computers yielded a second venture that would fail and be liquidated.  So what next?  Nintendo’s business strategies granted him an opening.  The Japanese game giant has an impressive history of shorting product supply to tease consumers and build interest in their products.  1988 was no different.  At the time, Nintendo was the console gaming universe.  For parents looking to please their kids, it didn’t matter if the game was any good.  It mattered if it was a Nintendo product.  If it was, mom or dad bought it.  So Pomije took a loan to purchase and resell 1,100 units of the Nintendo Entertainment System.  Many of them came with games.  Left with over a thousand video game cartridges, he parlayed the software into a supply chain for video game rental stores.  Funco was born.*

Solid venture?  Certainly.  But it wasn’t sustainable.  Come 1989, there wasn’t much of a rental market for Pomije’s now-dated video games.  The man began to solicit for input from those already in the video game resale business, a platoon of entrepreneurs who pushed their goods through magazine and newspaper advertisements.  Pomije’s conclusion?  He had experience with mail-order.  He could do it.  He could do it better.*

David Pomije wasn’t the first man to sell a used video game, but he was the first to turn it into a mass-market business venture.  It proved so popular that Pomije’s neighbors started calling the cops on him, as children were visiting the house around the clock to get some of that sweet video game candy.  In 1990, Pomije moved the operations to a warehouse.  That same year, he opened the first two FuncoLand video game retail stores.  Fronting used video games as the company’s selling point, the first two stores combined for 200,000 dollars in sales during their first year.  By 1992, Pomije had ten stores and needed the capital to continue expanding.  He took the company public.  FuncoLand was booming.*

It’s not hard to understand why the business took off.  Adjusting for inflation, the modern price point of sixty dollars had nothing on the early-to-mid 1990s.  You probably don’t remember it because mom was making the purchases.  No clear alternative to cartridges existed.  Those pieces of plastic weren’t cheap.  In the early years of the Super Nintendo life cycle, most games went for fifty to sixty dollars.  But if you were aiming for a thirty-two-megabit gaming event?  Your Super Metroid?  Your Chrono Trigger?  You could expect to pay as much as eighty dollars.  There was no set price point.  The retailer charged what they thought would sell.  Thus, the market for price relief was almost too obvious.  Newspapers concurred.

One important aspect of buying games for consumers has been the price. Two years ago when consumers wanted to buy a game they were stuck with that game whether they were finished with it or not at a price usually around $40-$60. Today, a game owner can trade in a game and buy a new or used game for between $20 or $45.

Roger Webster, manager of Games to Go at 4399 First Avenue S.E., said the need for used games stores was overwhelming.

“Everybody sells new games all over the place, but there’s not a whole lot of people that sell used games,” said Webster. “People were tired of paying the price of a new game which is sometimes as high as $70.”

Marion Times, December 9, 1993.

Win-win for consumers.  Consumers got the games they wanted for cheap.  They could trade in the games they no longer wanted.  Retailers got to swim in cash.  With new video games, retailers earned a fee for stocking and selling the product.  But if you’re buying old video games and marking up the price, you pocket the difference.  Pomije knew it was lucrative and so did his company.  They knew where the money was.  Their 1994 holiday ads showed it.

(How much has retail changed?  Look at the bottom of the ad: “All products listed are previously played and include a 90 day replacement warranty.”  Today, GameStop won’t give you a refund on the Xbox if it explodes at your birthday party.  At least not until you get the blood off the console.)

It’s important to remember that FuncoLand was in no way “one used game retailer to rule them all”.  Canadian retailer Microplay Video Games would make used games the focal point of their business operations.  Both Electronics Boutique and Babbage’s (one of the two companies that would merge and become GameStop) would make used games a part of their in-store catalogues.  By the mid-1990s, most major video game retailers in North America were employing used games as a means to attract customers and pay the bills.  Funco took some scrapes during the middle of the decade as used game retailers waged a pricing war with the mega-marts.  But the fiscal year of 1997 proved a panacea for FuncoLand.  The company would post 120 million dollars in net sales.* So far, so good.

