Geek Bravado

The blown hard arrogance of Parallax Abstraction.

Tag Archives: PC

Indie Hypocrisy Part Deux: Notch & Walled Gardens

The last time I wrote one of these types of posts, it ignited a bit of a firestorm on Twitter. While some of that was something I should of expected because of the personalities I was criticising, my post was also more mean spirited than it needed to be to make my point. I’m going to try to not be so harsh this time. Also, be aware that the things I’m levying my criticisms at happened a little while ago. I didn’t have any time to blog last month so this isn’t as topical as some of my other posts are.

Being as big a fan of the PC as I am, I’ve been paying close attention to Windows 8 which is due to launch later this week. My opinions of it have swung around quite a bit and I’m still in a bit of a weird place where I’m not sure what to think about it. It’s likely a number of posts in the near future will be talking about it in some way.

I am a huge admirer of both Minecraft and it’s creator Markus Persson (aka Notch). The game is not really my thing but I totally see what’s cool about it and why it’s become the viral sensation it is. Notch went from obscurity to overnight epic success and in my opinion, he deserves it. Not unlike myself and others I’ve both criticised and admired, he’s also known for speaking his mind bluntly, something he did when he took Microsoft to task over Windows 8. As I said in my last one of these posts, I like people who speak their mind, even when they know it will stir up controversy. This industry is too full of PR filtered crap and it needs more brutal honesty. But (and I say this as someone who still isn’t running Windows 8 and is very much on the fence about it), I think Notch’s slamming Windows 8 for being closed is both disingenuous and hypocritical.

Now, one of Neowin’s reporters already said to Notch a lot of what I wanted to say here. Basically, he slammed Windows 8 for being closed and the author called him a hypocrite because he happily embraces other ultra-closed platforms such as iOS and Microsoft’s own Xbox Live Arcade, both of which have seen great success with their respective versions of Minecraft. Unfortunately, Notch chose to respond as if he was personally attacked which I don’t think the tone of the article was doing. His statements against Windows 8 were his and the author responded to him. And the thing is, the author’s right.

What I find hypocritical is embracing platforms that are engineered from the ground up to be as closed and controlled by their creators as possible while simultaneously condemning a platform that is still one of the most open this side of Linux. Now it’s true, the new “Modern UI” (formerly Metro) component of Windows 8 does require that any software written for it be sold exclusively through Microsoft’s Windows Store and go through a certification process. Microsoft also gets a cut of those sales. I’m among those who see the potential in it but have strong reservations about what it can mean for Windows itself.

But here’s the thing: The wide open desktop component is still alive and well in Windows 8 and there’s zero evidence it’s going anywhere. Many doomsayers claim that the “Modern UI” is Microsoft trying to turn your PC into a closed tablet ecosystem where you can only run what they let you and only if they get their cut. I can understand there being concerns about that, I really can, but there is simply no proof that such a thing is their full intent or that the desktop will suddenly be gone in Windows 9. To do such a thing would be suicide for Windows and Microsoft knows it. Enterprise will never adopt a walled garden ecosystem, there are years of applications out there that require the desktop that will never get Modern UI versions and the way the environment is engineered will simply make a lot of specialised and high-end applications impossible. Most modern games and media creation software for example, simply can’t work as walled apps. These are just two of the segments that drive Windows dominance in the PC space and Microsoft’s not going to cut them off.

Should their intentions change, I’ll be right at the front of the hate line with my pitchfork and torch. I’m simply wanting to see evidence of intent before I get in that line and there isn’t any yet. Adding a new, closed layer on top of the desktop is certainly reason to raise an eyebrow and observe but it is proof of nothing. The fact is, Apple made super closed ecosystems popular, Google made them more popular and Microsoft is simply continuing on a trend that people want. And what many mainstream people are saying is that they don’t care about not owning content and having everything be controlled by a large company, so long as there’s an appearance of security and they don’t have to make any real effort to learn how to use a computing device. Not to put too fine a point on it but a lot of people are lazy and/or stupid and they have a lot of money. If Microsoft wants to be a part of that, I have no issue as long as the parts that I both know how to use and enjoy remain and continue to be supported. If I start to feel sidelined, I will look elsewhere but I don’t believe I have been yet.

Where I believe Notch really became disingenuous was when he claimed that Microsoft wanted to certify Minecraft for Windows 8, implying that if he didn’t certify it, his game wouldn’t work at all on the new OS. That’s simply not true. What they actually wanted to do was create a “Modern UI” version of Minecraft that would be sold in the Windows Store and which would likely work on the new Windows RT tablets in addition to Windows 8 on PCs. If he doesn’t want to do it, that’s his choice but the existing PC version of Minecraft works just fine in Windows 8′s desktop environment. I know, I just tried it on a test machine before I wrote this. There is no certification process for desktop software on Windows 8 and it’s just as open a platform as it ever was. Leaving out this detail was a critical omission on Notch’s part and I don’t think it helps his argument. Windows 8′s “Modern UI” environment is no different than the Mac App Store and just is as restrictive in many ways. But like the Mac App Store, it’s completely optional to use (though I admit, it’s much more in your face) and if you want your wild west environment that is the desktop, it’s still there and comes with a few improvements in Windows 8 to boot. Minecraft is not being shut out of Windows 8 because he chooses not to have a version of it in the Windows Store.

A lot of this fearmongering of Microsoft killing the desktop reminds me of a big controversy back when Windows Vista launched. A New Zealand based security researcher claimed that Vista had layers of DRM baked in that were designed to make it impossible to play unauthorised content on it and was closing large portions of Windows to protect the interests of content industries (i.e. Hollywood and the record companies). He got a lot of press and a lot of people condemned it as the beginning of the end for Windows. Long story short, his paper was proven to be poorly researched, biased garbage (see Response to Criticism section), none of what he predicted came true and he’s pretty much never been heard from since. Now, Windows Vista was a pile of burning garbage for other reasons but this chief scare tactic just wasn’t true but everyone still got riled up despite a lack of proper evidence.

