Showing posts with label Micropayments. Show all posts
Showing posts with label Micropayments. Show all posts

Monday, 2 November 2020

Mobile Rhythm Game Bullshit

 

Recently I started playing a game on my phone called Project Sekai: Colorful Stage and despite the bile I'm about to dispense under this introduction, I'm having quite a good time with it.  It's a rhythm game sort of similar to Chunithm in the arcade but watered down and all of its songs are Vocaloid tunes.  Being the huge Vocaloid weeb boy that I am I downloaded it straight away and I'm actually quite pleased, for a game that I fiddle with for a couple of minutes at a time while dropping a log it's actually a lot of fun 


However there's something that Project Sekai does, as well as many other mobile rhythm games, that pisses me off to absolutely no end and that's song grading.  When you clear a song in basically any rhythm game the game spits out a results screen to tell you how did you, how many points you got and how accurate you were, things like that.  Usually taking front and center on these results screen is an overall grade for your performance.  For example in DDR if you fail a song you get an E and if you do nearly everything perfectly you get a AAA. While in every normal rhythm game this is based entirely on your skill as a player, in Project Sekai and many others it's based on something entirely different.

Like every mobile game and it's dog, Project Sekai has a "gatcha" system where you spend some in-game currency to get characters of varying rarity.  With those characters you build a team and in the context of a rhythm game like this they will have skills in order to boost your score or recover lost life bar under certain conditions.  Each of these characters also has a "power" level which increases as they level up and their power dictates how many points per note hit you get and I'm sure you can see at this point why this is a problem.

So when I play Project Sekai and I Full Combo a song on Expert or Master difficulty do you know what rank I get? A fucking B.  Not because I made any mistakes, not because my accuracy was off or anything like that, but I just haven't done the pre-requisite grinding for an S rank so I'm not allowed one.  While this doesn't seem like a big deal, in game rewards, especially timed event rewards, are tied to your song grading so I'm just missing out on a whole bunch of shit because my party just isn't generating the score I need for it.

Now you would think that this would only be a problem for new players, that after a while you'd build a team and start getting ranks no problem right? Well no, because of course there's a bunch of other bullshit that gives passive score buffs to certain characters or certain TYPES of character that you also need in order to get the grades that you actually deserve which of course means, more fucking grinding.

I know that complaining about grinding in a mobile game is akin to pissing in the ocean but there's something about its inclusion in a rhythm game of all thing that really irks me.  There's no reason it couldn't have just been a standard rhythm game and premium currency used to unlock songs or videos or other cosmetic features like note skins or whatever, I mean it's a Vocaloid game for mobile for fucks sake, it's basically a money printing machine in a market like Japan.

Anyway like I said, Project Sekai isn't the only game that has been guilty of this shit.  Idolmaster did it and Bang Dreamin' did it just to name two others.  Truth be told I'm actually sort of impressed at just how little Project Sekai seems to be pushing the premium currency side of things, they constantly shower you with it and the button for the premium store is a TINY thing in the bottom left of the main menu, much better than what I've seen for other titles.  Plus this game has the benefit of being 100% Vocaloid music which means that it could break down my door and murder my family and I'd still probably play it.

Moral of the story: Tie ranks to player skill, not to my fucking waifu collection, goddamn it!

Tuesday, 24 January 2017

Sim City Build It

This isn't a game I thought I'd be so quick to blog about or even play at all.  Usually when I see phone games like this my mind immediately remembers complete rip off titles such as Dungeon Keeper or basically any free to play city builder for the phone.  Usually these games demand that you pay real money in order to keep up with the demands of the game OR ELSE it will fuck you for it and make it basically unplayable.  While Sim City Build It kind of does the first one, it doesn't do the second.

The aim of the game is simple, build a city.  You do this by purchasing residential areas, factories, government buildings, public services etc. and from there you just have to watch things grow.  This is a long running series that started life in 1989 and has sort of grown into one of those franchises that everyone with even a passing interest in games knows about.

SNES Version
The games have since been become extremely streamlined and very easy to get into.  I seem to remember Sim City being pretty hard to understand and manage back in the day but I played the original when I was VERY young so there is a chance that my memory is sullied by the fact I was just a stupid kid who knew nothing of city management.

Anyway the one big problem I have with the phone game is that it takes a long time to do anything.  For example, you level up by building residential areas and upgrading them, which in turn increases population.  Increasing your level will of course, unlock new features, which isn't a bad thing since it's sort of nice to have all the games concepts trickled to you rather than just having a big info dump and then saying "OKAY GO!".  The problem is, you need money to do anything and you get money by upgrading residences so you can't help but start levelling up and just when you start to think everything is fine BAM! it hits you with fire stations or sewage and you don't have nearly enough money to deal with these problems. 

So the only course of action is to halt all expansion and just sit and wait for taxes to roll in which of course is taking a hit because of the lack of the new thing it just introduced that you can't afford.  The pain of this goes away a little as you unlock things like a trade depot and cargo missions but it still  takes a while to get anything done.  That said though, having a building on fire or every member of your town shitting their pants due to no sewage system doesn't fuck you completely.  Your happiness will take a hit but with a little bit of patience you can fix the problem and be on your merry way.

Not bad for a phone game and great to just fiddle with between short tasks.  I'm actually surprised by how fun I'm finding it and the production quality on it is top notch.  Of course you can pay if you want but it's possible to get a fairly decent looking city without spending a penny and after that it's just patience.  It's free so it's not like you have anything to lose, go try!

Friday, 21 February 2014

Paying to NOT Play with World of Warcraft

Well I didn't think I'd ever be talking about this game again.  I still remember back when I was in high school, just after I finished my GCSE exams, coming home and loading up WoW for the first time.  I remember back during Burning Crusade, when I said "fuck it" to study during my A Level study leave and just whittled away the hours on this game.

Now, World of Warcraft is a completely different beast.  From what people who still do play have told me and from what I've read, it's been dumbed down a great deal and it's only a mere shell of that game that I once had rather fond memories of.

I suppose this post is a kind of extension of the money grubbing rant I made a while ago, so before I even start talking about this stuff, if you want to know how I feel about cash shops and microtransactions, then you can get a general idea from this video.

Now, World of Warcraft isn't exactly new to the idea of nickle and diming its customers.  I remember just after I stopped playing Blizzard released some kind of mount that looked like a bunch of stars in the shape of a horse or something.  People were laughing at it and calling it a piece of shit because there wasn't any way to earn it in game, you had to BUY it from a cash shop.

The reason it was met with such negativity from the player base is because the whole reason you play subscription based MMOs is so that you don't have to deal with this cash shop dog shit.  You buy the game and pay £7/month or something and you get access to everything for that.  In a genre like this where the developer is CONSTANTLY expected to create new content for an ever expanding world, then I won't begrudge them for a subscription fee, but a cash shop is taking the piss.

But times have changed and by the looks of things it seems like all the smart players have fucked off to other games because recently THIS happened.
That picture is from the in game cash shop and is giving players the option to BUY a max level character for $60!  Why would anyone do this, really?  You could buy a NEW game for that much money but Blizzard expect (and people will) people to shell out $60 for a max level character, I mean Jesus Christ.

But I'm not mad about this, why would I be? I don't even play the game anymore.  I'm genuinely confused as to why this is even a thing though.  Part of the fun of playing an MMO is the journey to the end game.  Levelling with your buddies, doing quests and learning the lore of the land as you go, it's great fun.  But instead Blizzard are expecting people to just cut ALL of that shit out and just jump straight into level 90.

I get that people want to PVP and stuff, but what's the point of playing an MMO if you're just going to skip the levelling?  Especially when your skipping out on this much content, it's like your paying to not play the game, I'm genuinely confused as to why anyone would want to skip it when they are already paying a pretty sizable amount of money just to play.

Maybe one day someone will explain what the appeal is, but until that day I'm just going to blanket label you all as nut jobs with more money than sense.

Sunday, 20 October 2013

Micro Payments Are Cruel

Since I'm still preparing to move into my new apartment, I've not really had the chance to sink my teeth into anything proper and since I've been going out a bit doing all sorts of fun Japan stuff, a surprising amount of my time has been soaked up by my iPhone.

Now when you think about mobile or social games with micro transactions you generally imagine a shitty game with very little depth where you can basically pay money to win the game.  For this reason, they are generally not very well liked by people who play real games since paying to win requires no skill and it's a greedy way for a developer to squeeze cash out of people.

Well you're right, to some extent, but just take a moment and think about what's really going on.  These people aren't paying to win because they are lazy, you go and look at the insane numbers of hours that gets wasted on all sorts of facebook and iPhone games it's easy to tell that people aren't paying to win because of a lack of effort.

Just think about who the majority of these games are made for.  They aren't made for you and me, they are made for people who don't game at all and just want a quick fix of entertainment while they have time to kill, or something to play in the background while they upload pictures of the sandwich they had for lunch or whatever bullshit so called "normal" people like to do.

So when these people drop money on these crappy games, they aren't paying to win because they are lazy and just want an advantage, they are paying because they suck and they wouldn't be able to get to that point in the game any other way. 

When you think about it that way it's sort of cruel, that these people who don't really like video games anyway feel the need to drop money on shitty shallow experiences because they somehow became somewhat addicted to clicking farmyard animals......and they suck at even that.  These guys are making carrot on stick games that are JUST hard enough for non gamers to suck at them but not hard enough to make them quit, so instead they just pay a couple of pounds for that thing they can't get.

It's both cruel and genius at the same time, makes me think I should try and develop an iPhone game....