And to this point, not a single objection to used video game sales had been raised.  By anybody.  As it concerns American publishers, it’s rather easy to understand why: The console market was still dominated by the Japanese.  American developers were carving their meal ticket on personal computers.  Their pressing issue was software piracy.  And in the pursuit of slaying that beast, game manufacturers gravitated towards competitive online multiplayer.  Sure, you could still play offline.  Computer games still had compelling single-player components.  But most of the major online gaming services would require a product key.  And there was no guarantee that buying a used copy of Starcraft yielded you full ownership of that product key.  For most American developers, used games had already been busted.  And with the exception of Steam digital resale policies, used computer games are still busted.


Yeah, this took care of things pretty quickly.

But the Japanese?  During the 1980s, they successfully banned video game rental in their home country.  In June of 1998, the Japanese video game industry decided used games had to go.  Capcom, Konami, Namco, Sony, and Square filed a joint suit in Japanese court to prohibit the resale of video games within the country.* The argument was simple: Under the Copyright Act of Japan, video games are “movies”.  And under Japanese law, movie companies are allowed to control the distribution of their works.  Therefore, fuck used game sales.

You actually have to give the Japanese game makers some credit.  The publishers of Final Fantasy and Metal Gear Solid conceded their products were movies long before their customers did.  But even in the universe of Japanese copyright law, “games are movies” was a pretty ridiculous argument.  After four years of fighting legal battles, the publishers lost.* In the years following, it’s been a contentious issue.  In 2006, Japanese law “made it illegal for a business to sell any console that plugs directly into a power outlet but does not carry a “PSE” stamp certifying that it meets current safety standards.”* In other words, “you can’t sell used consoles”.  Retailers got around that.  But if you wake up in the morning and find Japan has banned the resale of video games, you shouldn’t be surprised.

Of course, that occurred in Japan.  Who cares about Japan?  What have they done for video games?  Focus, people.  Focus.  What was FuncoLand up to?  Still doing quite well.  In November of ’98, the company opened their three-hundredeth store.* And the times were changing.  In an American market quickly becoming “consume or be consumed”, FuncoLand was too big to ignore and too small to save itself.  And by “save itself”, I mean “save itself for a buyout that’s appealing to the shareholders”.

By 2000, a merger was inevitable.  After rejecting an offer from Electronics Boutique, FuncoLand was purchased by bookseller Barnes and Noble.* Sound crazy?  The plan was to assimilate the FuncoLand store locations under a Barnes and Noble subsidiary by the name of GameStop.  Pretty sure you guys know how this one turned out.

Most of the FuncoLand stores would be chewed up and rebranded under the GameStop label.  Not much else would change.  Just like FuncoLand, the GameStop business model was built around second-hand sales.  The difference?  Most FuncoLand software was reasonably priced.  GameStop chose to invoke the power of the free market.  GameStop became the manifestation of “that one store” in most Japanese Role-Playing Games.  You know the one.  The one that buys your items for a quarter of market value and marks them ten-fold.  Consumers didn’t care.  For them, it wasn’t about the audacity of paying forty-five dollars for a used video game.  It was the satisfaction of saving five dollars off the new game asking price.

Did American publishers care yet?  Nope.  GameStop wasn’t the Wal-Mart of video game retail quite yet.  Trade-ins put more money into the hands of the gamer.  And that money went towards new games.  If publishers weren’t speaking against used game sales, they were speaking in favor of them.

In 2002, syndicated newspaper columnist and radio guest Linda Cobb was prompted by a reader on the question of where to find a copy of Lode Runner for the Nintendo Entertainment System.  Tactfully ignoring that the Nintendo port of Lode Runner was a terrible video game, Linda provided her advice.

Because [Nintendo doesn't] make new games for [the system] anymore, you’re going to need to go with a pre-owned version.  Nintendo suggests a store called Gamestop.

When I checked their Web site [sic] (www. gamestop.com), they did have Lode Runner for the NES.  It costs $4.99 plus shipping and handling.

Frederick News-Post, December 1, 2002

That same year, Sega “vice president of strategic planning and corporate affairs” Charles Bellfield stated he had no problem with it.  According to him, developers and publishers thought it was a great thing.

“Obviously, there isn’t significant cannibalization going on at the moment, because otherwise we would see that in our numbers,” he said.  “I think it gets consumers in the market.  You may experience a different range of content, which makes you go out and buy new product.”

The Frederick News-Post (from The Dallas Morning News), December 16, 2002.

