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Sonic Advance 1 wasn't exclusive. It was on N-Gage too, released as Sonic N with a few missing features, but otherwise it's pretty much the exact same game.

Makes absolute sense. Nintendo’s been getting exclusive Sonic games for a while now. Sonic Advance 1-3, Sonic Battle, Sonic Rush, Secret Rings, Black Knight and Colors were all Nintendo exclusive (preemptive defense: yes, a couple Sonic Advance games eventually came to mobile platforms years later).

Your mother and I are very disappointed in you.

Wouldn't LPs be a great way of getting publicity for games? I'd think more people would play their games if an Average Joe gave them the recommendation instead of some professional marketer. Also, I saw your post about Rifftrax. I'm thinking that it would work for video games too. The game just needs some sort of demo recording software, like the source engine has, or most TAS emulators have.

Anonymous

Who’s to say that’s going away? It’ll probably still be an integral tool for indies - Shovel Night has already used it to great effect; every “professional let’s player” I follow had a video where they ran through the GDC demo.

Then there was the whole stupid Dead Space 3 thing - same deal. A strangely large number of LPers I follow on Youtube mysteriously put up videos of an identical demo all in the same week with customized promotion URLs in their descriptions so Electronic Arts could track which group did the best at promoting their product.

Some developers realize and utilize these groups as a marketing tool. The rub is: they don’t have to do that. It’s the same reason print is dying, and is the same reason traditional games media is changing. Companies like Electronic Arts are realizing they don’t need to go to EGM, or Gamespot, or GiantBomb to help promote their game, they can just speak to their fans directly. Instead of sending a trailer for Modern Warcraft 8 to the press, they just post it on their own Youtube channel, host the screenshots on their own site, and let fans get to them that way.

For big studios, the amount of money they throw at marketing completely outpaces a thousand channels like Game Grumps or Two Best Friends Play. Is Zack Scott partnered with Doritos? No. But Halo 4 is, and every time you go to the 7-11 for some snacks, you see Master Chief reminding you that Halo 4’s coming out soon and you better play it. Yes, a Let’s Player adds that personal touch - they’re regular, average people. Someone you can trust. When they come away from a game saying, “That was cool!” you trust their opinion simply because you view them as a non-biased opinion. They aren’t trying to sell you that game, they are just reacting to it and providing their honest opinion.

The question is: how well does that work for good games? Is the type of unbias, personal, word-of-mouth promotion from a Let’s Play group going to eclipse the millions of dollars they throw at marketing to get their game shown on Jimmy Fallon? I doubt it. And that kind of word-of-mouth can actually backfire in a big, big way. That’s why it’s better for big companies to pay to control the message.

When you’ve paid hundreds of millions of dollars in development cost, you don’t want some grubby Let’s Player spoiling your marketing roadmap just because he’s smart enough to know your game sucks.

This is less of an issue with smaller, cheaper games like Shovel Knight, because it provides valuable feedback on the quality of the game and helps get the word out in an easy, accessible way. No surprise: Shovel Knight raised enough to meet every single one of its Kickstarter stretch goals. Crowdfunding meets crowdmarketing.

Nintendo doesn’t need that. Hey, guess what: if you liked the last Mario Kart, you’re probably going to like the next one enough to buy it. And with their Nintendo Direct streams, you always know exactly what the company is up to on an almost monthly basis.

Don’t need no Zack Scott to tell you what’s up with Nintendo.

Your recording idea is sound, I guess, but part of the reason Let’s Play works is because Youtube is an easy and ubiquitous place to consume that content. Splitting it out in to a specific commentary-supported emulator isn’t much of a solution if only 5% of a Youtube audience wants bother with it.

How do you feel about sub-HD 30 FPS games that frequently lag?

Anonymous

Well, I mean, what do you mean by lag?

Poor framerates can indeed effect controls. This actually happens a lot in Sonic Unleashed and Sonic Generations on consoles - if the framerate gets choppy, sometimes your controls aren’t as responsive.

I used to know the exact technical description of this, but it basically boils down to the fact that every time the game draws a new frame, it looks at controller input and what buttons are being pushed. The lower the framerate, the less its checking to see what the controller is doing. There are ways to separate these processes so that controller input doesn’t entirely rely on framerate but that’s the part I don’t really remember. But yes, when a bad framerate makes the controls unresponsive, that is bad.

Otherwise, low framerates generally do not bother me, especially if they’re stable. Just the other day, for the first time in my life, I noticed that Ocarina of Time on the Nintendo 64 runs at sub-30fps. It never even occurred to me that it does because the framerate is more or less locked down and doesn’t really fluctuate - it wasn’t until I saw video footage of Ocarina of Time 3D on the 3DS and saw what that game looks like side-by-side with the N64 version that I went “Wow, the 3DS version is way smoother.”

But yeah - I played most of Donkey Kong 64 on real hardware and the framerate is not the part of that game that I hated. 20fps and above is what I consider “playable”. Not great, mind you, but playable.