Now I want to be clear, Minecraft is Notch’s game and he can choose to put it or not on whatever platforms he chooses. If he doesn’t want to be part of the Windows Store, I don’t hold that against him. Even if I end up installing Windows 8, I don’t see myself buying a lot of content from there. I do however believe that he doesn’t have much of a leg to stand on when he claims he’s against closed platforms while embracing some of the most closed ones around at the same time and I find it a disservice to his fans to phrase his objection like Microsoft is shutting Minecraft out of Windows 8 altogether when that’s simply not true and there’s no evidence whatsoever that they plan to go in the direction he claims they are.

I’m trying to keep an open mind about Windows 8 but I do have concerns about Microsoft’s long view of where Windows and the PC are going. But past evidence has shown that trying to guess motive and getting upset about it in advance usually just ends up making people look ridiculous. When Microsoft decides to deprecate the desktop, PC users should be upset and I’ll be right there with them but until then, can we base our criticisms on facts rather than wild speculation?

Notch, I highly doubt you’re ever going to read this but if you do, I hope you don’t also interpret it as a personal attack. I truly have a lot of respect for you and what you’ve accomplished. I don’t intend to insult you but as someone who does have a large pulpit from which to speak, I don’t believe what you’ve been claiming properly serves either your fans of the PC community as a whole. You may disagree and that’s cool but I hope you may understand where some people find issue with the position you’ve proffered. I’m not trying to convince you to like Windows 8 but if you’re going to hate it, please hate it based on what’s known rather than assumed and understand that when you embrace elsewhere what you rail against Windows 8 for, it causes some to ask why.

Don’t ever buy a product from Auzentech

Bad customer service is the rule and not the exception today. I’m a victim of it every day both personally and in my job as is most everyone else and like those people, most of the time I just have to suck it up and accept it as the way things are. However, my recent experiences with boutique manufacturer of sound cards (and other things) Auzentech Inc. has been so incredibly, mind-boggingly awful that I had to write something about it not only to vent but as a warning to anyone else who is planning to give this awful company any of their money.

I built a new gaming PC a little under a year ago. I use a good headset and discovered quickly that the mainboard’s built-in audio didn’t have enough power to properly drive it. I tried out a mid-line Asus sound card and wasn’t terribly pleased either but then found out about the Auzentech X-Fi Forte 7.1. This card uses Creative Technology’s well regarded X-Fi chip but has much better amps on it. It was well regarded both in reviews and on forums so I went for one at a cost of almost $150 after taxes. Until recently, I couldn’t have been happier. The sound quality was fantastic and it had all the features I wanted.

Then a couple of months ago, I started running into a problem where after extended play sessions, the sound would get very staticy, like you were listening to a radio that was out of tune. I did some poking around and discovered this to be a common and known problem with the Forte 7.1. The built-in heat sink is not good enough and it can sometimes overheat. This problem has worsened over time. In addition, the latest drivers made available from Auzentech’s web site will not install because they say the installation CD isn’t inserted (putting in the one that comes in the box doesn’t help). Several people said Auzentech has fixed the static issue with a new hardware revision and that setting up an RMA to get my Forte 7.1 replaced would solve everything. I’m never pleased with having to pay shipping to get someone else’s screw-up fixed but such is life. I created a ticket on Auzentech’s web site and waited for my RMA number.

That was six weeks ago and counting. No acknowledgement, no response, no replacement card. I have about a month left on the warranty and the time gets shorter every day.

I started looking around some more and discovered that many people going back as far as 2008 have had problems with Auzentech taking weeks to answer tickets and in some cases, never answering them at all. Apparently in their minds, actively selling premium products with a legal warranty doesn’t mean they have any obligation to honour said warranty. As usual, the useless tech press never mentioned this in any reviews of the product (save one from HardOCP that I missed originally), despite it being well known among users. The consensus I found was that Auzentech products are great when they work and don’t break often but when they do, you’re basically screwed. Not in my world, thank you very much.

Since the second week went by with no response, I’ve been on a quest to get a hold of someone, anyone from this company and get the replacement I am legally and morally entitled to. This has been neither easy nor fruitful thus far. Auzentech does not offer phone support and the only US phone number on their web site is a voice-mail only line. I’ve left multiple messages, none of which have been returned. I have not yet incurred the expensive to call the South Korea office but I don’t imagine I’ll get anywhere there either. I tried to join their forums but new accounts have to be manually approved by a moderator and mine never was. I did manage to discover e-mail addresses for their RMA department the company President Stephane Bae but so far, those have gone unreturned as well. I’ve tried to dig up more on this guy but other than finding out he once worked in marketing for another company that was at the same address until around the time Auzentech started, there’s not much out there. All of this has the feeling of a company that’s gone out of business but their phone number still works, their products are still being actively sold in stores and online and just this month, they made a news posting on their web site about migrating to a new server. They’re clearly still around, they just seem totally uninterested in honouring their warranties.

I’m not sure what to do from here. I’ve submitted this story to The Consumerist twice and been ignored (likely because this isn’t a big company they can publicly shame). From what I can tell, there is no real legal recourse I have for this other than suing which obviously isn’t fiscally practical for an issue like this. I’m considering replacing the card with another Asus model that’s in the same ballpark but it’s over $200 to do that and I won’t recover much of it by selling my Forte 7.1, which I would have to do at a steep discount because of its issues. I’ve asked the place where I bought the card if they have a different support channel but have gotten no response there either. It truly appears that there’s nothing I can do at this point, something I’m quite certain Auzentech is aware of. If anyone knows of anything else I may have missed to try to find out more information about the company or how to contact their employees, please feel free to leave a comment or let me know over Twitter.

I’ll post more about this saga if anything further develops but needless to say, I don’t think anyone should give this scumbag, fraud practising company a dime. If you are in the market for a sound card or anything else Auzentech sells, run, don’t walk away with your money. Don’t believe the useless tech press reviews, this is a company that knowingly sells products with design flaws and seems completely unconcerned with honouring the legally binding warranties they include with them. Whatever their reasons are for this, I don’t care. You took my money, you have an obligation to support your customers and if you can’t, you should stop selling products to them. I’m hoping this public shaming will cause someone at this company to crawl out from under a rock and provide me some kind of help but I’m not holding my breath.

