Showing posts with label Article. Show all posts
Showing posts with label Article. Show all posts

Thursday, February 7, 2013

Activating Restrictions: My Thoughts on The Speculated Additions to the Next Xbox

Yesterday, Edge Magazine posted an article that discussed the specs of the next Xbox. According to the article, the next Xbox will require a working internet connection to function and all physical games will ship with activation codes that lock the game to your console and prevent you buying or selling used games.

While I am suspicious of this article since Edge received this information from a source other than Microsoft, I thought it would I would weigh in with my own thoughts about these suspected elements of the next generation Xbox and why I think they are horrible ideas.

First, the whole debacle surrounding Diablo III and the infamous Error 37 shows why having to always been online to play a game is a terrible idea. What happens if I decide I want to play the single player mode of one of the games that I have legitimately purchased, but Microsoft's services are down or receiving maintenance  Well, I guess I will just have to wait a few hours and hope the problem is all fixed the second time I try. When I pay nearly $60 for a game that I should be able to play offline by my self, I want to be able to play that game whenever I want, not when the company thinks I should be able to play it. Also, this element prevents those who might not have a reliable internet connection from even purchasing the console.

Second, the implementation of activation codes that lock games to specific consoles will most likely result in the following consequences. 1) With the elimination of the used games market, the video game market will most likely shrink due to the fact that the majority of people will be unwilling to spend $50 or $60 dollars on something they will not be able to return or re-sell if they aren't happy with it. Because of this, game companies will most likely raise the prices of games to make up for less games being sold and more game companies will be less willing to take chances because for every chance you take, you will lose a handful of customers and revenue. 2) Since all the games that I purchase will be locked to my console, what happens if that console breaks and I have to replace it? Well, I now have pieces of useless plastic that I paid $50 or $60 dollars each for sitting on my shelf collecting dust. Now, I figure Microsoft will see this problem coming and would probably have a way for you to get re-activation codes. However, I bet you those re-activation codes will not be for free, so you will have to pay more money to play the game you have already purchased. That sounds perfectly reasonable to me.

Finally, the use of activation codes takes away the consumer's ownership of the product they just bought. When I pay over $50 for something, I want to be able to do whatever I want to do with that product as long as I am not breaking the law. If I want to take that product to Game Stop and re-sell it so I can get enough money to buy a new game to play, I should be able to do it. We can do this with cars, books, DVDs, and other forms of entertainment and technology, why should video games be any different?

Now, I do understand why Microsoft would want to do all of this. When someone purchases a used game, the original company that made it doesn't see a single cent from that transaction. As a creative person, I would hate to see someone else profiting from my hard work while I and left out to dry.

However, I feel like these decisions would end up hurting the video game industry as a whole. Maybe instead of implementing activation codes, companies like Game Stop would have to pay a certain percentage of their profits on a game to the original creators of the game. That way I can still own the product I purchased and the original company can still receive profit for it. While it's not a perfect fix to the situation and comes with its own set of problems, at least its an idea that doesn't infringe on my rights as a customer and hurt the industry the purposed ideas do.


Thursday, January 17, 2013

Which Zelda and Why



Hi, Corbin again, and this week I’m going to discuss my all time favorite video game and story, The Legend of Zelda. This will probably be the first of several articles I write regarding Zelda. This week I want to talk about a counterargument to the popular question, “which Zelda game is the best of them all?”

I believe that each Zelda game is the best in its own right, whether it be playability, thick plot, the objective of the designers in making the game, the objective of the players in playing the game (besides winning, of course), and a few different reasons for liking each game more than the others. Each game has a specialization in terms of game-play, and I will explore these specializations in the following order:
·         The Legend of Zelda
·         Ocarina of Time and Master Quest
·         Wind Waker
·         Skyward Sword
·         Twilight Princess
·         Majora’s Mask
·         Phantom Hour Glass and Spirit Tracks


The Legend of Zelda

The first game in the Legend of Zelda series, The Legend of Zelda is pure adventure. There are limited off-quest options and a very straightforward plot. What makes The Legend of Zelda unique among following Zelda games? It’s mostly nostalgia, but it’s also because of that rarely interrupted adventure and the oversimplified dungeons. It’s specialization is originality and an easily conquered open world adventure.





Ocarina of Time and Master Quest

Ocarina of Time is often referred to as the best Zelda game ever. While for the intents and purposes of this article I disagree, it certainly is the most iconic and well known Zelda game ever released. Ocarina of Time was the first Zelda game to establish most of the themes that are now commonplace in the Zelda timeline. Such themes include significantly altering the world by playing music with a magic instrument, acquiring the legendary Master Sword from the Pedestal of time, awakening or otherwise consulting any number of six total sages, masters of their element, and of course the ever present companion that guides you through your quest (Navi, King of Red Lions, Fi, Midna, Tatl, and Ezlo to name most of the later companions). Ocarina of Time is unique because of how many options the players were given for the first time in any Zelda game. It’s one of the most plot thick Zelda games with an overwhelming number of options and a staggering requirement for 100% completion, as you can do many different things in different locations both seven years in the past and seven years in the future.

