Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, February 21, 2008

The Left Hand of Dorkness

I have an Xbox 360 video game console. I am left-handed. This is a problem.



It is a problem because every single video game controller made for this console is designed for right-handed people.



The controller is designed with the assumption that you will use the right thumbstick to look/aim and the left to move. This is fine for right-handers. Left-handers, however, prefer (in some cases, absolutely need) to move with the right stick and look/aim with the left - just as we do with computer mice, pens, brushes, scissors, handguns, etc.



While certain A-level games like Halo 1/2, Gears of War and Call of Duty have what are called "Southpaw" control options, where the triggers and sticks can be switched, many other games do not have anything. In my own Xbox 360 experience so far, Lost Planet, Saints Row, Dead Rising and most Xbox Live Arcade games including Doom and Assault Heroes make no effort to accommodate left-handers.



Add to this the inexcusable fact that nobody makes a left-handed XB360controller; not Microsoft, not MadCatz, not Logitech, not Nyko, not GameStop. This drives me almost to the point of rage; Microsoft is designing every kind of gizmo imaginable to interface with the XB360's wireless support, even one to enable the console controllers to work with Windows, but I can't get a goddamned left-handed controller? Another victory for the PC, I guess.



Indeed, this is an old problem. With the notable exception of Nintendo's Wii, video game console systems have always punished me for being left-handed. I have had to grin and bear (grip and bear?) the lack of left-hand support for 30 years now and I have had enough. Why shouldn't I and the millions of other left-handers have a proper controller? I've actually sent letters and made calls to Microsoft & peripheral makers about this. Their responses ranged from blasé dismissal to incredulity that anyone would even ask for such a thing.



Of course, Microsoft could simply produce (or authorize another company to produce) a proper mouse & keyboard set for the XB360, which would solve this whole left/right handed thing once and for all. Microsoft could also make it mandatory that game developers include alternate control options in their XB360-licensed games. Don't hold your breath.



Well, screw them all. I want some left-handed hardware. I want an actual, for-real Southpaw Controller. If I can't buy one, I'll make one or pay someone to do it for me.



Pursuant to this, I found and downloaded a guide to modifying the XB360 wired controller for left-handed use. Since my using a soldering iron is expressly forbidden by the New York State fire code, I contacted the author and asked if I could pay him to do one for me. It turns out that he gets a lot of these requests, so for $60 (including the cost of the controller) he switched the wires on the triggers, thumbsticks and thumbstick buttons. The ABXY buttons and D-Pad are trickier, so I asked him not to bother.



It works like a charm. I tried it out with XB360 Doom, Saints Row and Dead Rising. All good so far. This is the best $60 I ever spent. Well, except for... uh, never mind.



The fellow's name is Ron Alexander. With his permission, I am posting his email address here:



rondcrasher (at) yahoo (dot) com



(Email written thusly to avoid harvesting by spammers.)



This is a stopgap measure, of course. I still want an official, authorized, professionally-made Southpaw Controller. We left-handers should have them. We've waited long enough.

Monday, February 11, 2008

Bewarez

On the matter of piracy and computer games...

First, I'm not talking about "Abandonware" - old, off-the-market games that you couldn't buy even if you wanted to. As much as it pains me to say this, being a little naughty is just about the only way to get a chance to play some of the all-time classic titles. (Consider the case of the classic economics/strategy game M.U.L.E., which has been unavailable for 20 years. Even if you found and bought a copy, you'd need an Atari 800 or C64 to run it. And after 20 years, how many of those single-sided floppy disks have survived? How many COULD survive?)

I am talking about the mass piracy of current retail products. Let's assume that BananaSoft's hot new game, BananaQuest, arrives in stores for $50. If some h4xxor clown rips the disc image and FTPs/P2Ps it to his favorite warez site, where 500 of his closest friends grab a copy, that's a loss of twenty five thousand dollars. Now, 733t d00dz reading this will immediately object because I am making the assumption that everyone who grabbed a pirate copy would've been willing to buy the game at retail, rather than just giving it a pass altogether. Therefore, they'd respond, we can't know how much money BananaSoft has actually lost.