(I know you want to ask it: “Sega and Nintendo speaking out in favor of used games?  I thought you said Japanese publishers hated them!?”  Sega and Nintendo didn’t put their name forward in the 1998 fight against used sales.  Not surprising.  Both of those companies had a second revenue stream in 1998.  They were both selling hardware.  Nintendo still is.  Keep that in mind.)

Nobody cared if GameStop execs were doing backflips into the money bin.  The truth is, most of the video game industry was.  The Sony Playstation tapped adult markets the Sega Genesis could only scratch.  The American video game market grew thirty percent from 2000 to 2004.  And it wasn’t Japanese companies selling the games.  For the first time since the early 1980s, North Americans were calling the shots in the North American market.  The hardware?  Sure, the Japanese still dominated.  But Microsoft’s Xbox became the first major American foray into game consoles since the Atari 5200.  And it was the only American console since the Atari 2600 that was successful enough to survive a second round, to get a follow-up.  This in an industry that had rarely proven there was room for three competing video game consoles.  Mario ceded the crown of “Biggest Gaming Event of the American Year” to both the Grand Theft Auto and Halo franchises.  Even an impenetrable rhythm game market dominated by Japanese publisher Konami began to show cracks, as developer Harmonix unveiled surprise hit Guitar Hero in 2005.


Source: The Electronic Software Association’s 2008 “Essential Facts” Guide, data
acquired from The NPD Group.* (Note: This is software sales.  No hardware involved.)

American developers were banking.  So what the hell did they care if GameStop reported a sixty-seven percent increase in sales for the 2005 fiscal year?* Who cared if GameStop slayed Electronics Boutique and merged with the company that same year?  Who cared if nearly every major retailer in the United States now operated under GameStop corporate?  They were just one of many companies making money in the video game industry that was doing really well for themselves.

Leave it to Nintendo to fuck all of that up.

2006.  Dismissed by industry critics as a company behind the times, Nintendo was in deep shit.  The strong-first party support and kid-friendly gaming that powered Nintendo hardware for the last twenty years?  The Nintendo GameCube fought the Xbox for table scraps as Sony’s Playstation 2 achieved the most dominant market share in the modern history of the business.  Mario was old news.  Shooting hookers is what all the cool kids were doing.  So what did Nintendo choose to do?  They didn’t change a damn thing.  Strong first-party support.  Kid-friendly gaming.  Only this time, the gaming peripherals were also designed to appeal to parents.  And damn, did Nintendo roar right back.

The Nintendo Wii stole both headlines and the money of soccer moms who would typically spend their disposable income on their kid’s infatuation with Grand Theft Auto.  And the North American publishers that made in-roads?  2006 kicked the ever-loving shit out of them.  French-Canadian publisher Ubisoft watched their year-to-year earnings stagnate.* Activision’s year-to-year operating profits declined 170 million dollars.* Electronic Arts?  At the time, the number one third-party publisher in the world?  2005′s net income of 500 million dollars was slashed in half. * In the win-now world of the American stock market, that is cause for panic.  (The video game industry would know this.  The Crash of 1983 was preceded by Atari’s 1982 fourth quarter earnings.  Atari higher-ups expected a fifty-percent sales increase over the fourth quarter of 1981.  On December 7th of 1982, they revised.  Ten-to-fifteen percent increase.  The stock price of parent company Warner Communications dropped thirty-three percent in twenty-four hours.*)

How about GameStop, the lone wolf in the world of American video game retail?  Let’s just put it this way: I would have enjoyed being at the year-end corporate party.  Would have had a pretty rocking night with the ice sculpture.  Why?  It was probably made out of cocaine.

Over all, GameStop appears on track to generate about $3 billion in revenue this year. Of that, it looks like $800 million to $1 billion will come from the sale of used software, hardware and accessories. Just how profitable that segment is has only recently become clear to investors.

The quarter that ended in October was the most recent with GameStop results and was the first in which the company broke out results for its used segment. They were eye-popping. Used products made up almost 32 percent of the company’s total retail sales and almost 44 percent of gross profit. Even more impressive, while GameStop’s gross profit margin on new hardware sales in the quarter was less than 11 percent, and on new software less than 25 percent, the company generated a whopping 45 percent profit margin in its used segment.

New York Times, February 2, 2006.*

In that same news article, Times writer Seth Schiessel prodded Take-Two spokesman Jim Ankner on how the video game industry felt about the “new-found success” of GameStop.  Standard answer, right?  Used games put more money in the market, right?