UPDATE: I got fed up with the continuing issues and after some research, decided to pick up an Asus Xonar DGX because I couldn’t justify the expense for the higher end ROG Xonar Phoebus. Ever since, I’ve been kicking myself for not buying one of these back when I built this PC. It cost about 1/3 as much, the drivers while not as elegant as Creative’s, do still offer a ton of customisation options (including a manual maximum volume cap which I’ve wanted and the Creative drivers couldn’t do) and the sound quality through my Razer Carcharias headset is fantastic. Beyond that, I have actually noticed a noticeable improvement in both my frame rate when gaming and my overall system stability. I used to get occasional blue screens (especially when resuming from sleep) that I blamed on my overclock and my monitors would also refuse to sleep because the system kept thinking an audio stream was open, even when there was nothing playing. Both problems have vanished with the Xonar DGX, meaning there was more wrong with the Forte than I even realised. I’m going to continue fighting to get this card replaced and if I can, I’ll be selling the replacement and sticking with the Xonar DGX. An Auzentech product will never go near a system I own again.

Gabe Newell says a lot of things

I think Valve are awesome. They make great games, Steam while not perfect by any means is still a fantastic digital distribution platform and they have a corporate culture I would do morally questionable things to be able to work in. I would argue that no one company has done more to advance and evangelise the ideas and strengths of PC gaming than this company.  Their founder and “leader” (you can’t really call him that within their structure) Gabe Newell is an incredible genius and business driver who I would place on a podium right beside the likes of Steve Jobs and Bill Gates. I would consider it the thrill of a lifetime to be able to meet and talk with him for even five minutes.

He also likes to make waves in the press and has once again by commenting that the upcoming Windows 8 is “a catastrophe” and that it is,  among other reasons, why Valve is beginning to heavily invest in Linux. This originally came from AllThingsD which is to Apple what Fox News is to Republicans so it’s possible the context of his quote is being twisted but it wouldn’t surprise me if it was true. Now, I’ve not yet written about Windows 8 because I haven’t used it enough to form a full opinion but I have my worries about its radical changes as many others do. These changes are significant but I would hardly call it a “catastrophe”, especially since everything that’s great about Windows 7 is still there and not going away any time soon. Nonetheless, when someone with the knowledge and clout of Gabe Newell speaks, people listen. As well they should.

Before the fanboy press uses this as a reason to point at Microsoft and go “SEE! We were right!” (they’re already doing that anyway), I think it is important to also consider Newell’s history with strongly worded comments like this and how his company’s view has often not followed through on them. Back in 2005, Newell commented that the Xbox 360 “makes his life a lot worse” because of justified gripes like the optional hard drive. He’s also recently railed against Microsoft’s ridiculous certification process and insistence on charging for all DLC, both of which I also agree with. Nonetheless, this hasn’t stopped them from releasing all their recent titles on it to very healthy sales. He also called the PlayStation 3 a “total disaster” but ended up embracing the platform to an even greater extent by putting a version of Steam on it with Portal 2 and taking PS3 development internal after EA buggered up its version of The Orange Box.

I don’t consider him a hypocrite for these statements really. That Valve ended up supporting both systems isn’t an indication that his feelings weren’t genuine or that his gripes weren’t real, just that they had the talent to overcome them. Still, that he seemingly comes out against something publicly doesn’t mean that Valve won’t support it and in the end, possibly end up liking it. Newell likes to speak his mind, something I’ve said I think more people in this industry need to do. I think he intentionally makes these bold statements about new platforms yet to come out because he knows people listen to him and he wants to see people both inside and outside of Valve take it as a challenge and rise to the occasion. He knows this stuff will get quoted and if there’s one thing about Gabe Newell I’m sure of, it’s that he never says anything without a lot of thought having gone into it.

Personally, I still don’t think Linux will ever gain major desktop or gaming adoption. There’s too many editions with inconsistent features, not enough hardware support, it’s a technical support nightmare and while it’s an incredibly powerful and flexible platform, it’s still built first and foremost by engineers. Even after using editions built for more “mainstream” users like Ubuntu, I still don’t feel they fully understand ease of use and there’s still too much elitism within its community. That’s not to say I wouldn’t like to see it gain traction (especially given it’s wide open nature) and if anyone can make it happen, it’s Valve. I eagerly await the chance to try out Steam and Source Engine games on a Linux drive at some point soon.

I do wonder if Newell is less worried about the major interface changes in Windows 8 and more about the fact that it comes with a built-in store that could compete with Steam, something I’m not big on either. Microsoft hasn’t yet been able to do a digital store elegantly (especially on PC) but I think more competition is always better. I would love to be able to hear him speak on this subject in greater detail and hear how his experiences with it differ from mine. I’m hoping to get to spend enough time with it to be able to write up my own impressions soon.

What Gabe Newell said was important and should be talked about but as fanboys chalk this up as another reason why Microsoft, Windows and PCs will be dead in a few years, I think it’s important to remember his history of saying such controversial things and what’s really ended up coming out of those statements. He’s a brilliant man and part of a brilliant company but one of its many strengths lies in that they tend to find slick ways to embrace, rather than ignore the things they’ve talked down about. Despite what he’s said, I’m guessing we’ll see Steam playing very nicely with Metro and if Valve’s really smart (and they are), quickly getting a version of it made for Windows 8 tablets as well and putting their flag down in a whole other market. I very much look forward to what they do in the future but Valve is still one company in an industry and I think people shouldn’t take Newell’s carefully planned statements as die hard gospel.

Meet the new hotness, same as the old hotness

Remember when pretty much everyone in the games press and a good chunk of the industry said PC gaming was dead? Man, that seems like it happened so recently. That’s probably because it did. Only a year or two ago, you couldn’t look at a non-PC enthusiast site without seeing almost everyone condemning the platform as corpsified and one that would always play second fiddle to consoles in the home, saddled with half-assed ports of games that were designed for controllers and 720p first. Even with the huge rise of mobile and indie development, everyone said there just wasn’t a case for gaming on computers anymore. The usual bevy of nonsense excuses was offered: Piracy’s out of control! A computer than can run games is too expensive! PC gaming’s too complicated!

Then some time in 2011, the sentiment almost universally shifted and in the last couple of months, this seems to be the increasingly common viewpoint.