To quote the ancient Greek philosopher Plato, "Bullshit." While we cannot know for certain exactly how many pirates would become purchasers if they had to bite the bullet and lay down $50, I feel safe in saying most would. Computer gamers, after all, want to play computer games, and a signature title like BananaQuest would be irresistible to the solid majority of them. This argument - "I pirated the game so I wouldn't have to buy it, but if I had to buy it I might not have wanted it after all, but I did want it so I pirated it" - is just nonsense. It's a facile rationalization to smokescreen theft.

Theft? Yes, theft. The folks at BananaSoft put time and effort into BananaQuest and recover their expenses by charging people for the finished work. If you take their work without compensating them, you have stolen their time and effort. It's that simple; a child could understand it.

There is also the detrimental effect on the larger World of Gaming... I was chatting a few months back with several people on a Direct Connect hub who professed to be ardent Sega Dreamcast fans. At one point, I remarked that while the console's death was shame, at least the firesale prices at the end let us all stock up on titles, extra controllers, etc.

They were shocked to hear that I actually bought games for any price. Their entire DreamCast libraries were warezed - every last game. They had dozens of pirated games each, which they offered to share with me. Now, I know Sega made it laughably easy to pirate DC discs, but even so... When I commented that massive piracy might have caused - or at least hastened - the demise of the DC, they became furiously defensive and asked me if I was "some kind of cop."

The next day, the DreamCast pirates got the mods of that Direct Connect hub to banish me. According to the email I got, I am a "fascist" for opposing no-limit, no-questions-asked warezing. Sieg Heil, baby.

The following is a list of defenses of piracy raised in that discussion, and my responses to them.



Piracy is not like theft, because you're not stealing a physical object. It's just computer code



Yes. The special, non-corporeal nature of software makes duplication and distribution very easy, since there are no physical materials involved (as with shoplifting books) and there is no quality or functionality loss over successive generations of copies (as with copying video tapes). The warez folks seem to believe that, since piracy is so damned easy and carries so little individual risk, it occupies a different ethical category than walking out of a music store with the latest Moby CD in your pocket. This is a self-serving lie. It's the Might Makes Right mentality; in this case, the idea that people who are technically clever enough to pirate games are entitled, as some kind of class privilege, to do it.

Okay, let's get this clear: you do not "own" the intellectual property in your computer games, songs, books, videos, DVDs and whatnot unless you hold the copyright. What you have is a limited user license which, under copyright law, allows you to do certain things and not do other things. Generally speaking, personal use and archival copies are okay but mass copying and distribution are not.

Many software stores don't allow returns - I have to pirate stuff so I can "preview" it and not get burned.


The harsh No Return or Same Title Only return policies of most stores are a direct response to rampant piracy. Merchants were forced to take measures to protect themselves against people buying a game only to pirate it and then returning it for a refund. Some stores still accept returns because they prefer to keep people happy and will accept the 'hit' from the inevitable piracy. That's up to the store.

This is where the nature of digital media comes into play. If I buy a book on Friday and return on Monday for a refund, the bookseller knows there is very little chance that I spent those three days making dozens of copies of it - which in turn could be made to make dozens, if not hundreds, more copies, all of them perfect reproductions of the source.

With analog audio/video sources, it's a little easier - I don't need a printing press and truckloads of paper as with duplicating books - but still takes some doing. I'd still need certain equipment and know-how to mass-replicate them without degradation. Even with that, there is a noticeable reduction in quality between generations of audio and video tape - there is also the time element. Unless you have access to high-speed duplication equipment, copies take a lot of time. The gradual loss of quality and the "hassle" of it all serve as brakes upon mass duplication.

With digital media, it's another story. Huge numbers of copies can be made and distributed very quickly and the fidelity to the source material is PERFECT. Little kids can do it. And that's why merchants have lowered the boom.

So what about customers that get stuck with bad games? Well, when a game is "bad" in the sense of being incomplete and barely functional as a software product (like the infamous Ultima 9), then Consumer Rights do come into play. A similar case can be made for games which are advertised and sold on features they don't actually contain (like the infamous Outpost).