“We would prefer that retailers only sold new games,” he said, “but we’ve learned to make peace with it.”

Peace, indeed.  The war would soon be on.

In 2000, Sony patented a technology that would allow a device to read a disc and then erase a licensing code from it, locking recognition and use of the media to that device.  Essentially, it would take the world of computer software product keys and dumb it down for console gamers.  Nothing came of the patent.  In 2006, this by-product of the Japanese used video game war spawned rumors that the technology would be incorporated into the Playstation 3.* Sony had to actively denounce the rumors as rumors.  In May of the same year, it was reported that Sony was planning to integrate a video game licensing system into the products and was informing retailers the second-hand sale of Playstation 3 titles would become illegal…or at least the Sony legal team was prepared to argue that.* That was also debunked.  But it made great headlines in a consumer market that watched Sony struggle to control the distribution of their products.  After all, the company was only a couple years removed from the embarrassment of watching their multi-million-dollar key2audio copy-protection system destroyed by the felt tip of a magic marker.*

Despite internal concerns in many companies, the road to defeating used video games was preempted by the most successful financial year in the history of the medium.  Total sales in the American market tallied 17.9 billion dollars, a spectacular forty-three percent increase over the record set just the year prior.* And Nintendo wasn’t the only one printing money.  Both the Call of Duty and Guitar Hero franchises had breakout years.  Halo 3 convinced people to buy an Xbox 360.  Sony was recovering from their disastrous launch of the Playstation 3.  In this climate, nobody could do any wrong.


Video Game Industry, 2007 (Artist’s Rendering)

That didn’t last long.  In September of 2008, the world economic system nearly collapsed.  With more people concerned about losing their house than corpsehumping their friends, sales leveled off in 2008 and 2009.  Video game journalists read into the steady sales numbers and labeled video games as “recession-proof”.  Wasn’t a bad call.  When economic times are bad, people like staying home.  You don’t use as much gasoline walking around the house.  Games seemed like a winner.  And they were.  Just not at new game prices.  The sales of used games soared.

The money was there.  It just wasn’t going to the game-makers.  Economics broke the industry’s back.  It was time to get on message.  So begins the Fuck Used Games Cycle, the story of how the industry decided they were going to win the war against used video games.

The first phase?  Invoke the wonderful world of passive-aggressive communication. “We’re not saying you shouldn’t purchase used video games, but.”  They weren’t going to say it was your fault.  Or punish you for it.  Hey, free market, consumer’s choice, etc.  The game industry just wanted you to think about their serious problem.

July of 2008.  Frontier Developments founder David Braben used the Develop conference in England to chat about the game selection in one shop owned by British game retailer GameStation.

“More than half their floor area is dedicated to pre-owned and that is something as an industry we don’t see… those same retailers are only carrying new copies of games from the past few months – if it’s a game that’s been out for two months and you want to buy one from a shop not Amazon and you don’t want pre-owned, it’s very hard…[t]his is essentially rental, and it’s not tolerated by other industries… Why can we not introduce special ‘for rental’ copies?”*

Three months later, Epic Games designer Cliff Bleszinski was far more blunt: Used game sales were a “huge issue”.

“We don’t make any money when someone rents it, and we don’t make any money when someone buys it used – way more than twice as many people played Gears than bought it.”*

The implication?  In Cliffy B’s perfect society, everybody who played Gears of War would have paid for it.  (This is the same man who believes Unreal Tournament 3 tanked at retail because of software piracy.  Yeah.  I paid fifty dollars for that game and Cliffy B is claiming people stole from him.)

March of 2009.  David Jaffe went on the record and stated it wasn’t something the consumer should think about.  That it was an issue that publishers and retail had to work out.* That same month, Reggie Fils-Aime (American figurehead for a Nintendo that, seven years ago, recommended Linda Cobb’s readers make a trip to GameStop) told Venture Beat that his company did not “believe used games are in the best interest of the consumer”, and to “[d]escribe another form of entertainment that has a vibrant used goods market.”* In his defense, he may have been speaking to American schoolchildren, appealing to their belief that books can’t possibly be entertaining.