As a life-long PC gamer first and someone who also supports computers for a living, I’ve always thought similarly to Jim Sterling. I’ve owned every console since the PS2 and have a huge library of console games. I don’t dislike consoles at all, far from it. However, especially in recent years, the continued excuses I hear about why PC gaming can never be mainstream I always believed to be crap. Piracy is a huge problem on every platform from Xbox 360 to iOS, it’s just whined about more on PC. Virtually any computer you buy now can run games to some degree and even something as low as $500 can run AAA stuff decently if you don’t care about having all the settings maxed. Most reasonably equipped PCs can easily be plugged into a TV if you want to game on the couch and almost every new game has native controller support. And with the lessening frequency of driver updates and well as drivers, games and operating systems that keep themselves current automatically, it’s never been easier to be a PC gamer. I could sit my girlfriend or my Mom down with a new PC with Steam on it, say “Buy, install and play something.” and neither of them would have any harder a time doing that than they would putting a game into a console. Sterling also touches on how digital distribution means the actual games are almost always cheaper now as well. The standby excuses no longer apply and are just that, excuses.

Meanwhile, consoles have paid online services that are free on PC. Patching also became possible this generation which has given rise to the “release now, patch later” mentality that the absence of used to be their greatest strength. This is backed up with manufacturer “certification processes” that are supposed to ensure you get quality in the box. However, especially of late, we’ve heard many developers (especially smaller indies) complaining about how bureaucratic and slow they are and how more and more are finding the process not worth it. Even with this, we still get numerous games like say, every Bethesda release that are often barely playable at launch or the strange and continuing problem of most Xbox Live Arcade titles shipping broken online play. When you combine this with both Microsoft and Sony making games more and more secondary and trying to turn their machines into all-in-one living room devices, I think Sterling’s bang on when he says that consoles are simply becoming closed, less powerful and increasingly less friendly PCs.

Most indie developers have said that they both endured fewer headaches and made more money by releasing to Steam on PC or even the App Store than on any console service. Services like that allow you to create and release a game entirely on your own whereas Xbox Live Arcade requires that you have a publisher who cuts into your profits. Then there’s retail games where self-publishing hasn’t been a realistic option for over a decade. You can patch and update your game with ease and as often as you want on PC without penalty and contrary to the console certification philosophy, PC games that are broken at launch are no more or less common. In other words, PC not only has by far the largest number of potential players in the world, it’s the easiest platform to develop and maintain your game for.

Here’s the thing though: That’s been the case on PC for the better part of a decade now and it was the case throughout most of this time when people declared PC gaming dead. What amazes me is not only that the pendulum has swung back but that it’s done so with such speed that the pendulum’s practically warped by the G-force. The PC always does get a bit of a resurgence as a console cycle ends and given that this cycle has gone on way too long, a certain amount of that is expected. This time seems different though, with many developers big and small now speaking out against how frustrating the consoles are to work with and how many who have previously released on them aren’t going to bother anymore. Many say that between PC and mobile platforms, consoles are increasingly becoming irrelevant and that the next generation may be the last of them, at least in their current form. I don’t know if that’s true but I do know that PC and mobile are raising the bar of value expectations both from developers and consumers and if the consoles want to continue to have the great success they’ve attained, the large companies in charge of them need to stop slogging through the mud and learn to be agile and less controlling.

What I’ve really learned throughout watching this huge and sudden paradigm shift is just how increasingly irrelevant and frankly useless the enthusiast press is becoming. The same people who were declaring the PC dead with certainty only a couple of years ago are now cheering it as the killer of consoles. These are the same people who said the DS and Wii were gimmicky and would never take off and that people would never want to play games on a mobile phone and that PC gaming was always going to be a niche for wealthy nerds. PC gaming never went anywhere and was never close to dead but people believed it because the enthusiast press said so. I’ve come to realise in recent months that the segment is really just an inter-feeding echo chamber based on opinions people pull out of thin air without any real empirical evidence. Time and time again, the enthusiast press proves itself to be pretty useless at understanding trends and what consumers actually want, only at taking wild guesses and stating them as fact. It frustrates me to see their word so often taken as law among gamers, even when it constantly flip-flops and is proven wrong by others who remain ignored. I don’t know how one goes about fixing this problem but I’ve been granularly moving further and further away from this segment of game coverage in the last couple of years and I think if they aren’t careful, a lot of other people are going to as well. If when the next Xbox and PlayStation come out, we start seeing coverage once again swinging back to the PC being irrelevant, I think perhaps it’s their own relevance they should check.

I’ve always been a PC gamer first and will continue to be, even though I will likely be all three new consoles when they arrive. I do wonder what the future is going to hold in this regard but the important thing to remember is that throughout the entire history of gaming (including one major crash), playing games on computers has always endured and grown, no matter what has happened to every other segment. I think consoles are important for growing the gaming audience but if the future is in fact one where open, expandable, decentralised platforms can once again be dominant, I think that’s ultimately good for everyone. Regardless of where you choose to do your gaming, make sure you make your choice because it’s where you prefer to be, not because it’s where the increasingly irrelevant press tells you to be.

Bethesda Doesn’t Respect Their Customers

So it turns out I was very wrong when I thought my freelance work and life in general was going to calm down some in December but I’ve finally found some time to spit out another blog entry. This one isn’t part of my series on gaming’s future but it is game related. It’s going to be a big one but it’s because there’s a lot to explain.

The last time I talked about a publisher, it was THQ and I started off by discussing how they are kind of unique in many ways. Perhaps the only triple-A publisher more unique than them is Bethesda Softworks. Started in 1986, they are three years older than THQ and have never attained–or seemingly aspired to be–a similar size, remaining small by comparison and never going public. For much of their early history, they developed and self-published all their own games, something rarely done even back then. In the mid 2000s, they started releasing titles from other companies, largely shovelware grade and they all reviewed and sold poorly as a result. Nonetheless, they’ve continued to grow and thrive with their parent company ZeniMax Media recently going on an acquisition bender and picking up some notable names including the venerable id Software. This growth has largely been fuelled by the strength of their in-house titles, particularly Fallout (acquired from the ashes of Interplay Entertainment) and The Elder Scrolls series of open-world RPGs. The fifth iteration of this series, Skyrim was released a little under a month ago and was met with universal acclaim and has sold in excess of seven million copies already. That’s a stunning achievement for any game and virtually unprecedented for an RPG.