If a game is simply "bad" in the sense of boring, cliched and terrible gameplay, then...well, that's life. Be a more careful shopper. Besides, the release of any major game is accompanied by a withering barrage of publicity and critical scrutiny from the paper and online gaming press. Following the release of Morrowind, for example, I counted three dozen detailed reviews on various gaming sites. Within a month of its release, there was more Morrowind information and evaluation than you could possibly read.

Another thing to consider: the better a game is, the more people want to play it and the more inclined they will be to pirate it (assuming the "piracy is no big deal" attitude prevails). One of the most heavily pirated games in recent memory has been WarCraft 3, which is a quality title that's certainly worth the $60 Blizzard charges, put out by a company that is as "pro-gamer" as you can get.

Blizzard is a "good" company making a "good" game. Has this made a difference? No. Warcraft 3 was boosted right and left, which totally gives the lie to the notion that warezing is some kind of consumerist guerrilla action.

Nor is this a new problem; piracy is as old as computer gaming. CD-Burners have been around and affordable for several years now. Before that, pirates relied on the few who had burners to rip the discs and compress/transfer them to a series of floppy disk images, and the titles were moved around in that form. Prior to the availability of broadband Internet access, private BBSs and face-to-face "swap meets" were used to move the goods.

Games on floppy disks were widely pirated - indeed, one of the most notorious pirate operations on the East Coast of the USA - Pirate's Cove, on Long Island - specialized in floppy disk games for the Atari 400/800 and Apple 2/2+. Even then, piracy was not a matter of "customer revenge" against bad games or retailers. The most pirated games were the best ones - M.U.L.E., Starflight, Archon, the Ultimas, etc.

Piracy is not that widespread / that big of a deal.


It's rather hard to quantify something which is illegal and covert by nature. Still, given the prevalence of CD-burners, broadband access for moving large files and ISOs, and easy-as-pie P2P setups like Direct Connect, and given people's proven willingness to get things without paying for them - especially if there is virtually no risk of getting caught - I think it's safe to say that song, movie, TV show and game piracy is widespread.

An important thing to consider is how EASY pirating has become. The whole scene used to be quite "clubby," but with the advent of broadband, burners, etc. it has exploded. Now anyone with a cable modem or DSL line who knows how to set up Direct Connect can run amok in Pirateland like a kid in a candy store. The essential nature of the activity has not changed. What has changed is the ease and scope of it.

Napster, the World HQ of music theft, was a good example. Napster didn't become popular because a few audiophiles were trading handfuls of obscure songs within their little hobby circles. The appeal of Napster was that multitudes of people were "sharing" mountains of MP3s - most certainly including current, commercially-available music.

As for the cost of game piracy, let's do some math. Suppose I run a peer to peer service - like a Direct Connect hub - and I "share" Warcraft 3 with my fellow gamers. Word gets out and 1 person a day downloads it over a three month period until I need the drive space and remove the files. (These are very conservative figures for a hot new game, by the way.)

Blizzard is asking $60 for Warcraft 3. $60 x 31 downloads/month x 3 months = $5580. Five and a half grand is not a trivial amount.

Games are too expensive.


If Blizzard wants to charge $100 for Diablo 3, it's up to them. If I don't like it, I don't have to buy it. If I say, "Well, they need me, Champion of Fair Pricing, to teach them a lesson!" and go around pirating it, I am a nothing but a thief. I've been a computer gamer since the Apple ][+, and I can tell you that game prices have always hovered around the $30-50 range, and often more. $50 for a game that can give you dozens of hours of entertainment is not highway robbery. Am I supposed to feel sympathy for those poor warez kids, who just happen to have powerful computers, high speed CDR drives, broadband Internet access, various video game consoles and the leisure time to consume (and pirate) endless amounts of anime, music, video games, Simpsons episodes and whatnot? We're not talking about people stealing food and medicine. Enough said.

