Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

Monday, August 20, 2012

3DS XL Launch Guide

For highly patient gamers across the country, the wait for a better, slicker 3DS model finally paid off last Sunday, when the 3DS XL officially launched in North America. With bigger screens, a better battery life, a sleeker design and larger buttons, this new system represents a giant step forward for the little system that could. But while the XL is a fine piece of machinery, a gaming system is no good if you have nothing to do with it. You can only Raid so many Faces, after all.

If you want the lowdown on how to truly ock being a 3DS owner, check out the guide below. From the games you should definitely pick up to a couple of things you should take care of to maximize your experience, this is everything you need to know to get the most out of your new investment. And for those of you who are upgrading from the old model, browse through to make sure you’re all caught up on the big items too - and skip to the end if you want help making the jump to a larger SD card.

Must Buy Games

While it took a while to find its stride, the 3DS library is now rather strong for a system just barely past its first birthday. Below you’ll find the handful of titles you absolutely can’t pass up, and a pretty good sampling of what the 3DS has to offer. No, not every amazing 3DS game is included here (calm down, 3DS owners!). This is just a good starting point for people to whet their 3D appetite with. Oh, and the first isn’t a suggestion - it’s required playing.

Super Mario 3D Land

The definitive 3DS experience and the best portable Mario game ever made. Super Mario 3D Land looks amazing - especially on the XL’s larger screens. It’s Mario magic incarnate.

Check out our full review of Super Mario 3D Land

The Legend of Zelda: Ocarina of Time 3D

A gorgeous and faithful remake of one of the greatest games of all time, presented in stunning 3D. You’ve never seen Hyrule field like this before.

Check out our full review of Zelda: Ocarina of Time 3D

Kingdom Hearts: Dream Drop Distance

A great action RPG that leads right into the (presumably) forthcoming Kingdom Hearts III. Sora and Riku are back - and keep an eye out for some awesome The World Ends With You cameos!

Check out our full review of Kingdom Hearts 3D

Resident Evil Revelations

Revelations pushes the system to its limits, offering a full Resident Evil experience that feels right at home on a portable.

Check out our full review of Resident Evil Revelations

Kid Icarus Uprising

After far too long, Pit has returned thanks to Smash Bros. creator Masahiro Sakurai. Help the angel soar in this exciting new adventure.

Check out our full review of Kid Icarus Uprising

Mario Kart 7

Challenge friends and strangers alike in MK7, which features Nintendo's most sophisticated example of online multiplayer to date.

Check out our full review of Mario Kart 7

3DSWare

The 3DS’s offerings aren’t only limited to retail games. Your first step to getting at these awesome downloadables is to connect your system online. You can do this in System Settings, and once you're online you'll also be able to receive SpotPass content from Nintendo. Once that's done, grab some 3DS cards - or a credit card, either way - and hop on over to the eShop to catch up on these downloadable goodies. Again, this is only a small sampling of what the eShop has to offer, but it should be more than enough to get you started.

Pushmo

A delightful and wholly unique puzzle game that will keep you coming back for more… and more… and more.

Check out our full review of Pushmo

Sakura Samurai: Art of The Sword

Master the sword in this delightful action game. It has a Kappa in it!

Check out our full review of Sakura Samurai

Dillon’s Rolling Western

Defend your towers - and some weird, sheep-like creatures - in this Western-inspired title.

Check out our full review of Dillon’s Rolling Western

Mutant Mudds

Old school platforming with an epic use of 3D. If only it were 10 times longer!

Check out our full review of Mutant Mudds

Colors! 3D

The painting tool to end all painting tools. Doodle in 3D, then share it with your buddies!

Check out our full review of Colors! 3D

3DS Virtual Console

As for the 3DS Virtual Console, check out the titles below, then begin your journey into gaming’s portable past.