Unfortunately, Skyrim has also held true to Bethesda form in a more infamous way: It was full of bugs and glitches at launch, some of which are crippling to players. It is true that when you are crafting worlds that are so massive and complex, it’s exceedingly difficult to test for everything and I can forgive a few hiccups here and there. However, Bethesda titles have had horrible launches throughout the company’s history and combined with the lack of support they often receive, I believe this demonstrates a fundamental lack of respect for their customers that’s rooted in their corporate culture. I think it’s time critics and gamers alike start really taking this company to task for the poor state in which their products launch. It’s something other publishers are often slammed for but Bethesda always seems to get a pass on.

I remember getting a copy of The Terminator for DOS back in 1990. This was Bethesda’s second title ever and was also an open-world, a very impressive thing to pull off with the technology available then. I also remember never being able to successfully play the game for more than a few minutes. When you first ran it and had to refer to a code sheet to get past the copy protection (this is how DRM worked before the Internet), you only had about a 50% chance that it wouldn’t crash after you entered your answer, correct or not. Once I did manage to get into the game, I often found stores that wouldn’t load in properly, vehicles that wouldn’t let me drive them, objectives I couldn’t complete and this was on top of sudden random crashes that happened every 30 minutes or so on average. And since this was pre-Internet, it wasn’t as simple to fix as going online and downloading a patch. This was a full price, triple-A title for the time and it was released so broken that I never got to enjoy it. Since then, every single release in the Elder Scrolls series has had major bugs at launch, some of which can completely break a save game if you run into them. Fallout 3 had major issues that were eventually corrected with patching and its spin-off sequel, the Obsidian Entertainment developed Fallout New Vegas was an utter disaster when it came out, taking months of slow-to-appear updates before it got to a state where most could finish it. Many players even found out that one bug was so bad that if you happened to run into it and save after, the only way to fix it–even after a patch–was to start your whole game over again. When you’re taking titles that can have 250+ hours of content, that’s not a small thing to ask. I waited almost a year before I started New Vegas and even then, I still frequently ran into problems.

Fast forward to present day and we have Skyrim. While it is largely acknowledged that this is one of Bethesda’s smoother launches in recent memory, it’s still been a rough one for many. There are many reports of glitches and bugs, the Xbox 360 version looks substantially worse if installed to the hard drive, the PC version has a appalling user interface (worse than even their previous PC releases) and crashes are still frequent. To try and address the most urgent concerns, Bethesda rushed out an interim update while they worked on a bigger one. True to form, that patch broke some fundamental things and now players are waiting on another patch to fix those problems and hopefully not break anything else. What’s worse and more scandalous is the state in which the PS3 version shipped. I haven’t played that version myself but shortly after launch, it was reported that PS3 users were experiencing a major drop in frame rate as their save files increased in size, something that happens through normal progression as you have more of an impact on the world and information about that is stored. This has affected all of Bethesda’s other RPG releases on PS3 and apparently only gets worse as DLC is added to the mix. It has become noticeable in Skyrim more quickly because it is larger than any of their other releases to date. The first patch was supposed to address this to a point but many said that they noticed no improvement and that many had now progressed to the point where their frame rate was so low, they had to stop playing. We’ll get into this more later.

So, how does this demonstrate a lack of respect from Bethesda as a whole to its customers? There’s a number of factors at play here. Many come down to the now very outdated technology that Bethesda RPGs are based on and how they’ve continued to use it, despite it never really having been up to the job. Since Morrowind–the third Elder Scrolls game released in 2002–Bethesda has used an engine called Gamebryo. This was a very popular engine at one time that was used in everything from shooters to strategy games. It the late 2000s, it struggled to keep up with the market and quickly started to get eclipsed by other engines like Unreal. Its popularity among developers waned and eventually, it’s creators (Emergent Game Technologies) went out of business and GameBryo was sold to a Chinese company who still produces it today. Due to the engine’s ability to handle open-world games and presumably Bethesda’s familiarity with it, they continued to use it for most of their releases in this hardware generation. This is not a bad thing on its own but as their games have gotten bigger, it’s become obvious that Gamebryo is not always up to the task. Many users complained of things like stiff animations, weird random scripting that would make NPCs say baffling things, often in the wrong voice and a dialogue system that involved the characters were were talking with being locked in eye contact with yours, making conversations more creepy than organic. Nevertheless, they’ve steadfastly continued to use the ageing technology and haven’t adopted newer releases. The version used in Fallout New Vegas has a copyright date of 2006, even though the game itself came out at the end of 2010.

When Skyrim was announced, gamers were delighted when Bethesda proclaimed that it would use an all-new internally developed engine. Once PC gamers like myself got our hands on it, we quickly learned that this was simply a damned lie. Without going into too much technical detail, Skyrim uses the same setup utility, configuration files and asset file structure as Morrowind, Oblivion, Fallout 3 and Fallout New Vegas. Within hours, the PC community was releasing mods for Skyrim because they already knew how it all worked. This “all-new engine” was literally the same dated release of Gamebryo we all saw before. My guess is that Bethesda felt they could get away with calling it a new engine because of the license terms they probably had with Gamebryo. They likely either purchased a lifetime license for it or had a clause in the agreement that essentially allowed them to take ownership of the version they were using should Emergent go out of business, which they did. As a result, Bethesda was able to take the modified Gamebryo tech they had and rebrand it as their own (they call Skyrim’s engine the Creation Engine). Skyrim does include many improvements, most notably an improved conversation system that does away with the NPC staring contests. But this was done by modifying the old engine, not by using a new one. This is the first sign of their dishonestly. Rather than tell concerned and devoted fans that they were using a previous engine but would make the changes people wanted, they blatantly lied to us by calling it a new engine when it was not. In doing so, they claimed to have put a lot more effort into the title than that actually did. The ancient version of Gamebryo they are using is clearly not up to the task of handling the games they strive to make and given how well these titles sell, Bethesda has the financial means to either license a better engine or have a dedicated technology group to write the new one from scratch.