Retro Lament

The recent purchase of a used Star Control 2 game has got me in Retro Mode. By "retro," I don't mean using a hotrod gaming PC powerful enough to control a Space Shuttle launch to play Choplifter. I mean "Retro" in the sense of quality enduring through time.

It really frosts my flakes to consider how many of the truly great games of yesteryear - real classics like M.U.L.E., Star Control 2, Archon, Starflight, the better Ultimas, etc. - have vanished into the mists for most gamers.

Vanished is certainly the term. We're not talking about the dusty bottom shelf of the local EB or overlooked stacks of $10 jewel cases. Many of the classics are practically unobtainable.

Take M.U.L.E. Published in 1983 for the Atari 800 (and later ported to the Commodore 64), this excellent game never appeared on either the PC or Mac. I'd wager that only about 2-3/100 of current gamers have even heard of it. We're not talking about an average title, either. M.U.L.E. is one of the best computer games ever. Yet, at this point, it might as well have never existed.

Even those old enough (or retro-devoted enough) to even know about M.U.L.E. cannot legally play it unless they have a working Atari 8-bit PC or a Commodore 64. Sure, there are some of those still knocking about. But look, I don't care how elite a vintage PC collector you are; these things were not built to last decades.

There is also the fragility of the magnetic game medium itself to consider. The day is coming - and it's not as far off as we would like to think - when a working Atari 800 will be as rare as a Dusenberg. At that point, those who still possess and maintain them will be either outright professional collectors or gaming's version of manuscript-scribbling monks. Either way, they're not going to let you anywhere near their precious antiques.

Well then, we think, thank goodness for emulators. Problem solved, right? I beg to differ. I don't want to start a nasty (and endless) fight over the propriety of emulators and abandonware. All I will say is that the whole thing is a very shaky basis - legally and ethically - to stake the preservation of classic games on.

What's more, we have to appreciate how small the emulator audience is. Hardcore PC and console gamers devoting time and money to keeping older games and tech alive and spending hours (and small fortunes) scouring eBay for mint-in-box copies of Suspended are fine as far as that goes - but it doesn't go very far. Most gamers are oblivious to this. For them, when a platform (or entire generation) crosses the line into 'dead tech,' it's gone.

Aside from making curmudgeonly Ancient Gamers like me feel old, the historical amnesia caused by rapid technological obsolescence has a detrimental effect on game design overall. Even the best games have a very short 'life' - except in the hands of collectors and die-hards - before they are shoved off the stage to make room for the Next Big Thing.

This not only prevents a lot of people from enjoying (or even knowing about) great games like M.U.L.E. but also prevents the formation of a collective, creative memory for the gaming community. For the bulk of current gamers, any titles older than 5 years might as well have never been made. With the classics out of sight and mind, gamers are left with the same old ideas served up again and again because they seem new each time.

I would also argue that this is a factor in gaming's protracted adolescence; more specifically, the fixation with violence, puerile sexuality and "attitude." Having no accessible past, gaming's collective mind is confined to the Perpetual Now. It literally cannot grow up. Perhaps I'm over analyzing this. But consider this: In most creative endeavors, quality and worth are proven over time. With computer games, that which is old is simply... old. Forgotten. The "good" stuff is always what's about to happen, not that which has endured over time and transcended the circumstances of its creation.

What flat-out puzzles me is why more gaming companies don't see what a gold mine of ideas, stories and great gaming hooks reside in these old worthies. How many games have you played recently that were technically / visually dazzling but utterly empty of good writing, interesting characters and that ever-elusive 'fun?'

Why not revisit, say, Starflight? Here's a space exploration game from 1986 that's smart, funny and genuinely involving. A good development team could port this thing in their sleep. All the tricky writing stuff - character design, background story, dialog, surprise ending, you name it - is already there. A splash of new art, update for DirectX support, and you're done. A classic lives again.

When I win the lottery, I'd like to buy the rights to the golden oldies, assemble some good programmers, and re-release them for Windows and the Mac. I'll bet I could do a good job on Sundog for less than what Romero's Ion Storm spent on office furniture.