Front Page

Content

Authors

Game Index

Forums

Site Tools

Submissions

About

Latest Blogs...

J
jackson24442
July 31, 2024
S
Sagrilarus
September 22, 2023
Hot
S
shubhbr
June 02, 2023
Hot
S
Sagrilarus
May 08, 2023
J
Jexik
March 19, 2023
M
mark32
December 19, 2022

Anagram Intrigue

Member Blogs
S
Sagrilarus
November 20, 2022
J
Jexik
November 14, 2022

Lose and Learn

Member Blogs
D
darknesssweety
September 27, 2022

Viking Saga

Designer and Publisher Blogs
N
ninehertz
August 03, 2022

How to Create Game Characters?

Designer and Publisher Blogs
M
MVM
June 27, 2022
Hot
W
WilliamSmith
June 09, 2022
S
Smeagol
May 20, 2022
Hot
S
sticnfrizb
December 15, 2021
S
shami
March 31, 2021
Hot

Bolt Thrower: XCOM TBG, Steam Sale, Witcher 3

Hot
MT Updated
Bolt Thrower: XCOM TBG, Steam Sale, Witcher 3
There Will Be Games

My Gamerati series is actually running a bit ahead of my columns here, so this week you get another one! This time it’s deconstructing XCOM: The Board Game.

In the sense of looking, sounding and playing like the original video game XCOM is an abysmal failure. And this is a good thing. There’s no way a tabletop game could try and replicate the bizarre blend of strategy, tactics, economics and role-playing that made the original such fun.

Instead it wisely goes for the strategic layer alone. And it does a very clever thing. By using a simple but tense and effective push your luck mechanic for resolving pretty much everything it captures the feel of the video game. That sense of always being one risk away from victory of failure is part of what made XCOM so compelling. The tabletop version has that same texture about it.

So it’s a great game which evokes the sense of XCOM while being nothing like it. That’s smart design. Smart enough that you’ll want to read the original in full for all the detail.

Anyway, on to the actual video games. I’ve spent most of the last fortnight gleefully generating and selling trading cards from the awful Steam sale mini-game. Not sure why the bothered with the effort of coding that, especially since you could get cards without playing.

I’ve spent more than I ought to on games I’ll probably never play because they sound fun and were less than the price of a sandwich. Looking at my vast collection of untouched Steam games compared with my tiny collection of expensive console games made me wonder. What does this glut of cheap games do to our perception of value?

My Steam collection contains a large number of excellent, deep and long-running games that I’ve only played for an hour or two. STALKER, Left 4 Dead 2 and TorchLight 2 are just a few examples. Because I bought them all on the cheap I had no sense of compulsion to plough on and make the most of them. These great games have become throwaway rubbish in my head, just because of the price I paid.

Contrast this with console games that I’ve paid a pretty penny to obtain. I’ve played almost all of those for multiple hours just to be sure I got full value for money out of them. They were all fun, although many were just averagely so. A few, however, like Gears of War, I kept on with in spite of an average start and eventually found to be amazing games. Had they been Steam sale titles, they’d have languished, forgotten.

It’s the same with the low, low prices on the app store. Because freemium exists, excellent games are often priced at a pittance. A hundred or so of them sit barely played on my iTunes account.

I’ve always been dismissive of the argument the music industry makes that making things cheap or free reduces their value in the eyes of the consumer. It seemed like a feeble excuse to try and keep profits up in the face of piracy instead of innovating. Now I’m not so sure. While music and games are quite different things, there do seem to be parallels here. I enjoy games more when I’ve paid good money for them. And I worry about what the value perception here means for game prices in the long term.

One of those expensive titles, The Witcher 3, continues to occupy all my gaming time right now. It’s very good, a fantastic blend of action, role-playing and fantasy narrative that just makes you want to keep on playing and playing. While not truly open world, the areas you play in are vast, and reward exploration and creativity.

Yet there are aspects of the design that I find bizarre and baffling. The most ludicrous is the teleporting horse. In such big areas you need fast transport, and in this fantasy setting it’s provided in equine form. Because you might need it any time, you can whistle for it and it magically comes trotting in from the edge of the map, no matter how far away you left it.

The silliest example is when you’ve been on the water. The horse can’t swim, so to cross water you have to get off and swim or use a boat. Yet when you get to your destination, you whistle and the horse somehow finds its way across, even if you’re on an island. This is so patently idiotic it ruins my sense of immersion every time.

It’s an example of the way AAA games have arrived at a strange place where they’re forced to be realistic while making endless concessions to design. The horse can’t swim, yet it can cross the water when you need it to. So why not just have a damn magical swimming horse in the first place and save all this silly busy work, this clicking and waiting to no benefit?

Witcher 3 is full of this stuff. Equipment needs repairing so you’re forced to find a smith to do the job and wait until sunrise for him to open. Why? It adds nothing to the game. One smith in Velen highlights the issue starkly. He goes to bed when the sun goes down, yet his kids stay up all day and all night, playing in his yard. Where’s the sense of realism there?

Games are not real. That’s kind of the whole point of games. Even if they wish to strive for realism, the technology is so far away from it as to be laughable. We can’t even work out how to make pretend people who’ll react sensibly when you put a bucket on their head and steal their stuff. Trying to defend the inane “realism” in these games causes fanboys to tie themselves in knots, trying to defend the lack of black people in a land filled with ghouls and griffins. It’s about time we just dropped this stupid pretense, and played.

There Will Be Games
Matt Thrower (He/Him)
Head Writer

Matt has been writing about tabletop games professional since 2012, blogging since 2006 and playing them since he could talk.

image

Articles by Matt

Log in to comment

Black Barney's Avatar
Black Barney replied the topic: #205091 29 Jun 2015 10:05
*This message has been removed by the moderator*
charlest's Avatar
charlest replied the topic: #205102 29 Jun 2015 11:12
You reviewed XCOM the boardgame awhile ago for a different site, has your opinion changed at all since then or become more refined?

I find the lifespan of reviews kind of interesting and how an opinion in and of itself is kind of in a constantly shifting quantum state only nailed down at the moment of observation (creating).
Matt Thrower's Avatar
Matt Thrower replied the topic: #205142 29 Jun 2015 15:32

charlest wrote: You reviewed XCOM the boardgame awhile ago for a different site, has your opinion changed at all since then or become more refined?

I find the lifespan of reviews kind of interesting and how an opinion in and of itself is kind of in a constantly shifting quantum state only nailed down at the moment of observation (creating).


It's an interesting topic, certainly. Especially as it relates to the replay value of games compared to their wow factor.

The linked piece isn't supposed to be a review, so apologies if it reads like one. It's supposed to be analysis of how the game relates to the video game that inspired it. That said, if you want my ongoing opinion on XCOM I still think it's a solid co-op that makes good use of an electronic gimmick to do something smart and unusual. I don't play it much any more for the simple reason that I find almost no co-ops have any staying power with me. I just prefer competitive games. But fans of the genre should still be loving it.