#oneaday Day 959: Free iOS Games That Don’t Suck: Zookeeper Battle

From a personal perspective, I have grown to pretty much loathe the mobile gaming industry. I find it interesting to write about for my day job, but as time passes, I find myself wanting less and less to do with it in my free time. It has become abundantly apparent that “free to play” or “freemium” is seen as the way forward, with most developers believing it impossible to get your game seen if it costs money up front; and when developers do release something of comparable quality and price to something you’d see on a dedicated gaming handheld — see: anything Square Enix puts out — everyone seems to complain, even if they wouldn’t hesitate to pay $20+ for, say, a PSP or Vita title.

Consequently, it’s a genuine pleasure when I come across an iOS game that doesn’t feel like it’s violating my wallet and badgering me to do things I don’t want to do. It’s even more of a pleasure if said game falls into the “free to play” category and doesn’t feel in any way exploitative to the player, nor does it feel like a cynical, lazy clone of something else.

I present to you, then, exhibit A: Kiteretsu’s Zookeeper Battle.

Zookeeper Battle is a “match-3” puzzler of the Bejeweled Blitz mould. You have coloured shapes — in this case, zoo animals — and must swap them around to make groups of 3 or more of the same colour either horizontally or vertically. Doing so causes them to disappear and more to fall down in their place. It’s the player’s aim to do as much of this matching as possible against a tight time limit.

In the case of Bejeweled Blitz, players are simply competing for a high score, but in Zookeeper Battle, it’s a head-to-head competition against another player — and live, rather than asynchronous. Matching animals adds to a player’s attack or defense score for a round, and after time has expired the two players will attempt to smack seven shades of shit out of each other. Attack points are absorbed by the opponent’s defense points, after which they translate directly to damage. Whoever reduces their opponent’s life bar to zero first — or whoever has the most life remaining at the end of five rounds — wins. It’s simple, effective and incredibly addictive, and regular “quests” with custom backgrounds, greetings and other non game-breaking goodies on offer help provide incentive to play regularly.

What I find quite surprising about Zookeeper Battle is that it does most of the “freemium” tricks that I abhor so and yet somehow manages to come out not being obnoxious. There’s an energy (sorry, “CP”) bar throttling how much you can play in a single session, for example — but it restores quickly and the game also provides you with five “energy drinks” to restore it for free upon first booting it up. It’s also pretty rare that when I sit down to play Zookeeper Battle that I want to play more than one or two matches anyway, so in practice, despite energy systems being the worst thing that has ever happened to gaming, here it’s not too obtrusive.

The same goes for the in-app purchases. Zookeeper Battle allows players to spend real money in exchange for “booster” items, all of which allow the player to counter special “attack” items that may be sent their way during a match. The thing is, though, these paid items aren’t actually that helpful and are certainly no guarantee of winning, as all of the “attack” items either lose their effects after a few seconds or are easily countered. In other words, a system that could have easily become “pay to win” is more a system that just doesn’t need to be there at all — like the energy system, it’s a shame it’s there, but it doesn’t really get in the way of the core game, which is solid.

While I would perhaps prefer that Zookeeper Battle dispensed with this freemium crap altogether, I appreciate that such monetization strategies often prove somewhat lucrative for developers — certainly more lucrative than asking for a single, one-off “price of admission”. What I believe Kiteretsu should be praised for in this instance is incorporating all the usually-obnoxious freemium mechanics in such a manner as to not be obtrusive to players who don’t want to play — and, more to the point, not to provide such a massive advantage to paying players that it just makes the game completely pointless to play at all.

The only thing that is a real shame is the fact that the Game Center leaderboards for the title have, as usual, been rendered completely useless by cheating players. The current number 1 player in the world has apparently won over two billion games. Assuming an average of three minutes per game, this would mean that the player had been playing for six billion minutes in total. To put it another way, this would equate to a hundred million hours or 11,408 years. I’m pretty sure the game hasn’t been out for 11,408 years. I’m also pretty sure that iPhones haven’t been available for 11,408 years. And I’m fairly sure that the person in first place isn’t over the age of 11,408 years.

Oh well. I can be happy with my performance so far. Feel free to challenge me — I’m Angry Jedi on Apple’s Game Center, so feel free to add me if you have an iOS device.

#oneaday Day 958: Gratuitous Self-Promotion (And Promotion of Others, Too)

Hello! How are you? Great!/Sorry to hear that! (delete as applicable)

I have something to share with you that I’ve been working on recently. Some of you may have already seen what I’ve been up to; it may be news to some of you. I thought I’d share it here, though, in the hope that I can get more people looking at it.

I’m talking about the website Games Are Evil. I was a contributor there a while back in the post-Kombo years, but was then lucky enough to score my gig at the late GamePro. I kept abreast of what the team was up to during and after my time at GamePro, and always felt a certain degree of “attachment” towards it, even during the times when I wasn’t actively involved.

So when it became apparent that the site was in need of a bit of a “reboot” and resuscitation, I was keen to step forward while I had a bit of free time on my hands. I’m lucky enough to have a flexible (and well-paid) enough day job that I have time to take on a “pet project” like this as well as fulfilling my other responsibilities, so I figured it would be a good opportunity to gain some experience in running a site as well as experimenting with some “alternative” directions and content strategies.