The Legend of Zelda

The Legend of Zelda: Link’s Awakening

Super Mario Land

 

Super Mario Land 2: 6 Golden Coins

Super Mario Land 3: Wario Land

Metroid II: Return of Samus

Donkey Kong ’94

 

Kirby’s Dream Land

Kid Icarus: Of Myths and Monsters

Tetris

 

Game & Watch Gallery 2

Update Your Firmware and Get StreetPassing!

Now that you’ve dipped your toes in the 3DS software pool, there are just a couple things you should take care of before your 3DS is good to go. The first thing you’re going to want to do is update your system - you’ll find this option in System Settings. Once the update is complete - it should only take a minute or so, depending on your connection - you’ll be able to create folders on your Home Screen. Just tap a blank spot, click Create Folder, name it, and fill it with awesome games.

Make sure you also create a Mii for yourself in the Mii Maker, then visit your StreetPass Mii Plaza application to get the StreetPass party started. Once you’re all set up, just carry your system around in sleep mode to tag other 3DS owners, collect puzzle pieces, and unlock tons of hats in the included Find Mii RPG mini-game. Enjoy!

SD Card Transfer

If you look to online retailers like Amazon, you can easily find a 32 GB SD card to upgrade to for around $20. Then, even if you take to downloading full retail games like New Super Mario Bros. 2, you’ll never have to worry about card space again. Here’s how you transfer your data to the new card once you have it:

Step 1: Pop your SD card into your computer. Use an SD card reader if your computer doesn’t have a card slot.

Step 2: Drag everything in your old SD card to an empty folder on your Desktop.

Step 3: Remove the old SD card and insert the new one. Drag the contents of the folder (not the folder itself!) to the new card.

Step 4: Remove the new card from your computer, pop it into your system, and voila! Transfer complete.

That about covers everything you need to know to begin your 3DS XL adventure. Keep in mind that the games mentioned are only the tip of the iceberg - I’d wager you can look to the comments below to find more game suggestions for once you’ve worked your way through these.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


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Wednesday, August 15, 2012

Star Wars: The Old Republic’s Free Future

BioWare and EA recently made the announcement that Star Wars: The Old Republic would shift from a subscription-only model to free-to-play. The adjusted model, which will take affect this November or December, will let anyone start up TOR and play to level 50 with a character class without having to sign up for a monthly fee.

“The market is clearly becoming a free-to-play market in the MMO space,” said Matthew Bromberg, general manager of BioWare Austin. “It appears that’s the direction the whole industry is going. Our own research told us that a significant percentage of the folks who have left the game, left because of the commitment to the subscription model. It’s not that surprising if you think about it because the dynamic in an MMO is essentially one in which you subscribe and then you’re waiting for new content, and people don’t feel good about waiting.”

The Old Republic started out very strong when it launched late last year, accumulating as many as 1.7 million subscribers. But then players started to leave in big numbers, so the number of active subscribers dropped below one million, though according to EA, is still “well over” 500,000. That’s still a lot of players, far more than most MMOs ever attract, but also a lot of players lost in under one year, and a trend that could have potentially continued without a change to the payment model.

EA is promising more frequent content updates from this point on, which will be free to those who decide to stay subscribed, but must be purchased by players leveling for free. Bromberg says the updates will introduce content that’s more social in nature. “Group content, Operations, Warzones, Flashpoints, events as opposed to focusing primarily cinematic story-driven single-player content.” Bromberg also teased a different style of space mission, saying, “we think there’s an opportunity beyond space on rails to do something really cool.” It sounds like that new style of space mission wouldn’t be ready until sometime next year.

The more solo-play-focused content is still on the way, with a level cap raise and new quests on the planet of Makeb scheduled to be released at some point in 2012, but this type of content isn’t exactly easy to produce. “The power and strength of the game, a lot of it was in this epic story. In fact it was so engaging that people played through it much more quickly than we’d imagined. The biggest strength of the game can also be a challenge as people get to the end. They got to the end much more quickly and we weren’t prepared for that. And so there was this lag time. That created some issues for us, clearly.”