Nothing provides a better demonstration of this technical nightmare than the PS3 versions of their RPGs. The difficulties they continue to have with Sony’s platform have some unique connections to the dated Gamebryo version they use. If they are still using one from 2006 (as indicated on the Fallout New Vegas copyright screen), that means it is from right around or possibly even before the release of the PS3 itself. The PS3 launch was rife with stories from game and engine developers alike, bemoaning how hard it initially was to get their tech working reliably on the platform. When you combine that with how they had to delay Oblivion’s launch on PS3 at the last minute and that the rumoured cause was that they couldn’t get it running reliably with the game’s DLC present, it’s easy to assume the engine simply wasn’t ready yet. I would bet that Bethesda essentially had to hack PS3 functionality into their engine and while newer editions of Gamebryo work fine with PS3, they’ve never updated to them so those hacks are still being used.

I’ll try not to be too technical here but most consoles and PCs have two different sets of memory, one dedicated solely to video (i.e. where the textures and other things you see on screen are stored) and one for everything else (i.e. other behind the scenes calculations like AI and the math behind combat encounters). The PS3 has one set of memory that has to get split between these two functions in different ways. I’m explaining it very poorly (largely because I’m not a programmer) but the gist of it is using memory well (which is critical to game engine programming) is much harder on PS3 than other platforms. In a surprising public Q&A, one of the developers of Fallout New Vegas discusses why this has been a big problem for Bethesda RPGs released on the system and why it’s related to the version of Gamebryo they are saddled with. He went so far as to say (much to the justified anger of the community and the press) that this is such a deep-rooted problem with the engine, that they may never be able to properly fix the issue and that PS3 players may just have to live with it.

This begs the question: If their engine has such major deficiencies when used on PS3, why have they released four full-priced titles with it and substantial DLC add-ons for three of those with Skyrim add-ons coming? It’s bad enough that they are continuing to use old technology while blatantly lying to their fans that it’s “all-new” but to put out titles at the same $60 price point as 360 and PC knowing that the tech powering them doesn’t properly work with the platform? Some would call that fraudulent. The engine they utilise is their choice and I’ll be the first to say I don’t understand enough about programming to be able to say “Just use a better one”. However, I think it’s more than fair to say that if the engine you use can’t provide the same experience on PS3 that it can on other platforms, then you should forgo the PS3 and its audience. If you’re charging them the same price, they have every right to expect the same experience. If what the Obsidian developer says it true, Bethesda has been like a salesman selling you full-size car that he swears has a V8 engine that can carry its weight but when you get home, you find it only has a 4-cylinder and won’t go above 30kph. And by the way, you can’t return it once you find that out.

Beyond this and the now famous trend of Bethesda not testing their games sufficiently or knowingly shipping them with severe bugs still in place (a practice which seems to be a historical standard operating procedure for them), they are always hush on details when problems come to light and are painfully slow to respond to them. They are sparsely active in their own forums, the few responses they do offer are generic platitudes like “We’re looking into it, be patient.” and patches often take far longer than they should come out, usually fixing a set of problems and replacing them with new ones. The first patch for Skyrim introduced issues so basic that I have to wonder if anyone actually played the updated version before deploying it. Communication with players, good quality assurance and timely patches is an area where many big publishers often fail but Bethesda seems to have this embedded in their DNA as a company. They seem to have a culture where ship dates for titles are determined early and that delays are simply not permitted, regardless of how broken a game is when it goes out the door. Their multi-decade history with this practice says to me that they simply don’t care because they know players will still buy their games in large enough numbers that it won’t matter. Sadly, since each of their RPGs has sold better than the last and Skyrim is on track to sell more that 10 million units, they appear to be right.

Personally, I find this lack of respect for their customers repugnant and indicative of the kind of arrogant executive thinking that permeates the triple-A games industry. Lying to your most devoted fans, releasing broken products, using deficient tech on a platform time and again, pushing out non-fixes and then sitting silent when people demand answers is a phenomena rarely seen outside of video games. It’s disrespectful and says to your customers that once you have their money, you don’t care anymore. Bethesda is certainly not alone in this way of thinking but they almost revel in it and certainly don’t raise the bar. Few companies in the world are such masters at creating massive, expansive worlds where right from the outset, you can go anywhere, do anything and almost feel like you are living in that space. Given the scope and complexity of these creations, it’s kind of a miracle that they even work at all. At the end of the day though, we’re the ones paying $60 and that doesn’t matter, it’s supposed to work properly and we have every right to demand it does. These games are runaway hits and you have buckets of money as a result. Start spending some of it on tech and customer service and give us the polished, finished products that work the way they should on every platform you choose to put them on. I can tell you right now, Skyrim will be the last product bearing the Bethesda name that I buy at launch and I’m willing to bet I’m not alone on that. At least with the next generation of consoles probably coming soon, they’ll surely be forced to use a new engine for The Elder Scrolls 6…right?

On Gaming’s Future: Digital Distribution’s Many Challenges

Sorry for the dead air the last while but getting sick combined with a crazy sudden boom in freelance work ate up most of my time. I seriously only got to start Skyrim yesterday, that should inform you on the severity of my time constraints. But things have calmed down somewhat so, back to blogging!

The first topic I’m going to discuss on the future of video games is digital distribution and the challenges it faces. Of the many revolutionary changes that have happened in recent years, the ability to procure games (and most other media as well) in an all digital manner is probably the biggest one. The rapid advancement of this technology is changing the entire business model of the industry and mostly for the better. It’s good for consumers because it allows us to get games much quicker and without the need to track down a physical product. It’s good for publishers because it eliminates the need for expensive physical discs and packaging and cuts out the greedy brick and mortar retailers. And it’s perhaps best for small indie developers. Digital distribution has revitalised this amazing niche of game development and finally given it a large audience and that’s amazing. Some of the great smaller titles like Braid, Limbo and Super Meat Boy likely never would have happened were this means of distribution not available. The problem is that while many say it’s the way all gaming is going, there are a number of challenges that stand in its way and a few things which can make it a headache for consumers when it’s not handled properly.