As such, I never really understood people who were like “ALL GAMES HAVE TO BE 60FPS”. Like… not really. It would be nice, I guess, but depending on the game, 24fps is not unacceptable. That’s probably what Ocarina N64 runs at.

Sure, yes, okay, there are some games that absolutely cannot be played at low framerates. I know this for a fact - the capture card I have can only display at 30fps, and I’ve occasionally tried to play something like Burnout Paradise or F-Zero GX on it and while it’s possible, both of those games move so incredibly fast that 60fps is basically necessary. Case in point. All I do in that video is make the dumbest mistakes, because I’m recording at 30fps. It probably doesn’t help that I was also playing in 480i as opposed to 720p, but I don’t have $200+ for better capture gear.

But, like, Gears of War? Gears of War would technically benefit from being 60fps, but it’s not a requirement. Works just fine at 30.

People who want 60fps in everything just because they’re chasing technology are kind of like the weirdo audiophiles who think FLAC is the only music format worth supporting.

So what's your take on Sega's exclusive deal with Nintendo for the next 3 Sonic games?

Anonymous

Makes absolute sense. Nintendo’s been getting exclusive Sonic games for a while now. Sonic Advance 1-3, Sonic Battle, Sonic Rush, Secret Rings, Black Knight and Colors were all Nintendo exclusive (preemptive defense: yes, a couple Sonic Advance games eventually came to mobile platforms years later).

Sonic games on Nintendo platforms probably still sell way better than they do elsewhere, because Nintendo platforms are Sonic’s key demographic now. You like colorful platformers? You own a Nintendo console. Period.

Sega more than likely has plans for a separate Sonic game for everybody else, and chances are, Nintendo’s going to get that one, too. In addition to all of their exclusive games, they also ended up getting Sonic Unleashed (Wii) and Sonic Generations (3DS).

There is nothing out of the ordinary going on here.

I don't see what the big deal is. So you're not making money off of stuff that isn't yours. Whatever. I'm just happy they're letting the videos stay up at all, unlike most companies who just remove them entirely.

Well, I think coming at this being all mad that the other shoe is finally dropping is a bit cynical - there’s a lot of negativity going around about Let’s Players in general that I think is kind of undeserved.

To me, it’s just more that Let’s Playing being a “profession” is a little too easy. When something grows that quickly and that much money starts being thrown around, it just won’t last. One way or another, something was going to come along and make things harder for everyone involved. That’s just the way the world works.

When you have so many people producing so much content, of course the signal-to-noise ratio is going to greatly favor noise.

The big deal is that “commentary” is becoming kind of an important thing on the internet, I guess. Guys like Total Biscuit got their start as Starcraft commentators. People are starting to cheer for guys like UltraDavid in the same way they do with sportscasters like Bob Costas. Some people thought they had careers in video game commentary.

And some of them still do! Day[9] is probably going to keep going. TotalBiscuit is going to keep doing Starcraft.

The problem is that it was too easy to start up a Youtube Channel and start doing commentary over anything. What’s happening now is more like that stuff being regulated. It wouldn’t surprise me if there might be a way in the future to make money off of Let’s Play, but it’ll be a much more difficult, selective process. It’ll involve direct partnerships with publishers, there’ll be a hiring process, so on and so forth.

I don’t actually know what I’m saying anymore, though. I feel like I kind of lost the point I was trying to make and am just firing random thoughts out in to the aether!

Shandrak Spews Some Stuff: princess-kirae: Untitled: “Nintendo is killing Let’s...

Shandrak said:

As Scott Dewitt said yesterday:

“This will lose them more money than they will gain. A game grumps video makes, what? maybe 50 bucks? If that? Now you’ve got 400,000 people who are upset that nintendo wanted that 50 bucks to the point where they’d go out of the way to keep it from going into John and Arin’s pockets. Say 2 people out of 400,000 decided they’re not going to buy the next nintendo game. They just lost money. This is the kind of crap that made EA sales decline. PR matters, and they just did something a lot of companies wouldn’t be stupid enough to do for the sake of having their stuff “viewed safely”. You 400k people are not allowed to have fun, or make people laugh, or bring up intelligent discussion about our product because a few people said some things we don’t agree with.”

“Nintendo should be paying people to play their games early like EA did with Game Grumps and other LPers.”

They are absolutely in their legal rights to do this, but to do it is going to shoot themselves in the foot over and over and over again.

With all due respect to Scott Dewitt, I don’t think you people realize how much money people were getting from doing this. Egoraptor said on an episode of Grumps that they got enough money to “live comfortably” and it’s not hard to get a ballpark estimate as to what he means. Had you read my original post:

Game Grumps has been what I consider the poster child for “Monetized Let’s Play on Youtube”. They update frequently and consistently, and are generally speaking pretty entertaining… in a sense (how I feel about Game Grumps’ humor is for another post). Point is, by my estimates, at the peak of their popularity, Egoraptor and Jontron were probably pulling in thousands of not tens of thousands of dollars a month. If you figure Grumps made a penny on every view to their channel, that’s $1,783,791. That’s not realistic, of course, because you have to consider adblocking software and so on. But even if you cut that estimate by a fifth, they still made nearly $30,000 a month.