That “alternative” thing is key. Having had some interesting conversations with a couple of my friends in the PR industry in recent months, it became clear that a lot of representatives were becoming frustrated that the vast majority of gaming sites focused on the upcoming blockbusters, while “B-tier” titles (for want of a better term — I’m not saying their quality is lower, only their profile) went forgotten, or were barely acknowledged with a somewhat dismissive news story. As such, I felt that there was clearly a gap in the market for a site to cater to the “niche”. Since Games Are Evil was not particularly beholden to advertisers or investors, the time was ripe to launch something of an experiment — a video games site that deliberately eschews stories regarding things like the Call of Duties and the Mass Effects of this world in favour of smaller-scale titles and interesting stories from around gaming culture. My original manifesto from when I took over can be found here, if you’re curious.

Since taking over the reins at GrE, I’ve launched a series of regular columns from a range of talented and enthusiastic writers keen to write about their passions. These columns are becoming the main focus of the site, supported by a few daily news stories and occasional reviews when we have code to hand. Each column has a tight, narrow focus and  concentrates on a specific genre or aspect of gaming culture, meaning that readers of Games Are Evil will be able to follow their favourite niche and get to know the writer of said column in the process rather than having to scroll through page after page of news which might not be relevant to them. The model which I wanted to follow with this was the way old-school 1up used to work — people came for the personalities rather than necessarily the specific content of the articles. It’s too early to determine whether or not this has been successful or not so far, but I am very proud of what the team has achieved to date — we’ve seen some great columns ranging from comprehensive roundups of Minecraft news to in-depth explorations of obscure strategy games.

Here’s some handy links for you to find your favourite column and follow it:

  • Distant Worlds — a weekly roundup of news from the MMO sector. What’s new, what’s hot, what’s not.
  • FreePlay — a weekly delve into free-to-play and freeware games to sort out the “must plays” from the microtransaction-riddled crapfests.
  • Insert Coin — a weekly exploration of arcade machines, arcade restoration and arcade culture.
  • READ.ME — a weekly foray into the world of visual novels (I do this one!)
  • Swords & Zippers — a weekly roam through the colourful worlds of Japanese role-playing games (I do this one too!)
  • Tactical Tuesday — a bi-monthly deep dive into some of the most obscure, underappreciated and fascinating strategy games available for PC.
  • The Craft — a weekly roundup of what’s new in the world of Minecraft.
  • The Vault — a weekly dive into the annals of history to rescue underappreciated or forgotten classics from obscurity. Fans of the Squadron of Shame will be right at home here.

It’s early days for the site’s new direction as yet, but things are starting to come together nicely. If you’ve been reading the daily new content, thanks! If you haven’t, please feel free to check it out. Leave a comment on articles you’d like to discuss. And please, please share anything you happen to read that you find interesting, entertaining or just plain awesome. With your help, we can make Games Are Evil into the go-to destination for “alternative gaming”.

Gratuitous self-promotion (and promotion of others) now over. Normal business will resume tomorrow.

#oneaday Day 957: Too Tired to Think of a Good Title

EHMAGERD. So tired. SO tired. I’m at that stage of tired where you can barely keep your eyes open, and yet here I am blogging, showing frankly admirable commitment to a cause that all but one other daily blogger (to my knowledge) had abandoned.

I apologise in advance for what is doubtless about to become a purely “filler” entry, its word count padded out with overly flowery language and unnecessarily complex descriptions of things that probably don’t need to be described or discussed in the first place. But it’s 2am and I’ve just got back from a two hour drive having spent all day playing board games, so… meh. My blog, my rules. (If you’re a new reader, though, sorry. Seriously. I’m usually much more coherent than this. I think.)

So what board games have I been playing? Well, the vast majority of the day ended up being monopolised (no pun intended) by the official board game adaptation of Blizzard’s Starcraft. This game comes in a hefty box with hundreds of cool pieces, and is quite complex. I’ve had a copy for some time now but for various reasons we had managed to play it precisely three quarters of a time prior to today. And that was so long ago that we had all forgotten all the rules.

Our board gaming group is somewhat loose in terms of “discipline”, for want of a better word. Gaming night is a social occasion primarily, though the games themselves of course play a prominent role. What this means in practice is that we spend a lot of time talking, looking at Cassetteboy videos on the Internet and drinking coffee when we “should” be playing. By extension, this means that a game that should take a few hours tops takes all day.

Starcraft is a prime example. The box claims 3-4 hours, which is already hefty, but throw in time for consulting the rule book and various interruptions — including a friend popping by to demonstrate the Airsoft guns we’re going to be using for one of our number’s upcoming stag do — and it’s easy to see why it took us from 3.30 to well after 10pm to finish up a single game.

Actually, it doesn’t quite explain it. Time, as the cliché goes, tends to pass incredibly quickly when you’re doing something entertaining, particularly with friends, and the experience is over all too quickly. It’s a stark reminder of the fact that we are all, in fact, adults, and consequently should probably manage our free time a little better than we sometimes do.

Still, I’m pleased to report that we did, in fact, manage to complete a game of Starcraft, and it was fun. We all understood the mechanics by the end — no thanks to the rule book, which is incredibly poorly organised, though this is not really anything new for Fantasy Flight games — and were in a position where we could take a turn without having to continually refer to step by step instructions. Which is nice.

Whether or not Starcraft will make another appearance at the table remains to be seen — games that take a very long time often tend to be bumped in favour of several shorter ones — but I enjoyed it and would certainly be up for playing it again, preferably while the rules are still fresh in my head.

But anyway. I am about to collapse from exhaustion so I am going to leave that there and go to bed before I fall asleep on my keyboard.