The result of these soundbytes?  GameStop certainly didn’t give a damn.  In 2009, forty-one percent of all money spent at GameStop was spent on new video games.  Those sales accounted for twenty-one percent of GameStop’s gross profits.  The twenty-six percent of all money spent by customers on used video games?  Forty-six percent of gross profits.  And in their annual report, GameStop noted that they would “continue to expand the selection and availability of used video game products in our stores.”*

And if GameStop didn’t give a damn, you’d better believe consumers didn’t, either.  Why would they?  David Jaffe was correct.  What benefit does a new game offer the consumer?  The disc or cartridge in the box doesn’t care whether it’s coming straight from a processing plant or making its fourth trip through a GameStop.  The disc isn’t designed to discriminate.

That could be amended.  The second phase?  Revoke the rights of used game owners. “Please stop buying used games!” wasn’t working.  But “Please buy more new games?  We’ll put sugar on top?”

Pre-order bonuses were nothing new.  GameStop had been doing them since the Playstation 2 days.  The internet made it easier.  We now tout virtual goods.  Putting cash up-front to buy Left 4 Dead 2 on launch day?  Get an “exclusive in-game American baseball bat”.  With virtual goods, the developer has nothing to lose.  You don’t need to worry about anticipating supply.  All the developer needs to make sure is that the servers are working properly.

The problem?  Look at Army of Two.  That pre-order promotion gave exclusive access to the “Extraction” multi-player mode for the first thirty days after its launch.  Look at Grand Theft Auto: Chinatown Wars.  Pre-order the game?  You got free in-game cash and weapons.  With patience, the player got access to the perks in both games.


My rendering of what a hypothetical “GameStop pre-order commercial” may look like.

Good capitalism is about what the consumer does not own.  Giving the player early access to something they’ll earn anyway won’t work.  Revoking functionality once considered integral?  That can do it.

Enter February of 2010.  Sony announced that in order to play SOCOM Fireteam Bravo 3 for the Playstation Portable, the game would come with a voucher redeemable to unlock the multiplayer component on that device.* In a world where everybody uses the voucher, a world where this game will eventually make it to resale?  The next consumer would have to purchase a new voucher.  And that would cost the player twenty dollars.  Pretty simple: If you’re not going to buy new games, we’re going to design them so “buying new” is the only realistic option.

Three months following, Electronic Arts emulated the Sony approach.  The company revealed they were planning an online pass program that would be packaged with their 2010 lineup of sports games.* “Project Ten Dollar”.  Ten dollars, online access.  If the game is used, pay up.  According to E.A., it was about compensating the creator for their services.

In order to continue to enhance the online experiences that are attracting nearly five million connected game sessions a day, again, we think it’s fair to get paid for the services we provide and to reserve these online services for people who pay EA to access them.

- E.A. Sports Online Pass F.A.Q., originally published May 10, 2010*

(Author’s Note, added November 3rd: As far as the “they need to pay bandwidth bills” argument, it’s bull.  The majority of console games use peer-to-peer hosting technology.  This means the service acts as an arbiter.  It directs traffic.  Your internet connection does all of the heavy lifting.  That’s how Battle.net sustained has sustained millions of users free of charge for nearly fifteen years.  That’s how the Playstation 3 features free online play.  That’s why paying for Xbox Live is a scam.)

Also in May, THQ announced a similar system would be required to access the multiplayer mode in UFC Undisputed 2010.* Unfortunately, the company hasn’t made a game worth buying in the last four years, so nobody has been able to check on whether this is actually true.  In August, Sony dabbled with the idea of introducing their online system for all first-party Sony games.* And then in September, Electronic Arts Chief Financial Officier Eric Brown argued there had been no “significant pushback from the user” on Project Ten Dollar.* He was right.  It worked beautifully.  As of November of 2010, the sales of Madden NFL 11 are currently down more than half compared to the previous installment. *

“Removing online play” didn’t sell additional units.  Shocking, I know.  If you know anything about American politics, you know the problem.  Having the debate in a sensible or subtle manner is the worst way to get your point across.  Not in an America where political spin has rendered the country’s figureheads Josef Stalin and Adolf Hitler.  So “Hey, I heard Cliffy B doesn’t care for used game sales” ? “Hey, I heard this new game needs a code for online play”?  No dice.  That won’t win a battle of talking points.  Developers had to scream louder.  No more passive-aggressive.  Time to victimize used game sales.

Phase three?  Stop stealing from us, you cock! Back in September of 2009, Silicon Knights founder Dennis Dyack touted cloud computing as a panacea for video game developers, mentioning that it would stymie both piracy and used game sales.* But as far as I can gather, Louis Castle was the first person to outright claim that used games and retailers were inflicting domestic violence on developers.

I have no love at all for the Wal-Marts and GameStops of the world – they’ve abused the industry horribly with selling used games, and rentals. There’s no love lost there at all. They’re all desperately trying to figure out where to go next too, but at the end of the day they’ve killed the distribution method.

They’ve put our entire industry in jeopardy by taking all of the money out of the system – between them and the pirates it’s really a tough way to go.

- Louis Castle, interview with GamesIndustry.Biz, April 14, 2010*

In May of 2010, Blitz Games co-found Andrew Oliver chose not to blame any lack of success on a development history spanning Spongebob Squarepants, iCarly, Bratz, and The Biggest Loser.  He placed the blame elsewhere.

“Arguably the bigger problem on consoles now is the trading in of games,” he tells Develop.

“I understand why players do this, games are expensive and after a few weeks of playing you’ve either beaten it, or got bored of it so trading it back in to help pay for the next seems sensible when people are short of cash.”*

It’s not hard to understand why there would be this sort of animosity for used games.  Before the internet hit it big, software piracy relied on counterfeiting.  That counterfeiting usually led to an exchange of cash.  And even in the early days of the ‘net, rogue software distributors would ask to be “compensated for their bandwidth costs”.  I’d presume even the most jaded fan of file-sharing would draw the line at selling counterfeited goods.  But in the world where BitTorrent dominates the file-sharing process?  There isn’t a lot of people making money off of the downloads.  Now look at used game sales.  Damn.  There’s money being exchanged every single time.  What’s worse?  “No exchange of money”?  Or “Money was exchanged”?

So you can sense how giddy THQ CEO Brian Farrell felt when he caught used game purchasers red-handed.  The online pass packaged with UFC Undisputed 2010 allowed the publisher to get a feel for how many times their games were changing hands.  He finally proved how many people were committing the crime of buying his games used.

“What we saw when we did the online charge for the second purchaser of UFC was we found a pretty good attach rate – it [author's emphasis added] confirmed our suspicion that there are a lot of people participating in used games,” he said.

“It is one of those things of how much money could you have made if it wasn’t for piracy or used games? It’s a tough question because you don’t know.”

- THQ Chief Brian Farrell, September 17, 2010*

I can’t imagine why someone would prefer to buy UFC Undisputed 2010 used.  You know, a product portraying the exploits of a combat sport that barely changes on a year-to-year basis.  A game twelve months removed from its predecessor.  But it will keep the argument churning.  You can expect this phase of the debate to continue for another couple of months.  Maybe even the next couple of years.  It will be just enough to stir the pot and get consumers talking about it.  But if this billion-dollar industry can’t win on those talking points, how can they get the respect they deserve?

A potential fourth phase: Protect us, United States government!

In 2005, EBay auctioneer Timothy Vernor purchased a used copy of AutoCAD at a garage sale and proceeded to sell it through EBay’s online service.  Developer Autodesk didn’t care much for that.  A pretty hefty pissing match eventually turned into a legal battle.  Vernor argued he was entitled to the first-sale doctrine, the apparatus that allows for the existence of a second-hand market.  Autodesk said that didn’t matter.  The company wrote an End User License Agreement.  That document stated the software was licensed, not sold.  No resale can legally occur.  When the previous owner upgraded his copy of Autodesk to a newer version, he was supposed to eliminate all copies of the older version.

1996′s ProCD, Inc. v. Zeidenberg affirmed the legal validity of shrink-wrap EULAs, those installation screens where you sell your soul and all future children to the company.  But Vernor never agreed to the licensing agreement.  He was simply selling some piece of software he found at a garage sale.  The district court agreed.  Vernor won.  Autodesk appealed, and the Ninth Circuit Court of Appeals overruled.  According to the Ninth Circuit, it didn’t matter whether Vernor “agreed” or not.  The EULA was the rules laid out by the company for how to use the product.  So currently, in America, End User License Agreements are currently as valid as the contents within.*


Don’t argue with my Battle.net forum alter-egos.  You forfeited the right to do that
when you clicked the EULA embedded in the link to this web site.

