Time is Money, Friend

We’ve established every freedom we need in order to play well together. We know we can be silly when we want to, serious when we have to. We even know that we don’t have to do or be anything at all. But it’s different when you have to spend money for it. Even if you are only buying a game. It’s hard to take back. After all, that’s how games are sold. That’s how money is made. You buy it, and, baby, it’s yours forever (De Koven 105).

In more ways than one, money and time are huge factors in discussing how players engage with video games. There are obvious areas like barriers to games due to monetary reasons, or a lack of willingness to spend out of fear of lackluster content, but the reality runs much deeper.

The concept discussed in the De Koven quote above, is particularly interesting in light of the newest crackdown on ROMs and emulated content. I discussed this briefly in my post on the Game Genie and old cheat codes, but recently there’s been even more push against older content, with new laws valuing Nintendo ROMs at upwards of $150,000! The way things are going, Nintendo doesn’t even want you to be able to have ROM or emulated copies of the games you already own in physical formats. They want you to buy their updated version of the game, now that they have the NES and SNES Minis on the marketplace.

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Many of us have nostalgic memories and value associated with our times spent with older games. In the digital age, and with old consoles no longer working, or no longer showing up properly on high-definition television screens, we sought other options.

Over the years, I have physically purchased at least four different variations on a “Sonic Mega Collection,” via PS2, Xbox360, Nintendo DS, and most recently, via Steam. Sonic 2  for the Sega Genesis was the first video game that I personally owned the console. It’s forever held a very large place in my heart ever since. While I no longer own a copy of Sonic 2, I still have the original copy of Sonic 3 I received not to long afterwards. I spent countless hours spinning Sonic in all directions, clearing zones, gaining Chaos Emeralds. Through the time I invested, I was impressed upon. To this day, I still believe that Sega was ahead of its time and should have won the console wars. Alas, all I’ve been able to do, is to continue to support them by buying new versions of old titles. In truth, I don’t think any of my “collections” have received anywhere close to the attention they did when I was a child, and yet, I insisted on having a copy on whatever my gaming platform de jeur was. I also possess a number of ROMs and a Sega emulator for the titles I could less easily find: AladdinThe Lion KingJurassic Park (apparently I liked movie games).

In Nintendo’s new paradigm, the only way we can gain access to our nostalgia, short of owning the original copies, is to now hope that they deem the game you want worthy of being ported to the newest system. It doesn’t matter how much you invested in the past, they want to continue to take your money today, to resell you the experience you remember.

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Not all monetary investment is quite so stark. Players can also become invested in their video games depending on the amount of money they have or have not spent.

By the time I transitioned to an N64 from my Sega Genesis, I continued to rent or borrow video games, and only had a very small collection of my own personal titles. Money was tight and while I had rented and beat The Legend of Zelda: Ocarina of Time, I had recently learned that the next instalment Majora’s Mask was set to release soon. I scrimped and saved leading up to the release date, and as luck would have it, I was able to buy the game pretty close to its launch. Naturally, my thirteen-year-old self had neglected to realize that Majora’s Mask required the memory expansion pack for the N64, which it did not come with, and which I did not possess. Saddened and disheartened, I quickly realized that I would be able to rent Donkey Kong 64 which came with the memory expansion, and be able to play Majora’s Mask without having to find money I did not have to buy one. In light of the struggle it took for me to acquire and finally play Majora’s Mask, it is a game I have a much stronger attachment to than the original Ocarina.

Looking back, many of my fond gaming memories and “favourite” games, have similar kinds of stories. My nostalgic attachment to my games came not necessarily just from the games themselves or my experiences with them, but the memories of how I received the games. My Sega Genesis made Sega king in my eyes for the early console wars. I favoured 007: The World is Not Enough over 007: Goldeneye, because it was the game I owned. These feelings were particularly strong in my youth, and now through the lens of nostalgia.

However, the reverse can now be seen as true. I have a modest but still overwhelming amount of games sitting in my Steam library. I have countless copies of dusty Xbox 360 and PS2 games sitting on my shelves, next to distantly-used consoles. I continue to buy games not only on Steam, but also for these seldom-used consoles. In the case of the consoles, because the titles somehow carry distant meaning from a long time ago, and sometimes even on Steam for the same reason–and yet I do not play them.

At what point can we officially call this out as being more about the joy of picking up cheap games than the games themselves? I’m not sure, but I suspect Valve zoomed past it in a rocket ship quite some time ago, and if we can still see it, it’s only because it’s doing a victory lap.

But of course, the sale is only part of the story. When it fades, what’s left? A long list of games with metaphorical bite marks that you tell yourself you’ll totally go back to, but which inevitably slide down the priorities list by dint of being so last month. Dim, blurred memories (Cobbett 2014 via Eurogamer).

What is to be said for this kind of lingering engagement or investment. If we continue to pay for the content, countless times over, and yet the titles simply sit on a shelf, or as clogged-up megabytes on a harddrive, how engaged can we possibly be? Is it instead engagement with a memory? Or are we more enthralled with the thrill of the good deal, as Cobbett suggests? Are we trying to bridge the gap in order to create meaning and connection to our pasts through whatever tangible means necessary?

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Or perhaps, it’s some twisted version of the Sunk Cost Fallacy? One of the other kinds of investment and engagement we need to consider is the amount of time AND money that people put into their gaming experiences. DLCs, microtransactions, new equipment, fancy internet connections on the financial side, hours, days, months, or years on the side of time. “Your decisions are tainted by the emotional investments you accumulate, and the more you invest in something the harder it becomes to abandon it” (McRaney 2011). Basically, if you already feel you’ve already put a point-of-no-return amount into something (be it time or money), you’ll feel less inclined to leave it.

Common in the minds of gamblers, video game arcades are arguably one of the earliest attachments to this model. Have you been to an arcade recently? Do you remember what it’s like to drain quarter after quarter into a machine for another chance to get the next highest score? It sounds a lot like slot machines, and in some ways it was, just for score digits instead of monetary ones. Alas, modern micro-transactions, especially in mobile gaming, echo this model. In many cases, the game is designed to pull you along long enough, to make the rewards quick and ready enough, until things slow down. “I only have to wait a day for this thing to unlock” you may say to yourself. But you are impatient, and the ability to fast-track your research task only costs five coins, and you have fifty! Your one fast-track spirals into another, until you’ve quickly drained your coins. Suddenly you’re at the precipice of spending real money to gain more coins and progress further. You could wait, but you’ve already gotten this far, it’s only a little further.

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Once money has been spent, especially on a game you’ve been playing long enough, it’s hard to turn back. Through this profit-model, ‘free’ games don’t stay free for very long.

The Sunk Cost Fallacy also applies to more complex games like MMOs. Once you’ve spent enough time or money into one MMO, it can be difficult to jump ship to a different one. There’s a fear of losing progress, of failing. “World of Warcraft is interesting in that it caters well to…three goal types: it can be played for the goal of reaching the current maximum level, but it is also possible to play with the improvement goal for acquiring ever more points, possessions, and higher social status, and it is common to play many characters to the maximum level, making it into a game of transient goals, to be reached multiple times” (Juul 87). If you’ve accumulated enough “wealth” of whatever goal you wish, it can be difficult to pull away and be the bottom of the totem pole. It can be easily argued that this is one of the ways in which World of Warcraft has remained so successful–it’s just so hard for people to leave altogether, especially if they’ve been playing a long time.

In order to get to that point, of course, a game has to be enticing enough of an environment to begin with. [Part 5]


– De Koven, Bernard. (2013) The Well-Played Game
– Juul, Jesper. (2013) The Art of Failure

This Day in Gaming History: June 23

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This Day in Gaming History is an editorial released 2-3 days per week, that takes you on a ride in its custom-built gaming history blue box. We take a look at titles all released on the same day throughout gaming history, while also giving extra facts and anecdotes as available or appropriate. Got a favorite game that you want to learn more about, or perhaps want to see featured on TDIGH? Send angel1573 a message on the forums, or leave a comment below!

Today, we’ll be returning to some classic titles and franchises, household names, and iconic characters in gaming history. Creations of the earliest console wars, their characters continue to be used as symbols for their brands. From the early days of Sonic the Hedgehog, through to a new generation of Mario and Link, let’s adventure alongside our childhood heroes on This Day in Gaming History.

SONIC THE HEDGEHOG (SEGA GENESIS)

Released simultaneously in North America, Europe, and Australia on this day in 1991, Sonic the Hedgehog became the first game of the Sonic franchise. Following the game’s development in 1990, and after deciding on the anthropomorphic traits of Sonic, the team renamed themselves the “Sonic Team” to match their new character. Influenced by the Super Mario titles, Sonic the Hedgehog introduced a new technique to platforming: the ability to roll along curved scenery. Over time, this ability would evolve and become an integral part of Sonic’s gaming identity. The title itself was well received by critics, who praised its visuals, music, and pace of gameplay. The game was also commercially successful, helping to make the Sega Genesis console a key player in its era of console gaming.

In the 1991 holiday season, the Genesis outsold the Super Nintendo by a two-to-one ration, and in January of 1992, it peaked to claim 65% of the console market share. While Nintendo eventually overtook Sega, it was the first time since 1985 that Nintendo did not lead the console market. Sonic the Hedgehog has been ported to various media since, alongside clones and inspired offshoots, including various “animal with attitude” platformers like Aero the Acro-Bat, Earthworm Jim, or Crash Bandicoot.


NINTENDO 64 CONSOLE & SUPER MARIO 64

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Launched alongside one another in all markets, on this day in 1996 the Nintendo 64 console and Super Mario 64 were launched in Japan. Initially codenamed “Project Reality”, the design was finalized by mid-1995, but its launch was ultimately delayed until 1996. The console primarily competed with the PlayStation and Sega Saturn, as part of the fifth generation of console gaming. Alongside Super Mario 64, the console was launched with Pilotwings 64 worldwide, and Saikyo Habu Shogi in Japan only. The console was launched in a variety of colours and designs, including limited-edition controllers and systems.

The N64 was highly anticipated and was met with great praise as a result for its power and gaming delivery–allowing for a more powerful generation of games. The system was in high demand upon release, and during its first three days on the market, retailers sold 350 000 of 500 000 available units. However, the decision for the console to use cartridges rather than discs resulted in tapered sales and more expensive games than its counterparts. Ultimately, the N64 remains one of the most iconic consoles in gaming history, not only for its own profile, but also the games released for it.

Super Mario 64 is the best selling game of all time for the Nintendo 64 console, having sold more than eleven million copies worldwide. A remake was launched on the Nintendo DS in 2004, entitled Super Mario 64 DS and features modifications to the original title. The game left a lasting legacy on 3D game design, particularly with camera design and 360 degree analog control. Super Mario 64 is lauded by critics and fans alike as one of the greatest and most revolutionary games of all time.

Countless titles which followed its released were influenced by Super Mario 64‘s design, including: GoldenEye 007, the Grand Theft Auto series,  Kingdom Hearts, and countless others. Dan Houser, a prominent figure in the development of GTA, stated “Anyone who makes 3D games who says they’ve not borrowed something from Mario or Zelda [on the N64] is lying.” On May 5, 2011, Super Mario 64 was chosen as one of the 80 games to be displayed at the Smithsonian, as part of the “The Art of Video Games” exhibit which launched the following year.


PHANTOM HOURGLASS (NINTENDO DS) [JAPAN]

Much like the other two (or three if you’re going to be technical) gaming behemoths in our list today, The Legend of Zelda: Phantom Hourglass is another title in a long list of games in the Zelda franchise. An action-adventure game released on this day in 2007 in Japan, it is the fourteenth installment in the greater series, and the direct sequel to the 2002 Gamecube title Wind Waker. The game has been re-released for the Wii U via the Virtual Console in North America as of May 2016. The title features 3D cell-shaded graphics and an overhead camera perspective. Players utilize both the touchscreen and the microphone, alongside traditional controls, to progress the story.

While the title and its gameplay were generally praised upon release, Phantom Hourglass was criticized for its online features. Receiving several industry awards, the game would go on to sell 262,800 copies in its initial month in the U.S. By March of 2008, 4.13 million copies had been sold worldwide. Phantom Hourglass was praised as one of the better games to be launched on the Nintendo DS handheld. While the game changes pace and tone when compared to others like Twilight Princess on the Wii, it remained a worthy successor to Wind Waker. Several websites named it the 2007 Game of the Year for the Nintendo DS, and was listed as such in many mainstream magazines. While a point of criticism for some, the title was simultaneously praised for being the first Zelda title to successfully attract casual players.

Images © Nintendo & Sega


Some other titles released on this day:

  • Phantasy Star Online: Blue Burst (PC) – 2005
  • Dynasty Warriors 6 Empires (PS3) – 2009
  • Pokemon Black & White Version 2 [Japan] (DS) – 2012
  • Batman: Arkham Knight (PC/PS4/Xbox One) – 2015