I know what I’m talking about - as stated, I co-run my own Let’s Play Channel, I’m a struggling Youtube partner on my main channel, and I have a blip.tv account. I’m aware what these kinds of things pay out. At the most conservative estimate, Game Grumps still most likely makes more than $10,000 a month. It’s enough to where Egoraptor feels comfortable buying arcade cabinets. F-Zero AX, depending on where you look and which version you get, is priced anywhere from $2000 to $9800. And given that Egoraptor, his fiance, and Jontron live exclusively off Youtube money, that pretty much confirms my estimates. These dudes are making bank.

Untitled: "Nintendo is killing Let's Play!"

princess-kirae:

This is bullshit; these people purchased the games, they put money down for an experience. I don’t see how sharing that experience with others is copyright infringement. If you go by this logic, then the entire (now defunct though) channel G4 was infringing; not to mention stuff like mystery theater. Companies need to understand that they are selling a product; and they know damn well the risks involved when you sell stuff to people. Once a customer has completed the agreed upon sale, that is the end of it. I know artists and stuff don’t want to hear this but it’s true. Once someone buys something, it belongs to them. Can’t take the heat? Don’t even put it up for sale.

Actually, no, you don’t own it. I’m going to indulge in a little armchair copyright law, so maybe I’m off base here, but media conglomerates have been fighting for decades to make sure that the DVDs you buy, the games you buy, etc. are not things you “own”. Yes, you own the disc, but you do not own the data printed on them - you merely license it from the publisher/studio. If you actually owned all of the games and movies you’ve bought, it would be legal for you to create back-ups for protective purposes.

But since you only license the content, all of that goes out the window. Go ahead - try backing up an Xbox 360 disc. You can’t do it, and if you read the fine print around the rim of every game disc, you are strictly prohibited from doing so:

Copyright 2012 Microsoft Corporation. All Rights Reserved. Unauthorized copying, reverse engineering, transmission, public performance, rental, pay for play, or circumvention of copy protection is strictly prohibited.

Welcome to the future of content ownership. Things are only getting worse in the digital age where there is no such thing as a physical copy. You already have software like XSplit and PlayOn selling you what amounts to a subscription service, where you buy a time-limited “license” to their software. After your license expires, you’re expected to buy a new one.  Adobe’s moving in the same direction - instead of paying a one-time fee for Photoshop, now you play a monthly licensing fee. Can’t afford to re-license that copy of Photoshop? It stops working.

It’s sleazy stuff, but unfortunately there’s absolutely nothing you or I can do to stop it. These companies have entire armies of lawyers and have been pushing in this direction for decades. It’s also harmless enough on the surface that the average consumer just doesn’t care.

This is the unfortunate reality.

(Source: blazehedgehog)

This is starting to look like a gal-durn video game.

This is starting to look like a gal-durn video game.

Can you explain in your opinion why Scrap Brain Zone Act 3 in Sonic 1 is so infuriating? Also, why does the bubble system in Sonic 1 NEVER give you air bubbles when you have the 5 second timer?

Well, it’s the last level in the game, and is basically the game designers going “Hahaha, screw you, here’s a level type we know you hate.” It’s making you eat broccoli and you don’t want to.

Poking around a bit, it appears that the air bubbles in Scrap Brain Zone Act 3 behave differently than the other air bubbles in the game. Level skipping to Labyrinth Zone Act 1, the first bubbles object you encounter spits out one large air bubble every 3-4 seconds all the way up until the moment you die.

The first bubbles object in Scrap Brain Zone Act 3, however, is more like every 15-20 seconds. In other words, if you’re in a countdown, there’s a significant chance you aren’t going to get air in time. It is pertinent that you stop at every air refill you can, even if you don’t need it. Most bubbles will provide you with one large air bubble shortly after they come on screen, regardless of timing.

“Stop at every bubble station” is just good advice for underwater levels in general, I feel. I’ve always thought they provided an interesting challenge - Superman has to face his kryptonite sooner or later, and in the grand scheme of things, underwater portions of Sonic 1 and Sonic 2 make up maybe 10% of their overall games. It’s not until you get to Sonic 3 where things get a little odd, given the fact that almost every stage in Sonic 3 has a little bit of water in it for some reason. But by then you have the water shield, so it’s not really a problem, I guess.

But yeah. Underwater levels in Sonic games are part of a balanced breakfast, y’all.

sunflower-setto:

Super Metroid released on the Wii U Virtual Console today. This is the result. 

And now for THE SADDEST THING