So who does it affect?  We’ve been long comfortable with the idea that it’s difficult to resell a computer game.  But console games?  Perhaps you should look at the back of the box.  All I needed to do was look at my copy of Rock Band 3.  “Licensed for distribution in North America on the Playstation®3 computer entertainment system.” Licensed.  Licensed and not sold.  No, purchase is not yours.  Should publishers use the courts to settle the issue of used games, there’s a very good chance they will win.

The lone obstacle is whether major publishers are willing to back GameStop into a corner.  They sell a lot of games.  Used and new.  That’s 6,500 GameStop stores that pepper the globe.  Unless, of course, GameStop wants to “settle”.  You know, cut a deal.  A percentage of the profits from used game sales.  You know, as a means to protect the GameStop business model.

Shit, at least the mafia admitted they were organized crime.

If the pay-to-own video game industry collapses in the next five years, do you know why it will be?  It will be a combination of terrible business practices, out-of-control game development budgets, year-to-year sequels that are designed to be consumed like dish detergent, a total misunderstanding of the casual gaming demographic, and the use of motion controls and three-dimensional displays as a step sideways and not forward.  It will not be because of used games.

They know it.  And that’s why they’re after used video games.  When your business model is collapsing, you control distribution.  Whether it offers a better product or not, you control distribution.

In the face of declining music industry profits, the Recording Industry Association of America has pushed for mandatory FM radios in cell phones* and sues the hell out of people who download their music for free through the internet.  They do this to control distribution.  Comcast, Time Warner, AT&T?  They oppose net neutrality.  They want a world where internet service provides can set up tiered pricing plans and turn that series of tubes into cable television.  Where you pay an additional five dollars for the privilege of accessing YouTube. Comcast, Time Warner, and AT&T want to control distribution.

Why does Microsoft respond to the most financially successful period in the history of computer gaming (the late nineties) by releasing a video game console?  Because the personal computer is an open-source platform.  Anybody can make a game for the personal computer.  At the turn of the century, “creating a closed-source platform and convincing people to make games for that platform” seemed like the only way Microsoft could charge companies for distribution and licensing fees on a Microsoft operating platform.  And I’m sure Bill Gates spent the years after Steam’s release jamming an icepick into his eyeballs.  By the time Microsoft responded to Valve’s wunderkind with Games For Windows, the product felt so irrelevant and poorly designed that it had a “Bush Did 9/11″ feel to it, as if it was deliberately designed to distance people from computer games and towards their Xbox 360.  Microsoft created the Xbox as a means to control distribution.

Why would Activision CEO Bobby Kotick state that he is interested in developing versions of Guitar Hero where the software does not require a gaming console?* Where the software and the hardware come as a single package?  To circumvent the distribution policies of a Microsoft or a Sony.  Where Activision has to pay a fee to those companies every time a copy of Guitar Hero is sold on either one of those platforms.  Activision wants to design their games so they can circumvent the distribution process.  Activision wants to control distribution.

Why did Blizzard Entertainment code Starcraft II without any offline functionality?  (“Connect to the server and tell the server you want to play offline” does not count.)  It wasn’t piracy.  People will get around that eventually.  It was to make sure that the South Koreans and Western tournament organizers cannot create televised Starcraft tournaments and play the game without paying licensing fees.  Blizzard wants to control distribution.

Why do companies fling themselves at an unproven startup like OnLive?  In a market that is already saturated with the means for playing the software?  Because it would give developers and publishers peace of mind.  A fourteen-year-old prodigy couldn’t hop on the internet and charter for assistance in how to unlock and distribute the data on his copy of Call of Duty 9.  Because there would be no copy.  In a world where OnLive is the only dominant gaming platform, that kid wouldn’t have an easy means of getting access to the data.  The companies who support OnLive want to control distribution.

Controlling used game sales is a means of controlling distribution.  And like all of the actions above, none necessarily provide for a better product.  Hell, it hasn’t been established that they provide for a more profitable product.  If those decisions had transformed video games into the Silicon Valley Casino, we would not be talking about controlling the distribution of used video games.  And controlling the distribution of video games will not make for a better or more profitable product.

But we’ll see.  If publishers are successful in banning the resale of used video games (or getting a cut of the profits), then I guess the Internet Nerd Rage Bible demands I have to get back at them.  Those games beholden to a sixty-dollar price point?  I guess I’ll have to start downloading them off of the internet.

You know, software piracy. The old “used video games”.

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