Self-Competing and Time Blocking

Daniel Ahmad, writing on his new ZhugeEX Patreon blog (paywall):

This trend isn’t going anywhere right now but it is important to note that only a set number of service games can be successful each year. There is a danger of over saturation or poorer sales from self-competing games. We’re not quite at the point where this is a real danger but it does mean that games need to have higher production values and enough differentiation within one of the top super genre’s to be successful. This is probably something to watch out for at the end of the generation.

First and foremost, for my dollar, Daniel Ahmad is absolutely crushing video games industry analysis. He’s a great follow on Twitter (@ZhugeEX) and his efforts are well-worth supporting via his Patreon.

Now, I’ve been meaning/trying to write about an idea that self-competing games use game length as a means for competing. That is, the length and release date of a game can block the sale of another similar game with a proximal release date. I’ve struggled to put together a theory that these proposed “time blocking” tactics are meaningful, coincidental, or off-base:

  • Meaningful - Publisher X purposefully schedules release date of Game X against the release date of Game Y. (I find this hard to believe due to the large lead times and estimations required for AAA games.)
  • Coincidental - Publisher X and Publisher Y happen to schedule releases for Game X and Game Y around the same time. (More likely, but rings a bit too innocent.)
  • Off-base - There are so many massive, feature-rich games released that, like TV series and books, there will inevitably be overlap in release dates.

The latest example of this “time blocking” tactic occurred around March 2017. Horizon Zero Dawn and The Legend of Zelda: Breath of the Wild were released three days apart (Feb 28 and Mar 3) and clock in at an average of 45.5 and 72.5 hours respectively. (HowLongToBeat.com) Both games were followed up by Mass Effect: Andromeda (61.5 hours) and Persona 5 (102 hours!) within a month’s time.

One could make the observation that the hours necessary to experience these games as intended puts them on a closer par with a modern television series. (As of this post, there are roughly 55 hours of Game of Thrones episodes, 72 hours of Mad Men, etc.) So, with customers’ appetites for feature-rich gameplay experiences, maybe my concept of “time blocking” is off-base. However, I like to believe that this “appetite” doesn’t actually exist.

I’m currently 50+ hours into The Legend of Zelda: Breath of the Wild and only 3/5 of the way through the main quest. No doubt that it’s an incredible experience with its unparalleled physics-based sandbox, wide-open exploration, and stunning art style. But for me, 50+ hours is an immense amount of a time to spend with a single game. Unlike a TV series, most of the 50+ hours I’ve spent with Breath of the Wild have consisted of wandering a vast landscape, retracing my steps, or banging my head against puzzles. It’s a fantastic escape of exploration, but I can’t help but think 30 or 40 hours to complete would have felt sufficient.

As a developer, I would certainly want my audience to experience my art and efforts for as long as possible. And as a publisher, I would want players to adopt an affinity for my franchise over another. But as a player, it’s hard not to feel that the release dates of similarly massive titles, or “self-competing” games, are beginning to overlap. And this overlap has reached a point that players must now choose which experience will block another.

'The schoolyard is the entirety of the internet'

Ben Kuchera, Polygon:

Breath of the Wild feels like a return of the schoolyard culture, where friends meet to discuss the latest things they’ve found in a Nintendo game and share rumors of even bigger possible secrets, except now the schoolyard is the entirety of the internet. It’s comfortable with assuming that you’re smart enough to figure things out, and it knows that it’s not going to be ultimately responsible for everything you miss or even built-in frustration. The answer to every puzzle is a quick Google away, and the game’s design seems comfortable with that option being a viable path to moving forward.

I completely agree.

Hidemaro Fujibayashi, Breath of the Wild Game Director, on designing Breath of the Wild’s open gameplay at GDC:

Let’s not forget the fact that all the solutions to all the puzzles that we’ve painstakingly prepared for a dungeon are made available on the internet.

Great design decision by Fujibayasha and team. Breath of the Wild is clearly not their first rodeo, but this strikes me as forward thinking for Nintendo.

