The Emergence of Episodes
Consider this two things, one, an informal review of Sin Episodes: Emergence, and two, a look at the ideas behind episodic gaming as today we get Half Life 2: Episode 1.
Skeptics could say that what we’re seeing is way to charge gamers more for the same content. At around $15 to $20 an episode, which gets you three to five hours of gameplay, to play the ‘full adventure’ is going to cost you $45 to $60. It’s not a major increase really, but one of the apparent benefits of episodic gaming is that you don’t pay for the parts of the game you haven’t reached, unless you want to.
Every game has games that they didn’t finish, whether because they didn’t like them, got bored, something better came along, whatever the reason, we’ve all been there. For a small price, I can get a chunk of game that I know I’m going to finish, and if I hate it I’ve only invested a small cost instead of a big one, though more on that way of thinking later.
Sin Episodes: Emergence is looking to be an interesting prospect. Its gameplay is fairly basic of the run and gun, point and shoot school of design, and given that it’s an old franchise coming back, I think many people like the game for that. However there are plenty of areas where it could be better. The AI is pretty basic: It works, but it doesn’t really do anything particularly clever or interesting… but all in all it’s fun for a few hours.
The storyline is pretty interesting, not that it’s the best storyline, but that the episodic approach feels fresh. Throwing you into a bad situation from the off, as Elexis and ‘the guy with a beard’ inject you with something, makes for a great introduction to Jessica as she comes in kicking ass to save you, leaving you trying to work out what the hell you’ve been stuck with. This plot is the focus of the first episode, but you can tell there’s much more going on. You were up to something before you got caught and injected, and a later episode is apparently going to cover that period of time.
The game ends on a slight cliffhanger, and uses its ‘next time on Sin Episodes’ trailer at the end, to show the resolution of that cliffhanger, as well as setting up where the story goes from there. It’s a great mechanic, familiar and yet new… and I’m confident it’s one that people are going to get used to.
If Sin Episodes went on as it was for another 10 or so hours, I’d never bother to finish it. The sillyness of how late nineties the game design is would wear off, even as the game revels in it; posters saying such wonderful things as ‘Packing: When in doubt, use a crate’ and silly secrets that are marked by the Dopefish or the Ritual logo plastered on the wall.
So why is episodic different then?
Well, while logic might say ‘try it and if you think it’s not that great, give a pass on the next one’ that does the episodic model a big disservice. See, the game is out in people’s hands now. People are playing it, people are talking about it. The stats from the game are filtering back to Ritual. Which guns did they use… did they stop using lower guns when they got the better ones. Did they use the grenades? Did people all get stuck at the same parts?
If you finish a game you have a small group of play testers. Some studios don’t even really bother with outside play testers, and playing something work in progress over and over makes it hard to remember which bits are fun. One of the reasons Daikatana took so long is because at one point, they were just redesigning the levels because they were bored of them. Not that the old ones were broken, or anything, just that the people making it couldn’t stand to play through them again.
Ritual now have millions of play testers, and the real test of Sin Episodes is not in the first course at all. The first one was dumb fun, like a summer popcorn action movie, that got around its weaker parts with its tongue in cheek sense of humor. The real test is in the next episode. Not just in what they add, but what they change.
The episodic model, means that Ritual can partake in this venture with a lower initial cost, with a smaller development cycle, and then to get product into gamers hands to generate revenue for the next episode, but also to see how their design is working. If the next episode is just the same but with a couple more weapons and enemies, and some different levels, then they’ve wasted all that information, but if the next one addresses the complaints people have with this one, then Sin Episodes could really be something special.
Traditional game design, finish the entire game, and then see what your consumers think afterwards, doesn’t offer that. Nor does it let developers take the same kind of risks… again, less cost, less development time means that developers can afford to try something different. Sin Episodes may not seem to be ‘different’ but Ritual had been wanting to make a sequel to Sin for years. No publisher would touch it and they couldn’t afford to self finance the development.
The episodic model has allowed them to take a risk that they couldn’t otherwise have. I don’t want Sin to change its style. I don’t want it to come fully into this millennium, just for its AI to.
Will the complaints be addressed? Its hard to say, but another episodic series has already set a good example. Bone: Out of Boneville, was criticized for being too easy, too short, and too expensive. The design of Thorn, one of the main characters, and the voice actor voicing her was criticized. Most people didn’t like the action based minigame, but they loved the multi character branching dialogue system and wanted more of it.
Bone: The Great Cow Race addressed every single one of these complaints. It was cheaper, longer, had more complex puzzles, redesigned minigames, more branching multi character dialogues and a redesigned and revoiced Thorn.
Whether or not Bone is your type of game, it’s a strong advert for the strengths of the episodic design model. Adventure games are rare these days, but episodic let a small start up company get going. Now they have the Sam and Max license and a hopeful future. Gamers who invested (quite an accurate word to use) in the first Bone, were rewarded with a much improved follow up.
Episodic gaming improves the relationship between the developers and the gamers playing the game. It makes it much easier to find out what the people playing the game want and that is really the strongest benefit of all.
Valve debut their first episodic title today, and it looks set to be one of the best, and most widely sold, episodic franchises yet. Their opinions on episodic gaming go beyond just reactive game design and greater opportunity for risk taking. The Source engine that powered Half Life 2, was never meant to stand still. More like the Unreal engine than say, the Doom 3 engine, it was designed to be continually developed.
They weren’t happy with their rendition of HDR at the time Half Life 2 was drawing near release, so they scrapped it and started working on a new approach that they knew wouldn’t make it in time for Half Life 2’s launch. After perfecting HDR, they didn’t stop there, adding other features to the engine, and beginning to work on others.
Half Life 2’s episodes allow Valve to showcase these new technologies, bringing each engine advancement into each successive episode, and because they don’t have as much content to worry about, they can get the technology into gameplay faster. Source’s approach to HDR requires multiple versions of the same texture, and had it been discovered two thirds of the way through Half Life 2 they’d have had to go back and relight and retexture all the work they’d done to that point, something they likely wouldn’t have done. If they get motion blur working as episode 2 is nearing its end, it’ll likely show up in episode 3. It could also arguably reduce how long gamers have to wait for a hot new feature to show up playable.
Feature creep is another problem that lengthens game development cycles. Coming up with new stuff to add as you’re well into development, that then needs to be implemented back into the gameplay of everything you’ve come up with so far… The episodic model reduces the work required to add features, as well as limiting the impact of it. Chances are, you’ll already have product out there selling that people are already playing by the time you get that idea for an amazing new feature, and it doesn’t delay the start of revenue flow, or the time it takes for gamers to start enjoying your product, as both those will likely already be happening.
Episode 1 is trying something risky from a game design stand point too. AI team mates that are with you almost the entire time have never really been pulled off successfully before. Trying that for a shorter game is obviously easier… and if its successfully implemented and enjoyed by the people that play it, you can bet Valve will do it again.
So the strength of episodic gaming is multi facetted: You only have to buy what you want to. $15 to $20 for a short game three to five hours long and that’s triple A quality isn’t bad, when many full priced games come in at under 10 hours of gameplay. Shorter development cycles and cheaper development costs allow the developers to take greater risks, either in terms of innovative game design, or in terms of less popular genres or franchises that publishers would unlikely touch normally. The episodic approach allows developers to be reactive to what the people playing your series are saying they like and dislike, allowing them to shape the series to gamers tastes. Finally, it helps prevent games get stuck in development limbo by minimising the impact of feature creep.
The episodic idea isn’t really entirely new, nor that different to the shareware model of the late eighties and early nineties. However, the other titles that have taken the episodic approach, tended to be budget titles of much lower quality, and it’s only really now that we’re starting to see big name franchises, and big name studios, experimenting with the idea.
