Wednesday, February 4, 2009

Amazon.com/GameDownloads: Initial Experience

So, in a much anticipated move after their acquisition of Reflexive Entertainment, Amazon.com launched their videogame download store beta: http://www.amazon.com/b/?node=979455011


Here are some thoughts re: Initial Experience.

First, the good:
  • As an existing Amazon customer, time from "hit the download button" to "playing the free demo" was less than 5 minutes. Not bad considering I needed to install the downloader first. The default install pipeline was simple (with advanced options available) for someone like me who has used other installers and is familiar with the drill.
  • Every game has a Free Demo. Yes, yes, and more yes. You listening Wii Ware?
  • First hit is free. I failed to notice the Free Demo policy initially (see my comments below), but even better than that is the offer of 3 games for free. Basically Amazon games is saying "try our product and install pipeline for free -- we're banking on you liking it so much that you'll be back and buy some games". This is the kind of personal utility that will cause people to log in -- or even sign up for a new account if they don't already have one.
Now, the "Needs Improvement" (I realize that many of these features are probably already in the works for the next Beta or full release, but mention them to be thorough):
  • Free Stuff. Free Trial. I didn't notice any of these messages on the page at first (even though they are featured prominently above the fold). Why not? Probably because I'm there for content (I'm scanning box art to see if I recognize any games or if any of them look cool and fun to play). I'll bet if we used eye-tracking we'd find that the user's flow was from 'pretty game box art' to 'pretty game box art'. And the only other thing there is "Price: $9.99" in bold red text. There needs to be a way for the user to learn that the game he or she is interested in has a free download version just by looking at the box art. It should be at least as prominent as the price sticker.
  • Box art was too small for most games. There is cool and well-branded content available -- but it's hard to notice. I like the fact that there is lots of white space (easier on the eyes), but I want bigger pictures. This is supposed to be FUN.
  • Note that Amazon has attempted to solve both of the above issues on other pages by having larger images with mouseover hot spots that provide purchase/wish list options. Just change this to purchase/download free trial options.
  • Where are my community features? I want ratings, reviews, discussions, tags, uploading of high scores, videos of game play cheats and quirks...
  • Where are my personalization features (obviously we need to wait for better data before implementing this, but I can't wait!)
  • The top-center graphic (a rack of dozens of games) looks like the interactive "lazy susan" on other pages that I should be able to spin by mousing over it. But I can't. And that makes me sad.
But what do I most want to see? I want a platform experience that rewards my loyalty. I want Achievements and Gamer Points. I want Friends Lists and Leaderboards. I want aggregated play data on what folks are downloading, playing, and loving. And I want to share all this information via a Facebook App.

All in all, a great first step. I can't wait to see future iterations.

NOTE: Full disclaimer... I'm a former Amazon employee (community and social features) and frequent customer.

Tuesday, February 3, 2009

Lego Batman... Finally got around to it.

I'm wondering if the novelty has worn off of the Lego series. I find this hard to believe as I still just love (love) busting objects and collecting blocks/bolts/what-have-you.


Lego Batman promises more of the same goodness that Lego Starwars delivered in spades. They've taken a few lessons from Ratchet & Clank, which I think is a great idea given that this game is more about gadgets than about swapping heroes (if it was "Lego DC Heroes" then they could have had more emphasis on hero swapping). The Batcave seems very similar to some platform areas in the various Ratchet & Clank games; the magnetic boots (and winding metal paths) are clearly a tribute to the R&C goodness.

Maybe I'm not excited enough by the IP to forgive the Lego series' flaws... Or maybe some of the flaws are exacerbated in this version. I'm just not that compelled to continue on:
  • Movies seem longer and not as good as the Starwars versions.
  • Geared towards more hard core/experienced players (easier to fall to death early on; combat difficulty is a little challenging for the first 2 levels).
  • Severe level design x camera interactions that make for cluttered/obstructed game play.
I wonder if I'm also a little bit sad that the combat system is so shallow. I've been playing a lot of action and action RPG games where more than just button mashing is required and I feel like my combat options in this game aren't that exciting. Pair this with the fact that the default gadget (boomerang) is not very easy to use in combat, I feel like it doesn't really matter what I do in combat -- just don't hit Y (switch by mistake) or hold X (go into boomerang mode).