One of the issues was development cost. “It’s hugely expensive. It’s cinematic, it’s lush, there’s voice over, it’s unbelievable. The amount of content available at launch was extraordinary. You have folks who’ve played through the levels, and what an online service has to provide is grouping. All of our research shows that people who have friends in game and play with people in social content, love the game and stay. If you remain a single player, you won’t stay. Our focus, in addition to extending the story which we will continue doing, is giving those players who want to play in groups with other people something fresh and new to do all the time.”

Bromberg said the behavior of a typical TOR player was to pick a class and stick with it through the story before branching out and setting up new characters. “That’s what drove the focused consumption of all that content. I think we’re still continuing to see that. Which is why I think it will be interesting in the free to play model, there are so many more people that we can open up to the story.”

Because The Old Republic wasn’t initially designed as a free-to-play game, it’s been an especially complicated process for EA and BioWare to figure what to charge for and what to keep free. “You try to find a balance whereby the limitations don’t impact the fun of the game. When you hit a certain level of engagement you’re going to naturally make that calculus in your head that it makes more sense to subscribe.”

Subscribers get unlimited access, while players without subscriptions won’t have unlimited access to PvP Warzones, will have fewer inventory and bank slots, as well as other limitations. “Ultimately you’ll be able to buy everything individually. But in the first phase, not everything will be purchaseable. But we’ll get there over time.” A microtransaction-driven Cartel Market will also be implemented, which will offer up cosmetic items, boosts and convenience items and tiered treasure chests that could contain rare vanity items.

As developers and publishers continue to experiment with pricing models, it’s not rare to hear some say pricing model design these days is game design. Bromberg pointed out the potential flaws in equating the two. “You don’t define a game by how people pay for it. I don’t think people who design games think about it that way. All the principles of game design, it has to be fun, it has to be engaging, it has to be social, all those things are true. And when you’re designing with free-to-play in mind, it does impact how you’re designing the game. I do think there’s been a little bit of an overemphasis on it, especially with the business model. Game designers don’t design games because of the business model is, they design because they love doing it. [The Old Republic] being free doesn’t really mean anything, you have to want to play. Especially in a crowded world. Especially with all these options. People don’t play something just because it’s free.”

Moving forward, Bromberg said a key factor in The Old Republic’s future will be an ongoing willingness to be flexible with the payment structure. “You never know how precisely it’s going to work until you begin interacting with consumers. You have to tweak as you go, and you have to tweak every day. That’s a very different discipline than a subscription model where you’re watching over time and it’s a bit slower. We’ve got to get in and look at the data every day and make sure we’ve got that balance right. I wouldn’t be shocked at all to see it change a lot. How much is too much, how much is too little? You can only figure that out by looking at data. You design by looking at data to begin with, but especially for us, this will be new. I’d expect there to be a lot of changes.”


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Monday, August 13, 2012

BioWare Explains Day One Downloadable Content

While Electronic Arts and BioWare were a little slow in taking up the free-to-play model in Star Wars: The Old Republic, BioWare has been experimenting with distribution models for its single-player role-playing games for a while. BioWare has used online passes, day one DLC and significant story additions to build revenue outside of the traditional one-time purchase price. According to Fernando Melo, director of online development at BioWare, having a post-ship plan is “absolutely fundamental to what your team needs to be doing.”

He directly answers questions about why BioWare offers day one DLC at a talk at GDC Europe, showing how despite the displeasure for such an offering, the sales numbers justify the business practice.

Though he couldn’t provide exact sales figures of downloadable content packs for games like Dragon Age: Origins, Mass Effect 2 and Mass Effect 3, he did show that following the launch of a game, sales numbers drop off sharply for the original retail product. Yet upon every release of downloadable content, player activity shot back up again, and more importantly for Melo and BioWare, the sales of other existing pieces of DLC also spiked. This he attributed to users returning to the game and discovering new content had been released that they weren’t previously aware of.