Master Quest, Ocarina of Time’s more challenging counterpart, carries the Ocarina of Time plot and dungeon order. The difference is the amount of damage you take and the more difficult puzzles in each dungeon. Truly, it is a game for Zelda masters, as it is unique because it is the most difficult Zelda game without question. Therein lies its uniqueness, it is the most challenging game and played by the most challenge hungry players of Zelda.

Majora’s Mask

Majora’s Mask, the sequel to Ocarina of Time and Master Quest, is widely known as the darkest Zelda game on the market. It explores deep philosophical concepts like the concept of situational right and wrong, the extension of a life beyond death through possession (which can be seen as necromancy if the racial masks are considered), and the concept of that dangerous childish insanity we all find so terrifyingly creepy. Majora’s Mask is unique because of these concepts. As the player explores the game, so does the game explore the player, provided that the player is open to allowing a game to have such an effect on them.

Wind Waker

Wind Waker, my personal favorite, is unique because of how playable it is. At its release, it got criticism from the gaming community for being too cartoonish and silly for a Zelda game. However, this was Nintendo’s intention. After the previous games being so straightforward or slightly dark (very dark in the case of Majora’s Mask), Nintendo created a genuinely fun game. Now, by fun I don’t mean that Wind Waker is the only Zelda game that’s worth playing. Nothing could be further from the truth. Instead, I believe that it is the first Zelda game that was meant to be fully explored with many various games. There are forty-nine islands in Wind Waker, and each island has something new to do. In many cases, it’s not even plot relevant. You have things like shooting barrels or playing battleship with squids, exploring a cave full of Chus, fighting Big Octos for treasure or fairy rewards, and even solving puzzles with seagulls. The game is unique because it invokes a childish amusement when it is played. The animation style and the simple amusements throughout the game speak for themselves. Wind Waker has no other purpose than to carry on the plot and make sure the player has as many truly fun options as possible.

Skyward Sword

Skyward Sword is unique because of its meaning to the overall Zelda plot. It is filled with throwbacks to previously released games. Since it was released at the Legend of Zelda’s twenty fifth anniversary mark, it was made to honor all of those previous games. You get to see the beginnings of the first Hyrule, the origins of the Temple of time, you get to see the slow and glorious creation of the iconic Master Sword, and even learn the answer to that age old question, why the hell won’t Ganondorf just die already? Besides being a tribute to the franchises success, it’s also a game that I find to be one of the first Zelda games with truly unique items. In previously released games, you generally use all of the same items with a few exceptions or a few tweaks to said items between games. Skyward Sword was the first Zelda game to introduce as many original items as it did in one game. It is the first game on the Zelda timeline and has many wonderful attributes.

Twilight Princess

Though some may disagree, I find that Twilight Princess is the most heavily artistic game in the Legend of Zelda series. In an age of ever growing definition in game graphics and art, Twilight Princess is the first of the Zelda games to “conform” to HD realism, and boy what a job it does. Its’ design makes a totally new open world Hyrule and the art style is so beautiful that you can’t look at any of the major locations for the first time without feeling struck with awe. For me, it made me feel like I was just now coming to appreciate the architecture and land formation in the Zelda series. The massive Death Mountain, the majestic Hyrule Castle, the sobering and nostalgic Temple of Time, the list goes on. Twilight Princess is without a doubt the most aesthetically beautiful of the Zelda games.

Phantom Hour Glass and Spirit Tracks

The wonderful Nintendo DS, though I have only borrowed one for the purposes of playing these games and do not actually own one, has introduced many new features in gaming simply by adding the second screen with touch capabilities. These games were unique for introducing brand new game mechanics that were specific to the DS. Such mechanics include swiping the screen to attack, being able to draw on your map and make notes, or my personal favorite- blowing into the microphone to play your instrument. These games not only carried the plot left off by Wind Waker all the way to Spirit Tracks, but also did so with these intriguing new mechanics and with the same diverse fun that was exhibited by Wind Waker.













So there you have it, hopefully you can agree that no Zelda game can really be the “best,” but one is certainly entitled to having a personal favorite. The entire Legend of Zelda franchise is possibly the greatest heritage in gaming history, and none of its games should be placed above or below the rest. Except for Adventure of link… Side-scrolling snore fest…