Episodic Content – Stay Tuned

I was listening to Gaming Steve‘s latest podcast and his take on episodic content. And it got me thinking…

Episodic content is good for the industry because it allows developers and publishers to realize their return on investment throughout the development lifecycle. No longer do they have to wait after a three-year long project to release a game to retail, cross their fingers, and see how it sells.

The development process itself shouldn’t benefit much from episodic content, and would probably end up being longer than doing it via the conventional model. If you look at a project plan for game development, the engine, or game architecture, is the biggest technical task and extends the development phase from end to end. Input into that – like the game assets and level creation – is typically conducted episodically. This way, milestones can be set throughout development and hands-on game testing and balancing can be done in a somewhat parallel fashion. So for episodic content, nothing really changes. The engine must be done, but these milestones now can be hard stops for release candidates.

What this does provide is the ability to create more diversified and original content throughout the life of a game. Assets are normally reused throughout a game, primarily to cut down on the time it would take to design and create them. This is why it is commonplace to see the same textures or game objects scattered throughout a game, or levels repeating themselves, or the same enemy models over and over again. With episodic content, these hard stops will allow design teams to rethink their assets and change as they see fit. In addition, the underlying game engine can also go through an iterative development process to tweak things like physics, squeak out performance increases, or even update multiplayer code. For the latter, I would assume if a game provides a multiplayer content, that it must be consistent throughout and compatible with all previously released episodes. But for the majority of the game, the game engine can evolve as necessary without any negative impact, tied together with a common user interface. A positive side-effect to this is the reduction in the number of patches – again, with the exception of multiplayer gaming, since one cannot depend on the consumer to buy all of the episodes to reap the benefits of future engine enhancements.

And one very important upside to episodic content is that it lends itself very well to digital distribution by nature. Digital distribution eliminates the publisher, and therefore puts the revenue solely in the hands of the developer. Sure, there is some overhead here that developers would have to take on which had been previously the role of the publisher, such as marketing and financials, but I think the positives still outweigh the negatives by a large margin.

But enough about the developers, is this good for the consumer? Certainly they wouldn’t want to be nickeled and dimed to death for game content. And one negative is that they may ultimately pay more than they would for a conventional release if they buy each episode. I would imagine the sales graph for episodic games would look peak early and slowly trend downward, with the majority of people picking up the first couple of episodes out of curiosity and hype, but rapidly dropping off as people lose interest or time to play them. The key for the developer is to keep consumers coming back. Whether that equates to shorter, more frequent bursts of content or lower episodic price points, the model remains to be seen.

The positives are, if done correctly, will produce game content on the whole that is longer than typical releases, with more varied gameplay and graphics throughout. It also allows the consumer to get their hands on a game earlier than normal. And of course, digital distribution means more impulse buying and sampling, especially at a lower price point. Ten dollars for four hours of instant satisfaction is a pretty enticing proposition for consumers.

I think the best test of episodic content for would be on the console space, specifically with an online service like Xbox Live, and used in conjunction with the traditional retail channel. For example, Halo 2 was well received but yet people complained that it didn’t have a proper ending. This may have been a result of a rush to get the product to market. But why not extend the life of the single-player game by releasing episodic content that would bridge the gap between Halo 2 and the inevitable Halo 3? One thing to be careful of is to not exclude gamers who do not have the means, either technically or financially, to participate in episodic gaming of this nature. Halo 2 and Halo 3 would build upon the main story arc, so that those who did not play the “bridge” episodes did not miss out on the overall story. To compare it to another media, it would be the way the Star Wars Clone Wars cartoon bridged Episode II and III.

But from a development standpoint, this would reduce initial investment of the product and realize the return on that investment much earlier than normal. In addition, it would extend the gaming experience and continue to drive revenue potentially longer than a typical retail product would, while keeping core development teams healthy and active by providing new content. Digital distribution of new content would benefit the developers financially, while continually driving new sales of the retail product to late adopters.

I think it’s inevitable that episodic content will happen, and will undoubtedly continue to evolve from its current infant state. But it looks at this early state that the positives to both developers and consumers clearly outweigh the negatives.

An Open Letter to Sony

Dear Sony:

I have been a faithful owner of your PSP since last May. Sure, I missed the initial launch, but the hype regarding WipEout Pure – one of my favorite franchises – forced me to trade in my trusty GBA SP, sell off my classic GBA titles and invest in your stylish, progressive handheld console.

It is obvious the PSP was designed to be innovative – a portable gaming device that rivals PS2-quality graphics, integrating WiFi technology with a proprietary disc format that can also play high definition movies on its widescreen display. In addition, the device can surf the web, and play music and movies right directly from a memory card, which opens the possibility of ripping my favorite movies and watching them on the go.

There’s only one problem – all of this works in concept, but none of it in execution.

I’m not ready to trade it in right away, because I depend on it as a multimedia device almost as much as a gaming device, but I’m giving serious thought to picking up a Nintendo DS. Don’t get me wrong, I love games like WipEout Pure, Lumines, X-Men Legends II and Metal Gear Acid 2. And as my primary home console is the Xbox/Xbox 360, it’s nice to have so many Japanese RPGs available on my handheld. If only playing games on it wasn’t such a chore. Not just because of the poor placement of the buttons, or the lack of a second analog stick, or even the lack of a single proper one. I don’t know how to put this any better, but load times suck. It’s a portable device that’s meant to play in short bursts, yet some games take longer to load than the time I have to play them. Also the PSP obviously wasn’t designed to be played without being plugged into the AC adapter, because the battery life sucks. Four hours? I had to buy another batter just to play games on a long flight. The fact that you had to dial back the CPU clock speed tells me you didn’t factor in the PSP actually being portable. This in turns effects loading times, graphical capabilities, etc., and makes it so that the original targeted performance is essentially unachieveable.

So one would think since gaming missed the mark, at least it would be a serviceable multimedia device? Yes, one would think, if it were easy to move multimedia files onto the device. MP3 audio isn’t as much of a problem, and it better not be since there are devices that cost 1/10th of a PSP that can do this flawlessly. It’s the video I’m talking about. Not only is it a pain to move video files on the PSP (and try to move both an AVC and MPEG file and see what I mean), but it’s a waste of my time and my CPU power to have to convert videos to move them over. I can go out and buy a Creative Zen video player, and it can play pretty much anything I throw at it, including DivX and Xvid. My PSP will only play AVC and MPEG videos, so pretty much any file I download I have to convert. And I’m talking about podcasts and legally downloaded files. Oh, what’s that Sony? There are podcasts that are already in PSP H.264 format? Ah, well maybe you can tell me how to create the required thumbnail and rename them to your uninterpretable naming convention? Not even your “easy-to-use” PSP Media Manager software will let me do this without reconverting the video, even though it’s already in the correct format.

And by the way, thanks for making affordable flash memory cards large enough to store content for those long trips. I had to buy two 1GB pro duos to get about as much content as an iPod mini, for about the same price. That’s just for the memory cards, mind you, not for the investment of the PSP itself. I’ll really appreciate it when you release the updated PSP model with the built-in 4GB hard drive. That means you finally realized your mistakes, albeit burning me and all other six million early adopters as a result.

So what did I learn from all of this? I should have bought a DS and held on to my GBA SP. Thanks Sony, I’ll be sure to think twice when buying the PS3 and rebuying all of my DVDs in BluRay.

Signed,

Used and Abused