Many press people, analysts and even many indie developers say that the video game industry will eventually go all digital. That means that you will never buy games on physical discs, rather every title will only be available digitally. This will eliminate middle men like GameStop and Best Buy who take a cut of new game sales and also heavily push used games, ultimately resulting in more profit for the game makers and fewer game boxes cluttering up your space. As examples of this in action, they point to platforms like PC where digital distribution is already a major force and platforms like iOS and Android where it’s the only way to buy content. Services like OnLive and Gaikai which run the games on servers and just stream you a video feed in real time have also come along and are slowly gaining momentum. Many predict that the next generation of home game consoles will be the last ones to use physical media and that the generation that follows will be digital only. There’s a lot of evidence that indicates this to be a possibility and on the surface, it seems like a win for everyone but let’s look at some of the world’s current realities.

Firstly, even in this connected generation, only around half the people who own game consoles connect them to the Internet. That’s millions upon millions of people who don’t play games online, don’t buy them online and were it not for game discs, would have no way to play anything on them. Given that the PS3 and Wii have wireless built-in and it can be added relatively cheaply to the Xbox 360, it isn’t hard to put them online but fully half don’t bother. There is an argument to be made that connecting entertainment devices to the Internet is becoming more commonplace and that with the mainstream success of smartphones and services like Netflix, more people are making the leap all the time and eventually, this won’t be an issue. While those are good points, I think we overestimate the level of complexity mainstream consumers who just want to play a game occasionally are willing to endure. Even after all these years, it’s still a complicated endeavour to setup a wireless network in your home if you’re not technically inclined. Of the 50% of people who have a console today and don’t put it online, how many of those do we think would be willing to endure the headache of doing so in order to be able to play games at all? What about all the young kids who don’t have credit cards to buy them with? There are solutions to both of these problems but we have to remember that we “hardcore gamers” are not the majority audience here. Connecting your console to wi-fi is trivial for us and we know that if we don’t have a credit card, we can easily go out and buy a points card to get content. Getting a soccer Mom to do that may not be so easy and if this industry is going to continue to grow, we need people like that playing games.

Secondly, we have the continuing problems of broadband penetration and dealing with greedy large telcos which control most of the first world’s connectivity. Broadband is getting more prominent all the time but we’re still a long way away from it being ubiquitous. Large portions of the first world still don’t have high-speed access, either because it’s not available or voluntarily (several people I work with who just don’t have Internet access at home) and many press and analysts forget that a lot of the game industry’s business comes from outside North America and western Europe. These numbers are improving all the time but growth is starting to plateau and world governments are doing little to encourage rolling broadband out to non-urban centres. This effectively cuts those people out of a digitally distributed future. On top of that, we have the growing problem of big telcos imposing incredibly low usage caps on consumer connections at a time when bandwidth requirements are only going up because of digital distribution. These companies are desperate to protect their overpriced media offerings and the obsolete business models attached to them and are trying to lock out digital competitors by imposing limits so low with overage fees so high that consumers largely can’t take advantage of digital options. People are mounting good fights to this and are meeting with some success but there’s still a long way to go. When the prospects for getting a game are paying $60 for a copy on disc or $60 plus potentially $10-$20 more if you run over your cap for the month, people cool off to digital purchases quickly. Compared to other media industries such as movies and music, the video game industry has largely been embracing digital distribution rather than trying to fight it off. They do have significant lobbying ability and if anyone could help mount a defence against greedy telcos, they could. If they want an all digital future though, they have to get on this now or risk having the future they desire stopped before it really even starts.

Next, we have digital game pricing. In my last paragraph, I mentioned how buying a copy of a game digitally usually costs the same amount as buying it on a disc. This is something that absolutely has to change if non-enthusiast consumers are going to embrace this new distribution method. These days publishers are quick to point out that whatever format your game comes on, you’re not really buying the game, you’re buying a “license to use the content”. That’s a problem in and of itself but at least when you have a disc, you always have the game and the publisher can’t come to your house and take it from you. In the case of digital games, we’ve already seen cases of publishers abusing their license agreement and arbitrarily taking away purchases for no good reason. Asking people to assume risks like that with no reduction in price is a tough proposition. For all the current unsustainable trends in mobile gaming (more on that in a future post), one thing they and for that matter, sales promotions on digital platforms like Steam have proven is that lower prices means more sales, often with volume making up for the discount and then some. This speaks to a larger issue regarding game prices in general (more in that in the future as well) but by and large, the digital distribution platforms that have taken off have done so because of lower prices. iTunes made digital albums $10 instead of $20-$25 for CDs, Netflix made movies $9.99 for all you can watch instead of $7 per rental or $30 to buy a DVD, Amazon made buying a book digitally 30-50% cheaper than the physical version. While the games industry has happily adopted digital distribution as a way to cut out the middle men, they’re one of the only industries that hasn’t accompanied that adoption with lower prices, I think predominantly because of skyrocketing development costs (you guessed it, more on that in the future too). Consumers have shown that having potentially limited control over their purchased content is acceptable when they see a reduction in price to mitigate that loss of control but they aren’t willing to accept both limitations and higher prices. Digital distribution also effectively eliminates the used games business which makes many publishers salivate but which can have a significant impact on consumers who rely on trade-in credit to keep getting the latest stuff. If you take that ability away but keep prices high, fewer new sales will be a consequence and that ultimately just replaces one problem with another.

Lastly, there’s the limited control issue which I also alluded to above. Publishers have already met with a hailstorm of criticism in recent years because of draconian Digital Rights Management implementations that treat your paying customers like criminals (and rightfully so). The all digital era has the potential to take that to a whole new level and if it’s not handled properly, it can drive many people away from gaming. There are many people like myself who are rightly concerned about what’s going to happen to all our digital Xbox Live and PlayStation Network purchases when the next round of consoles come around. You can bet that if Microsoft and Sony don’t have answers to those questions when those new systems are announced, they are going to have a lot of angry customers on their hands. With digital distribution comes the inherent problem of control, how much freedom you have to access your content in the future, what happens if the platform holder shuts down etc. For some people this isn’t a concern as they may not care about playing most stuff years down the line but this is an important issue for many “hardcore gamers” such as myself. For me personally, it’s not even about whether I’ll be able to play every game going forward, it’s more that I paid to “own” something and having it available should I want it in the future should be part of that. All of these concerns are things that platform holders can address pre-emptively, most have simply not done so due to a lack of consumer demand. That demand has not existed in mass quantities up to now but I can see this changing soon and it will inevitably become a large part of the discussion when the idea of all digital consoles get thrown out.

Despite everything I’ve said above, I actually welcome an all digital future for games and most other media. From a straight up convenience point of view, there’s simply no question as to what’s better. All of the problems I discussed can be dealt with in a way that benefits consumers while ensuring that the creators of games get the money they deserve. The gaming public simply needs to speak up on what they want and the publishers need to show that they’re willing to work with us. I think this future is coming in some form regardless but I also think that it’s maybe not quite as close as many predict.

Retail Can’t See the Apples Through the Trees

Say what you will about Apple and I can say plenty but if there’s one thing they understand better than anything else, it’s tailoring the user experience. Perhaps nowhere else is this more apparent than in their branded retail stores. Sean Sands from the awesome Gamers With Jobs wrote an interesting piece on this subject. Like myself, he’s a die-hard PC guy but as his wife is in graphic design, she’s a heavy Mac user. After an unfortunate incident involving fruit juice and her MacBook’s keyboard, they were forced to make haste to their local Apple store for assistance. What Sean describes next is what sounds like a blissful masterpiece of customer service design and execution. If you want more of the details, check his article out, it’s a good read.

I’ve never bought anything from an Apple store but I have been in them and seen how they operate and it is very impressive. My employer also does some work for their Canadian locations and I’ve heard our staff comment on how much better customers are treated there. Some say that it depends on the store and that in others, the “Geniuses” are actually anything but overall, I think they definitely aim for a high standard. A few years ago, I worked for another electronics retailer with just a few more locations, Best Buy or more specifically, the Geek Squad. In my two and a half years there, I went through several job titles and sets of responsibilities but through all that, I was in positions where I was interacting directly with customers. I always made a point of being friendly, courteous, knowledgeable and if I couldn’t answer a question, saying so and doing my best to get the information needed. I tried to inspire this behaviour to my co-workers but as I spent more time at the company and learned of its real goals, I knew this was a fleeting pursuit. My morale dove off a cliff shortly thereafter.

In the modern retail world, the stated focus is on great customer service but in reality, the focus is on selling you as much stuff as quickly as possible and trying to provide a good service experience along the way. If you don’t, customers in general have short memories and are being accustomed to expect being treated like cattle so they won’t ultimately mind much. The general corporate mindset of today is “meet your numbers no matter what, we’ll deal with what happens after the quarterly results later” and that reflects in the average retail experience. Apple understands very well that if you treat your customers like gold now, the loyalty and respect you earn from them will provide greater returns in the long run than simply fleecing them as much as possible and shoving them out the door. Apple’s astounding success in recent years is all the proof we need. Granted, there is a lot more to Apple’s image and success than how their retail experience is and many have tried and failed to prove up to now that just “being like Apple” isn’t at all a simple thing to do. It’s also much easier to hit your revenue and profit numbers (make no mistake, Apple stores are as heavily metrics focused as any other) when you’re selling computers that cost several hundred dollars more than they should on average.

With the tsunami of new customers Apple is acquiring in general, other retailers can’t afford to ignore how their experience compares to the Apple store. Not only can people go there for Apple products, they can go there for Apple products instead of another brand they also sell. The key is getting people to shop with you instead and Apple is proving that to many people, the lowest price isn’t necessarily all you need. Retailers do have the means to change their culture to be about putting the customer first and letting the profits flow from that. I can think of a few off the top of my head:

  • Taking away commission sales but also paying a good hourly wage with a strong bonus incentive based on customer feedback and not just sales targets. When you’re paying someone to sell electronics so little that they’ll never be able to afford to buy what they’re selling, it’s rare that you’re going to get an enthusiast who is passionate and knowledgeable about the product.
  • Employee training on how to make customers happy, not on how to just find ways to weave more upsells into the conversation. Make sure they know it’s OK to not know the answer to something and say you need to get more information.
  • An easy to access, fast and current information resource on the products you’re selling and a way to ask for answers if you don’t know something. Being able to access the consumer facing web site on the cashier terminals isn’t good enough. Having a chat-based salesperson support staff with fast research skills would be really good.
  • Better (i.e. not horrible) warranty and return programs. Anyone who has had to have something repaired or replaced under an extended warranty plan knows what I’m talking about. The experience is horrendous and only because it’s cheaper for it to be that way. Your margins are already very high on these programs, accept a little bit less and get properly trained people and a consistent, reliable and fast service pipeline.
  • Make the salespeople and techs partners, if not the same job. At Best Buy, the techs hated the salespeople because they always overpromised and created unfair burdens on them and the salespeople hated the techs because they were often rude to customers (due to being stressed out) and never got things done quick enough. The culture needs to change so that both types are taught to work together and that one’s actions affect the other’s. Ideally, the entire staff should be skilled in both trades so they can interchange easily but that’s a tough undertaking.
  • Sell them the product first and all the other stuff after. The biggest problem at big box retail is that the experience has not become about selling you the product you need but all the overpriced accessories, warranties and setup services to accompany it. That’s because the profit margins on these additions is often orders of magnitude greater than that on the product itself. One of my old Best Buy managers used to say “If you don’t sell something else with this computer, it cost us more to pay you to complete the sale than we made from it.” This needs to stop. There’s nothing wrong with recommending stuff the client might need but if you make that the focus of your sale rather than getting them the right product, you’re burning potential loyalty.
There is of course one major problem that all of these issues share: They’ll cost a bunch of money to fix. In the current business climate of “next quarter is all that matters”, this is a hard step to take. Nonetheless, it’s what Apple does and they’re one of the biggest companies in the world so haven’t they already proven there’s merit in it? Fixing systemic problems sometimes requires some hurt up front but in the end, I think a strategy like this is better for the customer and ultimately, better for the company. Simply put retailers, you’re not beating Apple so you’d best join them while you still have a chance. I don’t see anything that’s going to make me switch to Mac any time soon but if I was, you’d be damn sure I’d be buying it from an Apple store and not from Best Buy.
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