Tuesday, December 30, 2014

In Defense of Freemium Gaming

It seems that I must again play the devil’s advocate.
Yes, I arrive to you today to mount a defense for freemium games (even killers receive fair representation).
True, this fails to hold any weight as a discussion of sexism, racism, or anything else usually associated with this blog. However, I discovered last night that I can:
1) Download a program that allows me to watch Youtube videos in super slow motion and
2) Many young women like to dance around in their underwear on Youtube
--so I don’t feel that I possess much room to criticize objectifying behavior today.
A lot of reasons exist why we should hate the vast majority of freemium games (I’ll get to both those reasons and a definition of “freemium”). However, these games receive far more hatred than they merit.
As John Adams defended the British soldiers after the Boston Massacre, so, too, must I mount a defense for freemium games (okay, I embellish today's quest a bit).
Freemium games—for those of you unfamiliar with the term—refer to "free" games (often downloadable onto your smartphone or tablet) that usually cost far more than those you “pay to play.”
The programmers of freemium games know how to sucker open a player’s wallet via that player’s addictive tendencies.
Most of these games start a player with simple set of challenges that, upon the completion of each, reward the player with colorful lights, congratulatory music, and onscreen fireworks and confetti. Kind of reminds you of slot machines, huh?
The “free” game then invents ways to get players to spend real money to purchase various sorts of “in-game” money, with which to make online purchases of virtual (fake) items that improve the players’ chances of success on their next fake task.
The game designers use multiple currencies so that gamers won't comprehend the true prices their purchases. You didn’t spend twenty dollars to buy your avatar a silly hat; you spent ten rubies and six feather dippers.
Worse, some of the game developers allow you to invest your time to create something (a virtual city, for example), allow you to care about it (you created it, after all), and then demand routine payments to keep your creation safe from destruction.
The game might, for example, tell you that an earthquake ruined your virtual city, and only a payment of ten dollars will return it to its former glory.
Some of these games trick parents into the belief that they found a simple, suitable game for their child.
One such “free” game allows a child to collect and feed fish in a virtual fish tank. The game even claims that it teaches children responsibility with scheduled times to feed their fake fish.
Then the fake fish get sick, and the game asks the children to tap the screen to save their poor, fishy lives. As soon as the child touches the screen, her or his parents’ credit card takes twenty dollars worth of damage.
Rinse and repeat until the parents receive an unpleasant call from their bank.
Some of these games offer players “upgrades” for their virtue fighter, tank, team, walrus, etc. Weeks after the purchase, the upgrade receives a downgrade, and the purchaser discovers that she or he must purchase a new upgrade.
Most gamers discover themselves sucked into these financial tar pits once the game turns PVP (player versus player).
Take the earlier example of a game that allows you to build a city. The game protects your city from other player just long enough for you to feel invested in it, and then—Bam!
Other players may—and feel encouraged to—attack and damage your city. You may afterwards spend real money to rebuild your nonexistent world and attack someone else’s city in revenge.
Actually, this feels very much like a real war. The people who make the weapons and instigate the wars grow rich. Everyone else goes broke. Points for realism, game designers.
You can understand, given all this, how much hatred people feel towards these games. However, someone must defend the good points.
<sigh> I guess I will serve as that someone.
I choose to start with the point that freemium and pay-to-play games hold a lot in common.
Those games you purchase to play on your PC, video game console, or Mac (just kidding—hardly more than a handful of games work on Mac) cost money to purchase . . . and then they charge for expansions, crafting materials, upgrades, and so forth.
Yes, pay-to-play games usually provide far better experiences than their freemium counterparts. Let’s not pretend, though, that either option offers a truly “free” experience.
Heck, I grew up in the eighties. I remember those quarter-guzzling, arcade machines. Remember that four-playered, Teenage Mutant Ninja Turtle game? I could buy a car with what I spent on that (admit it, you now hum the Ninja Turtle theme).
Freemium games never twist your arm, force you to cough up your cash.
Some of these freemium games demand either your patience or your money. Let’s return to the city-builder example to illustrate . . .
You try to construct a new, virtual library. You can either wait eight hours for the library to appear, or pay two dollars to complete it right now.
I actually like these sorts of games. I can wake up, select something I want to build, guzzle fifty mochas because I possess a problem with mochas, go about my day, and check in (before I go to sleep) on whatever I built.
Time moves in weird ways when you play a video game. Seven hours fly past you in the time it takes to “do one more thing” when you play a pay-to-play game such as Skyrim.
I love Skyrim, but I would sink fewer hours into it if the game required my to either wait a few hours (or pay ten dollars—which I wouldn’t) to craft a new elven sword.
If people don’t like freemium games, they need never play them. If a player feels that a virtual product costs too much, that player may elect to not purchase that product.
The programmers will take note and change track (or go out of business).
I hate to say, “Your money’s your vote,” (because it serves as a notion that politicians abuse to suggest that people should actually purchase as many votes in an election as they can afford), but, yeah, don’t pay and don’t whine.
If you pay for a freemium game, then blame yourself. You encourage the practice. If you don’t pay for them . . . then why complain? Doesn’t seem your problem (until your five-year-old buys ten thousand dollars worth of fake fish food, or course).
Yes, freemium game developers offer their product in much the same fashion as crack dealers. They offer the first taste free, get you hooked, and then start to charge you. They even encourage you to get your friends hooked.
Freemium games differ from crack, though, in the fact that they are not crack. A person with an addictive personality can find far worse habits than a freemium game. Finger painting, for example. Out of control finger painting wrecks lives.