Of course, there are drawbacks to episodic gaming. Replaying the entire series could feel incongruous when faced with the first episode after having played the improved later episodes. Furthermore, the first episode has a much greater set up cost than later episodes, given that the engined needs to be licensed or built, the series planned out, and any other custom technologies that the series might need created. The first really needs to sell well for the developer to be able to continue, however great they might have been able to make the later episodes.
Then, the release is limited to either online broadband customers, or the developers are faced with paying over the odds for packaging and distribution since they make up a much higher percentage of a $20 than a $50 dollar one.
However, the success of these first major episodic franchises, will likely make or break the episodic model for the foreseeable future. If something with a major brand name like Half Life can’t sell by the episodic model, then it’s going to be a while before anything can. If Half Life 2 Episodes is a hit, it might convince gamers more skeptical of the approach to give another episodic series a shot.
I know the episodic approach is something that I’m really looking forward to following.
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2nd June | Reply
Call me cynical, but haven’t we had episodic games for years under their previous name “expansion pack”? I’ve bought a few of them in the past to extend a “regular” title and each of them could be considered episodic in nature. Given this I am not seeing much new here.
2nd June | Reply
Well, Kelmon, as I mentioned, if not for the episodic model Sin Episodes couldn’t have been made. A start up company like Telltale would have needed to secure a much bigger initial funding, and a probably a publisher to get off the ground, which would have been difficult for a studio focussed solely on what’s seen as a dead genre. So that’s one of the big differences. There are similarities to expansion packs, and maybe I should have touched on the differences, but expansion packs tend to be self contained, as are the games they’re expanding on. They’re also almost never planned and very regularly made by a different studio to who made the original game. Planning out a series is very different to hiring a second studio to make an add on after a game has been hugely popular, and nowadays you’re looking at longer than the six to nine months that episodes will have apart. The storyline approach differs too, if you’re interested in that sort of thing. An episode is part of a story that develops and progresses with each episode, where expansions are more like seperate stories in the same universe usually.
I’ll be honest though, I never bought an expansion pack that I didn’t regret buying, so I’m slightly biased in that department.
Really though the biggest difference is that you get product out there quicker. You don’t have to spend 2 to 4 years making you first game before you can put out your expansion in the episodic format, and very few developers can afford to do that without first securing a publisher, who’ll have their own timetables and demands, and will unlikely go for something risky. The episodic approach makes it easier for a developer to go it alone and try something that a publisher likely wouldn’t touch, by ensuring that they start getting money sooner than they would have done, and they can then use that money to finish the developement of the series.
3rd June | Reply
OK. Fair enough. Here’s my counterpoint on the subject - what if the company making the episodes doesn’t finish them (goes out of business, can’t be bothered, etc.)? If I buy a “full” game then I have a commitment from the developers that I have a complete game (more or less) and I don’t run the risk of the gaming stopping part way through.
But, yeah, I still see Episodes as being glorified expansion packs that I don’t see as being necessarily able to display any higher level of quality. Ultimately the developer still has to make a “complete” game in the first episode and can then tack on content later, plus enhancements to the original code. In practice, the development of an episodic game simply requires much the same process as making a base game with a load of expansions with the only real differences being that less needs to be made the first time and you continue a plot. I don’t see this as being groundbreaking but because a different name is being used the gaming press is going nuts over it. Muppets.
From this time on I will have to refer to game episodes as the “gaming industry business model formerly called the expansion pack”. It even has a symbol - $.
*takes cynical hat off*
3rd June | Reply
I just finished Episode 1, and all I have to say is: Wow. The game is great. It took me about 4 1/2 hours to finish on easy difficulty, and I loved every minute of it. I’m playing through it again with the commentary on now.
More on-topic though, I like the idea of episodic releases. I paid AU$23 for Episode 1, and I feel that I got my money’s worth. I got to see what happened after the citadel explosion and, what’s more, I got to see the g-man irritated. A rare sight indeed.
Although I wouldn’t have felt the same way if I didn’t purchase the episode through Steam. The retail price here is AU$34.95. That’s not even close to the $89.95 standard price, but it’s enough to put someone off a five hour game. Markups will be the death of gaming in this country.
I think ultimately one needs to think of it in terms of whether you feel you’ve gotten your money’s worth out of the product. In this case, I think I have. I’d pay more than $23 to see a movie, once you factor in things like the candy bar (which I believe to be a front for something more sinister, but more on that some other time), and Ep 1 gives me far more entertainment than the latest blockbuster.
4th June | Reply
I gotta go with Sheps here. I don’t know what numbers people are looking at when they say the $20 for ep1 is a “rip off”. Ep1 clocks in at about 5 hours, so if you paid the standard $50 for a game in that formula it would be a 12.5 hour game. That is longer than a ton of action games. Max Payne and Max Payne 2 were both under 10 hours each but they were a damn good ride. Half-Life 2 itself was around 15 hours. I bought HL2 for $60 if I recall. Give or take skill it really looks like they just took their price per hour of a half-life 2 caliber game and cut it up to fit.
I also preordered Episode 1 so I got it for $17. Deals abound. And when they say the next 2 episodes are already well into development I get excited. This is how episodic content should be.
I also really like how Episode 1 is not just “more half-life 2″ (which would have been great anyways). Working with Alyx is really rather incredible.
5th June | Reply
I just have to give my props to the storytelling in HL2. Alyx really made Episode 1 and the depth of her character is unmatched in any game I’ve ever played.
Episode 1 is such a good gaming experience on its own that it kind of sets itself apart from all other episodic experiences. What I mean is that Episode 1’s success won’t determine the success of episodic content in general. Valve has an advantage over other episodic series in terms of its “initial episode” Half Life 2. It was a given that this expansion would sell well. It was a given that this episode would play well. The true test of this content will be whether series such as Sin: Episodes and Bone can succeed.
6th June | Reply
I really see the episodic model as all wrong headed. I don’t want short games. A four hour game is completely unacceptable, especially on the PC where i have to pay a signficant amount of money for it–20 bucks for 4 hours? sheesh i play World of Warcraft every day for hours on end for 15 bucks a month. I’m not seeing a good value there and the way they’ve set it up there is no second hand market, it’s not going to be on amazon years from now for 2 dollars like say Planescape torment can be found these days if you’re lucky.
I haven’t really played it yet but I don’t really feel compelled to play it yet as I’ve got World of Warcraft and what i’m hearing about HL2 doesn’t really sound that appealing to me atm. I like that it lowers th bar of entry for developers but i really want to see longer games, in a world where i can just play WoW till my eyes bleed it’s hard to justify spending more money on games that aren’t even going to last as a super fast molten core run. Which we cleared on Sunday in a record for our guild sunday 4:12 with only one wipe.
7th June | Reply
IMO WoW and HL2 hold two completely different experiences. WoW has a lot of gameplay, however that gameplay taken from an artistic depth point of view is rather shallow. Sure there’s a lot of lore in the game and the graphics are sound. But look at how simple the core endgame gameplay is. You run dungeons over and over again until you get the gear you need. I plunk my 15$ a month into WoW so I admit, it can be fun. But, when I finished HL2: Ep1, it was like watching a classic film after a summer full of mindless action flicks. The quality of virtual acting Valve has created with its facial system awed me. The developer commentary tracks revealed the amount of work that went into the game. Just listening to the amount of design and work that went into the opening scenes has given me respect for Valve’s ability to create games of such artistically emmersive depth that it feels like I’m watchign a movie’s director’s commentary track. If you want an example just track down Ep1’s teaser trailer #4.
7th June | Reply
^^ a metaphor i just thought of:
What’s the point of buying a DVD for 20 bucks when you can watch cable TV infinitly? They offer two different types of entertainment.