He also noted that DLC purchase activity remains low but consistent for many months following launch, and that while the base retail game may drop dramatically in price, the DLC always retains roughly the same one. He characterized paid DLC as “really safe, from a risk perspective.”  That’s assuming the game is successful, and with the caveat that some paid DLC, such as story missions, will sell better than weapon packs or other minor additions.

But why, if some of that downloadable content is ready for launch, is it not included in the base game? “Contrary to what you might hear on the internet,” said Melo, “fans do want more content. They tend to say, ‘I want it now.’ The problem with day one content and the challenge around it is that the right answer for now is different for every player. There is no single right time, there is no single now. It’s subjective, and it’s unique to every player.”

BioWare checked its collected statistics to try and figure out the proper timeframe. “In our case, when we look at completion rates for our games, consistently less than half of our players actually finish even once.” Dragon Age: Origins was low at 36%, which also happened to be the biggest game included in the comparison chart. Mass Effect 2 was the highest at around 56%, though this spiked up around the time before Mass Effect 3 launched as people went back and completed the story. BioWare took that data, where some blazed through the game as quickly as possible, and some completed the game at their own pace, and figured the only way to cater to both crowds was the have DLC available on day one. “In that case, you’re making it available on their time. They choose when to pick that up. It’s not based on us. It’s not based on some first-party release schedule. It’s there, if they want it they can pick it up day one. If they don’t, they can wait until they’ve finished their game.”

Yet that still didn’t address the question of why the DLC wasn’t just part of the base game. As the production timeline Melo presented during the talk showed, multiple packs of downloadable content must go into production before the base game is complete. Melo couldn’t provide specific sales figures, but showed a high percentage of players, particularly with Dragon Age: Origins, purchased the content made available day one. Even significant percentages of those who purchased titles used from game stores went on to activate online passes and purchased additional DLC.

For BioWare, it’s a sound business strategy, yet for some players, it’s still a nuisance. “If you have a consistent culture of how you’re communicating to your fans, that will increase the number of people that are more likely to believe in your explanation. You’re not lying to them, but they will take whatever you’re saying as like, ‘you’re lying to us.’ That will always be there. The only way that that’s going to go away is you fast forward a few more years, where this is just normal. Every game is digital from day one. Every game is an ongoing service, almost like an MMO, where on any given day new content shows up. Maybe that’s part of the base package, in which case it shows up for your, and maybe it’s a premium feature.”

On the topic of premium content, Melo said that once microtransaction models begin to crowd out fixed-price DLC, there’ll be no more need for online passes. “As soon as you start having microtransactions in your game, you’re now operating within a free-to-play or social space. In which case, introducing any kind of a gate, like an online pass, that limits how many people can get into that microtransaction space, may actually work against you.”

That’s not to say BioWare is moving entirely in the free-to-play direction with its single-player role-playing games. Melo specifically said at the talk that everything he discussed did not indicate something BioWare was going to do next. But still, you can tell the studio is thinking hard about it, and has already made steps into microtransactions with Mass Effect 3. “A key tenet of microstransactions is it allows players to spend what they want, when they want to. This is a really powerful force and concept. They’re not capped, unlike one time DLC purchases. If you have five DLCs, even for the most ardent fan, they will only ever be able to give you 50 dollars, let’s say. With microtransations and consumables and things of that nature, potentially you may get less, but you may have more players able to do that. There’s also a lower barrier to spend, compared to most fixed-priced items.”

As time moves forward, BioWare will not only continue to closely monitor the data Melo presented, but also in-game behavior. BioWare looks at what types of content players find most engaging, such as romance stories or which followers are most often brought into a fight, and uses that data to drive DLC decisions. BioWare still makes decisions about what will and will not make it into the game, but Melo concluded that ultimately, when determining how to expand a game beyond the base experience, “nothing will beat listening to your fans.”


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