I also wish there was a little more gravitational pull for the blocks -- I think I've become spoiled by other games where the essences released by a player's desctructive actions are automagically scooped up (instead of requiring me to run everywhere to try and pick some random block up).

No big surprise, but the UI and game shell menus could use some work.
  • The classic "binary option; both of which look highlighted" problem (one is in yellow text; the other is in blinking white text).
  • Jargonistic terms in the settings pages ("adaptive difficulty") and missing contextual text when having to choose upgrades (what the heck is "silhouette mode"?)
Considering that I've now basically spent $25 on it (2 months on loan from Gamefly) I should probably return it in favor of the next two games in my Q (two DS games: The Sonic rpg and a Nancy Drew game).

I'm an idiot...

So I've had a copy of No More Heroes sitting on my desk (well, I did play about 2 hours) since Aug 28, 2008.


How do I know this?

Because that's when Gamefly shipped it to me. I am on the 2 games out program for $25 per month. That means I've spent 5 months on it at $12.50 per month. The "buy now" price is $17.99. So, basically I paid $62.50 to evaluate part of a game that I could have bought for $17.99.

Like I said above, I'm an idiot.

Monday, February 2, 2009

Time to dust off the blog-webs... Light, Camera, Curses!

I just completed the recently released Nancy Drew: Lights, Camera, Curses game. It was available on Big Fish Games as one of Her Interactive's first "casual" releases on the portal.


All in all it was a pretty fun game. Good production values, well polished visuals, interesting art direction. Moreover, there were definitely some additional affordances (like skipping ahead in dialog trees, more mouseover text, balanced for non hardcore Drew fans) than in the recent box copy releases.

That said, I have circled a few areas for improvement:
  • Minigames were a little outdated and could have used some usability polish. Some of the mini games had confusing UI elements (like which block is going to be dropped next; where will the block land). Controls did not feel that responsive. The minigames seemed dated because I've played more polished versions of them already.
  • Game shell UI needed some work. The options screen could have used some more friendly descriptive text (what's the difference between "fullscreen 1" and "fullscreen 2"). The main in-game menu (where you review progress) had a hidden tabbed menu system that I didn't figure out until I was almost finished the game.
  • Laptop support is needed. There was no "low battery" indicator and the game doesn't work well with mousepad and standard laptop RB controls.
This is really the kind of game that I would like to play on a mobile device (DS, iPhone, etc). I look forward to future versions.

As an aside, I have a bunch of gaming housekeeping to do:
  • I finished Fallout 3. The ending was kind of lame, so by "finished" I mean I finally reached level 20. I'll download the DLC and play some more. As much as I hate the fact that it took me about 10 hours to get into the game, I ended up really liking it.
  • I have a metric ton of demos that I have downloaded and I need to try and write about.
  • Liza and I also tried out the Wii Fit the other day. I need to start playing it more and probably blogging about the results. At the very least I need to describe our initial experience. 

Sunday, January 11, 2009

New Year: Need new updates...

I'm sitting in between two vacations (one in Kamloops, BC; one in Maui, HI). I haven't made enough time to blog lately, but I have been gaming.


Here are some of the games I've been playing that I really need to write about soon:
  • Fallout 3
  • Bejeweled Blitz
  • World of Goo (PC demo)
  • Crayon Physics Deluxe (PC demo)
  • Meteos (DS)
I've also been listening to groups of friends as they play Pandemic -- an immensely popular co-op board game.

And, of course, there are several "best of" lists that I've been paying attention to: