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Showing posts with label rockstar. Show all posts
Showing posts with label rockstar. Show all posts

Saturday, October 05, 2013

Game Review: 5 Huge Problems with GTA Online

Preface

First note that this is for just the online portion of GTA V.  I may have another post on the main game at a later date.

Second, some may say it is unfair to review GTA Online since it has been out for less than a week and Rockstar had warned ahead of the launch that unexpected demand for the game was going to cause issues.  And yes, some issues - like the fact that I can't currently sign into the game ... are probably due just to demand and will be resolved as Rockstar throws hardware at the problem.

Others, however, like the incredibly bugged tutorial missions that blocked the game for a majority of users - were clearly not because of high demand.  You couldn't even get into the game in offline or "solo" mode (and in fact, oddly - I had 5 people show up to my solo mission...).  We're now a couple patches in and if the servers are up, you can play - but the experience still has many issues.  Many of them aren't bugs, but simply design.

This is clearly another beta being rolled out as a product.  Now, GTA Online is a free component to a game which is already larger in scope than most titles in its price range.  Still, it is a product - and while one that shows a lot of promise (and I've already spent many hours on) ... is still deeply flawed.

However, in fairness to Rockstar I'm not even mentioning huge outstanding bugs like your character simply disappearing - under the assumption they'll fix that in short order.

Quick Overview

GTA Online is where players of GTA V can create their own criminal and run around Los Santos (and the greater Los Santos area) with other criminals created by players.  A bevy of activities await: Deathmatch, Last Team Standing, Vehicle Deathmatches, Races of nearly every variety, Missions (more on that later) and what seem like the entire set of activities from the main game (Tennis, Parachuting, etc).  Some of these open slowly as the player levels up.

At its core, it is a lot of fun.  It brings the RPG/Customization angle from San Andreas (but with a complete character and not just making CJ fat) and mashes it into an expanded online offering that goes well beyond the already surprisingly fun online mode in GTAIV.

Problem #1: Dying

Dying is pretty much expected in a game like GTA Online.  And when you have a bunch of people on the server which think the game is mostly about crashing cars into players to steal the $100 that drops out of their pocket ... it can happen a lot.  Especially because the game seems to egg on revenge tactics by always dropping you near the person who killed you.  We've had people hunt us down repeatedly for seemingly no other reason than us being on the radar.

This would be fine if it wasn't for the 5% death tax, which appears to max out at 2K.  I believe this is the same tax as in the story mode, but the online mode currently lacks any major heists to have large sacks of money laying around where even though you're paying more ... you have plenty.  No, here once you have managed to stockpile a decent amount of cash (you'll want $75-100K to buy a decent apartment, for instance) ... your cash becomes a huge liability.  We had about $80K saved up over the course of hard playing all afternoon and night ... but about 10 minutes of getting caught in the middle of some crazed bounty hunt, we were back down to ~$53K.  About five hours of play were wiped out in a matter of minutes.

If Rockstar expects the offset to this to be players buying cash with real dollars, then GTA Online will go down as one of the largest missed opportunities in online gaming.  And it will join such modes as Mass Effect 3's online component as being sacrificed to the idiot blind god of microtransactions.

Problem #2: There is no Passive Mode

Rockstar will tell you that if you want to run around and not get capped, you can just go into passive mode.  Passive mode costs $100 to get into (for some bizarre reason never explained).  Passive mode is also completely worthless as other players (and AI) can still run you over, shoot you from their cars and we think still pull you from vehicles and punch you.  It basically just means they can't shoot you while outside their vehicle.  Which is really not worth the $100.

Whether this is a deeply bugged or simply horribly designed feature is difficult to tell.  Rockstar has not as of yet mentioned any changes or fixes to the mode.

Problem #3: The Weird Bounty System

The other odd thing about having online players run around in free mode killing each other is ... there is very little point to doing it.  If you die, you lose ... some of your cash?  It is actually a little unclear - once you have $5K in walking money, Rockstar will warn you that players can steal your cash. Update: it sounds like it is $100 (always) + whatever you have over $5K. 

Course, there is no reason to run around with cash since you can deposit and withdraw money to your bank right from your phone.

However, none of that means anything since the death tax extends to your bank account.  So if I kill you, I'm unlikely to get any cash for it - but you'll lose 5% of everything you've got, or $2K, despite where it is.  After a certain level, you (and oddly, AI's) can put bounties on another player's head.  These seem to range from about $1K - $10K but are usually less than $5K.  

This is actually a horrible system, designed to do nothing but drain capital across the server.  Let's say you have a player with $80K in the bank.  They stand lose $2K just from dying once.  Someone puts a $3K bounty on their head.  Chances are players are going to die more than a couple times trying to kill them (especially since players often kill each other trying to get to the bounty).  So basically one player gets a slightly subsidized death and everyone else who participates loses out (potentially severely).

The only time I have ever profited from bounties is when I was lucky enough to get a $3K and $9K (which is very rare) bounty back to back.  Even then I died enough to eat up the $3K bonus.

So in short, one of the things players are most likely to do on the server - run around, cause mayhem and shoot at each other ... appears primarily designed to keep bank accounts low.

Problem #4: The Capital Throttle

This is all compounded by the fact that Rockstar has clearly made making cash a very slow process.  If you have a decent session going with lots of players, you can bounce from deathmatches to races relatively easily.  These will net you around $200 - $2000 depending on how well you do.  They can also take up a lot of time, especially some of the multiple lap races.

You can, as the title suggests you could, steal cars and sell them.  Without this being couched as a mission, you can only do this once an hour.  It is, however, one of the quickest ways to make money if you get the right car.  You can also holdup liquor stores, gas stations and the like - although time to completion there is highly dependent on how well you can evade the police.

There are a few choice missions which net a high profit, but you can't really select those voluntarily.  You have to hope one of your contacts hands them to you (more on that below).  The result is that activities that are the easiest to get to, but conversely can take up the most time ... actually offer the lowest profits (especially after you factor in buying ammo and armor).

Problem #5: Missions

All of the above compounds into the final huge issue: the mission structure.  Since deatchmatches and races are time consuming and not very profitable, it can be difficult to get players to actually play them. Worse, the goal based missions are easily the most entertaining and often offer higher rewards - but you can't select them.  After you do a goal based mission, you can vote on another session - but are limited to deathmatch and races (even though Last Team Standing sessions are labeled as Missions, which they really are not).  Most people just drop back into free mode.

This makes the best part of the game: performing goal based missions with a decent number of online players, something of a rarity.  You can call your contacts and hope for the best, but the result is something of a pot luck between who will respond to the Jobs text.

TLDR

GTA Online has a great core to it, but well beyond the issues of connectivity - it has some serious design issues.  Rockstar has currently turned off both the Stock Market and GTA$, so that players can't lose real money in the virtual game.  There are two unfortunate trend to all five problems: they all factor into keeping you bank account hard to grow and easy to deplete, and they're easily solved if you are willing to pony up some real cash to bankroll your virtual criminal.  

I really, sincerely, hope that this is not Rockstar's solution to the game.

Tuesday, July 06, 2010

Some Notes On Red Dead Redemption

Red Dead Redemption is one of those games I don't think needs an outright review from the likes of me. All the reviews agree, and I agree with them - it's good. In fact, it may be Rockstar's best. It's interesting that the mechanics are nearly identical to the GTA series, but Red Dead avoids much of the overwrought GTA controversy simply by being a western.

Like the changes in Grand Theft Auto IV, Rockstar proves very capable at surgically altering their core gameplay for the better. While RDR is clearly the first cousin of that series, many small tweaks add up to much better overall game.

No health bar
Red Dead is the first Rockstar game that I can think of that employs the YAMS (Yet Another Military Shooter) style health system. You'll suffer quickly after repeated hits, but a respite will eventually heal all wounds. This saves the player from needlessly finding the wester equivalent of Burger Shots, saving the game or stealing ambulances just to move on to the next mission. This is quickly becoming the norm across all action titles, for not only this reason - but the fact that it also simplifies the interface required to explain things. Do I have 50% health? 20%? You don't really care, the feedback you have is that you are being shot and you will die if that doesn't stop. Not sure if it works for all scenarios (see the multiplayer notes below) - but it works here.

There's always a horse to be had...
This isn't really new, more of an adaptation of GTAIV's system - but it becomes a very important one. You can steal horses if you so wish, but early in the game it doesn't become necessary because you can always just whistle for a new horse. The RDR area is lousy with horses, and one seems always willing to come to your aid (if your horse dies, you just have to wait a bit before it "respawns").

Unrealistic? Yes, but RDR is a vast open area as opposed to the inner city of GTA. Rockstar wants you to ride, and be able to ride even if you were left alone in the middle of a prairie.

...or you can just camp it out.
If you don't feel like riding all the way from Armadillo to Mexico, you can always just set up camp and then quick travel to nearly any accessible point in the map. Again, this works well for the massive amount of open space that RDR offers.

Course, the real problem with these mechanics is that they override others like horse theft and the stagecoach. The stagecoach is particularly disappointing since the camera doesn't even offer much of a view and it is much slower than a horse.

Well that was a good shot
RDR offers players a fast auto-aim if you simply tap the aim button in the general vicinity of the target. It forces you to keep tapping to continue landing hits and to either slow down for fine targeting, or use Dead Eye. Dead Eye slows down time for the player, allowing for highly accurate shots.

The only real problem here is that the auto-aim nearly makes Dead Eye obsolete, except when the game insists that you use it. I think I can count on two fingers when I've used Dead Eye outside of when a mission required it - and neither time was particularly productive. Later in the game when you're trying to do some of the challenges, it has a brief interlude as an interesting mechanic and towards the end when the difficulty ramps up a little ... but you can easily play most of the game without it.

In general though, it does a good job - better than previous Rockstar titles - of making the player feel like a badass bounty hunter without being invincible.

Serious production value
While some of the assets in the game look simply like a westernized version of GTA, one has to give a tip of the hat to the landscape presented in Red Dead. It's ridiculous. My favorite part? The thunder. Whoever did the audio for the storms in RDR needs a medal and in general the environment effects are just outrageously good. And it's bone chillingly appropriate for this game - when your cowboy rides off into the sunset, you want a sunset this beautiful.

And the music? The music is awesome. Thematic and yet properly dynamic - you may find yourself dragging those bounty missions out just to hear the excellent bass line riding along with you.

An odd sense of justice
Where in GTA the concept of having a wanted level and escaping the police is baked right into the middle of your game session - Red Dead Redemption alters the setup a little where you rarely require a wanted level at all. In the place of trying to evade the cops, several missions will have gunmen trying to hunt you down and stopping you from reaching your destination. This is one of the chief dynamics with the bounty hunting side missions - do you rush back to the sheriff or wait for the droves of minions to fall and offer more loot?

In general, this works pretty well. What doesn't work is the more direct analog from GTA where you get a bounty for doing something wrong. The problem is that "wrong" is very loosely defined and so it is hard to tell what will get you in trouble. For instance, I went up to see if I could open a door and got a bounty for trespassing. I accidentally pointed my gun at a lawman and suddenly had five people on horseback chasing me.

Poker, side missions, and ambient design
Rockstar has always seemed to insist that being able to play games in random locations is part of the overall open world experience. If you want to be a completionist in RDR, you'll need to excel at playing poker, liar's dice and various other in-world mini-games. The design isn't bad, but can be haphazard. While I enjoyed liar's dice, the imposed strategy of arm wrestling, for instance, was simply annoying. You ignore them completely for the most part (there's a single mission I think where playing a little poker is required) - so they're mostly a plus.

Dueling is ... odd. For one thing, you can stumble on dueling before the game really introduces it and hence be completely lost. The mechanics are strange - while it is one part trigger finger it is mostly about timing and placing all of your shots on the target. Once you get the hang of it, it works - but the game does little service in getting the player up to speed with it.

One huge success is RDR's "ambient" missions, which are random encounters you'll run into around the frontier. This includes everything from running down thieves to getting in the middle of gunfights. They're impressively fluid and have a bare sheet of artificiality imposed on them. By the end of the game they can get somewhat redundant - but it takes some time to get there and they add a great layer of depth to the open world in general. This is a natural extension to the otherwise random events that take place in Rockstar's games (one example in RDR - I actually had a stranger save *me* from an animal attack instead of the other way around) and hopefully it evolves even more in the future.

Bottom Line
I think this is easily Rockstar's best work. The beauty of Rockstar's games is that they are always slightly flawed - but usually because they're tweaking their own formula. In the next iteration, those flaws are usually addressed and yet replaced by new ones as they experiment with new mechanics. If you're going to have flaws, that's probably the best way to do it.