Bogus cellphone surcharges deserve our anger. We need cellphones to conduct our daily lives. Freemium games on our smartphones? You can just stay out of that. Read a book, instead.

I publish my blogs as follows:
Mondays and Thursdays: Short stories at martinwolt.blogspot.com
Tuesdays: A look at the politics of the entertainment world at EntertainmentMicroscope.blogspot.com.
Wednesdays: An inside look at my novels (such as Daughters of Darkwana, which you can now find on Kindle) at Darkwana.blogspot.com
Fridays: Tips to improve your fiction at FictionFormula.blogspot.com
Sundays: Movie reviews at moviesmartinwolt.blogspot.com

Tuesday, December 23, 2014

Parkour and Card Games

I, as a child, spent a lot of time reading and writing, but I also loved strategy games. This meant I spent a lot of time running from larger kids who wanted nothing more than to kick my ass.
This led to the wonderful discovery of another hobby. I loved to run, jump obstacles, and climb buildings. I discovered, in my adulthood, that a name existed for this activity. Parkour.
I love the mindset of parkour. I will run from point A to point B no matter what. I will run over, under, or through whichever obstacles I encounter. I will not slow down.
I joined various parkour groups across the country (well, Seattle and Orlando, in any case). I noticed that the other runners share a mindset. Whatever life threw at them, they treated it as just another obstacle to jump.
I met few runners who whined about whichever hurtles life placed between them and their goals.
My hobbies today include writing, reading, parkour (a.k.a. “free running”), climbing, weight lifting, martial arts, travel, yoga, and activities that involve young women (once I work up the nerve to make my move).
I also love games, from boardgames, to deck builders, to collectable card games.
I recently started a small business called Darkwana Games. I designed, for my first product (called Duelists of Darkwana—currently in testing), a card game unlike any other, and I based it around my novel series, Diaries of Darkwana.
I will, in the coming months, discuss this game frequently in my blog, Darkwana.blogspot.com, which I typically use to discuss my novel series.
You can find those novels (based around Japanese mythology) on Kindle. I named the first book, Daughters of Darkwana (Never miss an opportunity to promote, folks).
I love card games for much the same reason I love parkour. I love the mindset it nurtures.
A situation will stand before me, and I must, with the cards life literally dealt me, find a way to defeat that situation. I can’t complain about the resources I lack. I must win with the resources I hold.
People often deny card games the credit they deserve. They hold wonderful, educational benefits. You ought to encourage your children to play them.
Card games like Magic: The Gathering and Yu-gi-oh teach kids (and adults) a great deal of math skills, to include probability and statistics.
They also teach reading comprehension at an analytical level. When you read the near-legalese rules of each card, you, as a player, look for loopholes, methods to exploit those rules in ways that prove inventive, beneficial, and unpredictable.
I heard, on more than one occasion, the concern that many of these games teach kids to gamble via their booster packs. When people buy these packs, they hope to pull good cards from them. They often don’t (some people claim themselves "amazing" at this, as if it involved a skill).
However, the probability to pull the card you want from a pack sits printed upon that very pack.
Like scratch-off Lotto tickets, the buyer ought to know the odds. It seems better that kids learn to calculate and appreciate such odds before they grow old enough to lose an entire paycheck in Vegas.
You won’t find booster packs associated with Duelists of Darkwana, which I’ll sell by the end of this year in multipacks of “Character Decks.”
Some game manufactures do take advantage of their customers via cheap stunts One such manufacturer might, for example, release every month or so an expensive, overpowered card, only to shortly thereafter change its rules or ban it outright from play.
The makers of the Yu-gi-oh card game also made a cartoon show (actually, what happened there proves a bit more complicated, but I won’t get into the details of the game-cartoon-comic relationship just now).
The cartoon demonstrated that kids could gain the admiration of their classmates, celebrities, and people with ridiculously perfect bodies simply by playing their game. That sort of brainwashing grows irksome.
The company, Wizards of the Coast, who produce the card game, Magic: The Gathering, decided, a few years back, to start mass-producing overpowered cards for absurd amounts of money.
These sorts of gimmicks all but print money, but pale all those positive, aforementioned, education benefits that come with these games.
Fortunately, anyone who takes a trip to their local gaming store (a couple seem to sit on every street in Seattle) will discover shelves that overflow with games that rely on their balanced strategies more than on money-printing gimmicks.

I suppose that brings us to the comparison of pay-to-play video games versus freemiums—which will serve as the subject of next week’s post.

I publish my blogs as follows:
Mondays and Thursdays: Short stories at martinwolt.blogspot.com
Tuesdays: A look at the politics of the entertainment world at EntertainmentMicroscope.blogspot.com.
Wednesdays: An inside look at my novels (such as Daughters of Darkwana, which you can now find on Kindle) at Darkwana.blogspot.com
Fridays: Tips to improve your fiction at FictionFormula.blogspot.com
Sundays: Movie reviews at moviesmartinwolt.blogspot.com