Comments on: Sam & Max – Episodic gaming that works http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/ A Technology and Business Weblog provided to You by a Global Group of Friends. Wed, 29 Dec 2010 19:44:30 +0000 hourly 1 http://wordpress.org/?v=3.0.4 By: Episodic gaming, part two « Tech IT Easy http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2771 Episodic gaming, part two « Tech IT Easy Sat, 16 Feb 2008 09:19:36 +0000 http://techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2771 [...] time again for the weekend edition of Tech IT Easy. It was almost a year ago when I wrote about Sam & Max games in the context of episodic gaming and how episodic format combined with digital delivery might save some niche gaming genres, like [...] [...] time again for the weekend edition of Tech IT Easy. It was almost a year ago when I wrote about Sam & Max games in the context of episodic gaming and how episodic format combined with digital delivery might save some niche gaming genres, like [...]

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By: Vincent van Wylick http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2772 Vincent van Wylick Sun, 15 Jul 2007 10:18:52 +0000 http://techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2772 Interesting insights, Kari. Sounds a lot like the blue ocean strategy discussion we had on Jeremy's post on <a href="http://techiteasy.org/2006/12/05/nintendos-wii-the-blue-ocean-strategy/" rel="nofollow">Nintendo</a>. Just like in real life, the people who are usually the least trusting are the ones that can be least trusted. So all this DRM means to me is that people feel that the products they produce are such low quality that they must screw over customers so it doesn't get stolen. If these companies were to find a product that provides such rich content that it cannot be copied, it would be the perfect copy-protection, like you said. Unfortunately mass-production means that these companies, because of under-capacity and low margins, simply don't have the ability to provide rich content, which leaves room for smaller companies to provide such a service instead. The other side of the coin to this is that as a companies production increases, their customer service usually goes down. At least, I think so. I would love to hear examples where this is not the case. I'm sure Apple is an example, but they are still at 10% market-share and have a fixed number of platforms to support. Interesting insights, Kari. Sounds a lot like the blue ocean strategy discussion we had on Jeremy’s post on Nintendo.

Just like in real life, the people who are usually the least trusting are the ones that can be least trusted. So all this DRM means to me is that people feel that the products they produce are such low quality that they must screw over customers so it doesn’t get stolen. If these companies were to find a product that provides such rich content that it cannot be copied, it would be the perfect copy-protection, like you said.

Unfortunately mass-production means that these companies, because of under-capacity and low margins, simply don’t have the ability to provide rich content, which leaves room for smaller companies to provide such a service instead.

The other side of the coin to this is that as a companies production increases, their customer service usually goes down. At least, I think so. I would love to hear examples where this is not the case. I’m sure Apple is an example, but they are still at 10% market-share and have a fixed number of platforms to support.

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By: Kari http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2773 Kari Sat, 14 Jul 2007 11:09:00 +0000 http://techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2773 Vince, I think Ron Gilbert's essay I linked above is spot on why these games have taken many steps back in our world of Halos and Half-lifes. The adventure games are either illogical puzzle-fests or semi-interactive movies. Unfortunately, at points Sam&Max Season One is too much like the latter type. The sad situation of adventure gaming today is well known and discussed a lot all around the web, but in my post I wanted to bring out the possibilites of episodic, casual gaming (spending 15 min bursts with a game, like Wii Sports, instead of multi-hour sessions, like most new games seem to expect, even Psychonauts) in the world of internet connected consoles in our living rooms. The other point I was aiming at was how in niche markets superior customer or community service might be the key for success. I mean, Telltale wants returning customers, it's their lifeline. Compare this to the fiasco with Vista Ultimate Extras. This is the way companies usually treat their loyal community base. DRM music? Sony's rootkit fiasco? PS3's blinking HDCP copy protection fiasco? Starforce copy protection screwing with your computer settings? Even in this detail Telltale made the right call. You needed to activate the downloaded episodes for obvious reasons, but the games on the DVD have no copy protection. Thank you Telltale for not treating your customers as thiefs. This means also that in the future someone might be able to reverse-engineer them a la ScummVM. Activation-based copy protections are not future-proof and I'd like to fantasise this is one of the main reasons Telltale left them off the physical DVD. Vince, I think Ron Gilbert’s essay I linked above is spot on why these games have taken many steps back in our world of Halos and Half-lifes. The adventure games are either illogical puzzle-fests or semi-interactive movies. Unfortunately, at points Sam&Max Season One is too much like the latter type.

The sad situation of adventure gaming today is well known and discussed a lot all around the web, but in my post I wanted to bring out the possibilites of episodic, casual gaming (spending 15 min bursts with a game, like Wii Sports, instead of multi-hour sessions, like most new games seem to expect, even Psychonauts) in the world of internet connected consoles in our living rooms.

The other point I was aiming at was how in niche markets superior customer or community service might be the key for success. I mean, Telltale wants returning customers, it’s their lifeline. Compare this to the fiasco with Vista Ultimate Extras. This is the way companies usually treat their loyal community base. DRM music? Sony’s rootkit fiasco? PS3′s blinking HDCP copy protection fiasco? Starforce copy protection screwing with your computer settings?

Even in this detail Telltale made the right call. You needed to activate the downloaded episodes for obvious reasons, but the games on the DVD have no copy protection. Thank you Telltale for not treating your customers as thiefs. This means also that in the future someone might be able to reverse-engineer them a la ScummVM.

Activation-based copy protections are not future-proof and I’d like to fantasise this is one of the main reasons Telltale left them off the physical DVD.

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By: Vincent van Wylick http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2774 Vincent van Wylick Fri, 13 Jul 2007 10:04:02 +0000 http://techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2774 What I would also like to see is the revival of some of these old games on flash or similar. It seems to me that the processing-power is minimal, especially if you focus on 2-d games, which should be sufficient to tell a story. What I would also like to see is the revival of some of these old games on flash or similar. It seems to me that the processing-power is minimal, especially if you focus on 2-d games, which should be sufficient to tell a story.

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By: Vincent van Wylick http://www.techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2775 Vincent van Wylick Fri, 13 Jul 2007 09:59:27 +0000 http://techiteasy.org/2007/07/12/sam-max-episodic-gaming-that-works/#comment-2775 Indeed, Grim Fandango was amazing and I'm really saddened by the fact that these types of games seem to have taken a step back from our shoot-em-up culture. Still, I recently came across a game called <a href="http://en.wikipedia.org/wiki/Fahrenheit_(video_game)" rel="nofollow">Fahrenheit</a> (aka Indigo Prophecy), by a Frenchman called David Cage (great interview <a href="http://www.edge-online.co.uk/archives/2005/11/faq_david_cage.php" rel="nofollow">here </a>), and it renewed my hope in gaming somewhat. It offers a puzzling story, multiple endings, and an innovative way to control characters during certain situations. Really an amazing game, also for PC, I think! Indeed, Grim Fandango was amazing and I’m really saddened by the fact that these types of games seem to have taken a step back from our shoot-em-up culture.

Still, I recently came across a game called Fahrenheit (aka Indigo Prophecy), by a Frenchman called David Cage (great interview here ), and it renewed my hope in gaming somewhat. It offers a puzzling story, multiple endings, and an innovative way to control characters during certain situations. Really an amazing game, also for PC, I think!

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