Switch On, Switched Off

I have felt an incredible sense of satisfaction in owning a Nintendo Switch. It sounds absolutely insane and gross, but owning the Switch has made me feel better. I feel less stressed and more focused at work. I feel less anxious as a whole. My mood has lightened. My spirits have been lifted. And unlike Gollum’s incessant need to touch and obsess over the Ring of Power, my joy and calm come purely from ownership. In the twisted space of consumerism, something strange is at play.

Federico Viticci, Remaster podcast:

This is the console that I’ve been waiting my entire life for. That’s based on the idea—and really the dream that I’ve been having since I was a kid and I got my first Super Nintendo—that I want to have the same games everywhere on one console that I take with me all the time, and that I can choose whether I want to play as a portable console or on the TV.

It’s been over 25 years since I’ve been playing Nintendo games and we’ve been through a lot of changes in the video game industry. Other companies have tried to do this sort of dual-screen, single console before. When you think about the PS Vita, when you think about the Wii U or the Nintendo DS, a lot of the ideas have been fragmented over the years in the industry. The Switch feels like the unification of 30 years of work from Nintendo. It’s the distillation of decades of work in portable consoles, in home consoles, and now in just one console.

I think the strangeness I’m sensing has a lot to do with what Federico outlines. The Switch is the amalgamation of decades of hardware design, innovation, and childhood fantasies.

Born in 1985, my first memory is of Mega Man 2 on the original Nintendo Entertainment System. My babysitter owned one. How I yearned for that console. Christmas of 1989, I opened a Nintendo Game Boy. Not quite an NES, with it’s 2-bit color palette on green green display, but boy did my imagination soar. Surely, the tech would evolve and those 8-bit color experiences could live in my hands. The dream of taking the vast digital worlds I played on a TV with me on the go was sparked.

In 1995—the year the original 32-bit Sony PlayStation was released in North America—I was gifted a Sega Genesis Nomad. The handheld Nomad accepted standard Sega Genesis cartridges, enabling full 16-bit gaming on the go, albeit with a massive 6 AA battery pack that lasted 2-3 hours. While it was a console generation cycle off, we were getting closer.

In 2005, the PlayStation Portable’s (PSP) display and graphic capabilities re-inspired the dream. On it’s heels in 2006 was the promise of remote play from PS3 to PSP, later mandatory of PS4 games to the PlayStation Vita. In 2012, remote play was a core gimmick of the now infamous Wii U. Also in 2012 came Sony’s cross-buy service launched, allowing for a single purchase (of compatible games) to work on Vita and PS3/PS4. In 2015, the PlayStation Now’s cloud-based service would seemingly allow Sony devices, Vita and PS4 included, to access a library of online games from PlayStations 1 through 4. PlayStation Now has discontinued support for all devices save PS4 and Windows PC, including the Vita.

Now, the dual set-top/handheld console is a dream realized with the Nintendo Switch. And the versatility of it’s Joy-Con controllers takes it one step further, opening the console to instant local multiplayer. The Switch is a simple and obvious design that delivers and, for some sick reason, fills a hole in my life I never thought existed.

Phil Collins: Crash Bandicoot man

A fun tidbit from Phil Collins’ memoir “Not Dead Yet”:

Somewhat dazed, I go back to the hotel, the Peninsula Beverly Hills. Lily, now aged nine, is waiting for me, which brightens things up no end. She and I start playing Spyro the Dragon—computer games are one of our new shared passions. I love them, and I love Spyro, although if push comes to shove, I’ll declare myself a Crash Bandicoot man. As if by magic, the hearing in my left ear roars back. It’s like I’ve been underwater, but the blockage is suddenly gone. Thank God for that.

Eurogamer: 'Docked Zelda Stutters in Places Where the Mobile Experience Does Not'

Richard Leadbetter, Eurogamer:

In terms of performance, it’s immediately clear to the naked eye that the docked Zelda stutters in places where the mobile experience does not - and to confirm this, we manually counted frames by eye based on our camera shots to ensure accuracy in producing the performance test below. It’s really easy to isolate this issue as it occurs frequently in the open world, right from the beginning of the game. In some places, we see the smooth 30fps update while docked drop down to a momentary 20fps - confirming a basic double-buffer v-sync implementation.

Home console?