#oneaday, Day 881: Vita Killed Mobile Gaming for Me

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I wanted to expand on a few things I talked about in my Vita post yesterday, specifically with regard to the differences between mobile (i.e. smartphone/tablet) and handheld (i.e. dedicated game-playing system) gaming.

A single day with the Vita has been utterly refreshing. I’ve played a number of games on the system, including Everybody’s Golf, Lumines Electronic Symphony, PS mini Velocity, Frobisher Says! and a couple of augmented-reality titles. Frobisher and the AR titles were free, Velocity was about 3 quid (PS minis are Sony’s “app-tier” games — in fact, many iOS and Android games are ported to the PS minis catalogue) and the other two are “full-price” titles (though Everybody’s Golf currently sells for a very reasonable 8 quid on PSN right now). In every instance, I was able to start up these games and enjoy them without being nagged to buy additional content or “Get More Coins!” even once. There were no exhortations to share things on Facebook or Twitter (though PSN can automatically share Trophies to Facebook) and no demands on the player that detracted unnecessarily from the immersion factor of the games in question.

This was the most striking thing about the whole experience. It’s practically a given that a mobile phone game will have some form of “Pay To Win” button these days, usually in the form of the ability to purchase in-game money, items or even experience points using real currency. These are usually positioned as “timesavers”, preventing players from having to “grind” to earn these things in the first place, though the fact is that the games themselves are very often designed in such a way that grinding (or paying) is necessary to progress. The game is designed to fit the business model, in other words.

Now, let’s look at Everybody’s Golf as a case study here. In Everybody’s Golf, you earn points through play. Skilful shots, sinking the ball under par and winning tournaments nets you varying amounts of these points, which can be used as a cumulative expression of your skill and the currency through which you unlock additional content in the game — characters, costumes, equipment, courses and other bits and bobs. In other words, the better you are at the game, the more quickly you can progress at unlocking stuff. This is a simple “carrot and stick” approach, but it provides a powerful motivation for the player to actually work hard to improve their game — particularly when coming up against an apparently-notorious difficulty spike partway through the single-player component of the game. If the player was simply able to drop a few quid on purchasing additional points (which, thankfully, is not an option), all meaning of the content they acquired using these points would be lost. The unlocked characters, the new costumes, the new equipment — none of it would be a trophy of the player’s achievements any more. Instead, it would simply be something that the player had thrown money at. Not only that, but the player’s cumulative score would cease to be an accurate depiction of their skill and play time. It would simply become just another meaningless currency — one with an exchange rate with real-world money.

This might not sound like a massive issue but the difference is profound. When playing a mobile phone game, the near-constant presence of “shop” buttons or “Get More Coins” interface elements makes it abundantly clear to the player that they are making use of a service rather than enjoying a creative work for art’s sake. That questioning feeling — “am I being screwed while I play for free? Should I pay for some coins?” — is ever-present in the player’s mind. In the most egregious cases, developers even make the “cash shop” option glow or flash on screen to deliberately distract the player and draw their eye to it. (This happens in free-to-play PC titles, too.)

Now, I will point out at this juncture that I am not condemning this business practice as “wrong” necessarily — when you release your game for free or a ridiculously low price on the App Store or Google Play, you need to take steps to ensure that you at very least break even. Rather, I am saying that it has had a significantly negative impact on my personal enjoyment of mobile games of late. I find a game which doesn’t ask me for more money after installing to be a pleasant surprise these days, rather than the norm. It wears you down after a while, particularly when you play as many iOS and Android games as I do — it is, after all, my job — and when I sit down to play a game just for fun, I simply don’t want to be bugged by the “business” side of things.

Everyone plays games for different reasons. Some play games as simple timewasters while they’re in a boring meeting, sitting on the toilet or waiting for a bus. Others use them as a high-tech equivalent of fiddling with a pencil. Others still want to compete against their friends, or express their creativity, or as a social outlet, or… you get the idea. There are probably as many reasons as there are people.

I play games purely for enjoyment and entertainment, usually in substantial, continuous sessions. Games are my primary form of recreation — where some people watch movies or TV, I play games. As such, in most cases, I’m not in it for a few seconds at a time — I’m there for an hour or more at once. During that time, I want to be immersed in the game experience without interruptions, particularly if I’m playing a story-heavy game. I do not want to be reminded that I’m playing a game if at all possible — unless it’s built in to the experience in an entertaining, self-aware sort of way — and I certainly do not want to be reminded that making games is big business. I know this. I read all about it most days. I do not need to be reminded of it during play. Because there is nothing more immersion-breaking for me than exhortations to “Share this with your friends! Buy more coins now! Play again tomorrow for bigger daily rewards! Try our other games!” Even popups demanding that I rate an app 5 stars “now” or “later” have a negative impact on my enjoyment of a title.

This is where the Vita has provided the most pleasant surprises of all for me. Across everything I have played, I have been left alone to simply enjoy the game for what it is. In some cases, where competition is an inherent part of the game (like in Lumines), I am informed of my friends’ high scores, but I’m not invited to brag to them. I’m certainly not confronted with half-finished games sporting interface elements that just say “Coming Soon!” and big flashing buttons to “Add Cash”. It’s been a blessed relief.

Couple that with the fact that the Vita games I’ve played so far are all deeper experiences designed to be played for longer periods at a time rather than five-minute timewasters, and a lot of the anxiety-inducing sense of ADHD that the diversity of mobile gaming offers is gone. I had to give up playing asynchronous iPhone games with friends because I found that keeping up with them was genuinely stressful. It felt like work, and it wasn’t fun any more, so I stopped. I am sorry to any former Draw Something or Hero Academy players, but once something stops being fun, there’s no point dragging it out unnecessarily.

All this may be painting an unnecessarily negative view of mobile gaming, but that’s not the case at all — this is purely a personal response with regard how I want to spend my own free time. These ADHD games have a place and a massive audience — much larger than the audience the Vita currently boasts, as it happens. There’s a lot of money to be made through “cash shops” and “get coins” buttons, so I can’t blame publishers and developers for wanting to capitalise on this, whatever my own personal opinions on the matter.

Alongside this, there are some genuinely good games on iOS and Android that don’t fall into these excessive monetisation traps — though interestingly, even Epic’s Infinity Blade, one of the most impressive and supposedly “hardcore” games on iOS, now boasts the facility to purchase in-game currency with real cash, as do otherwise-excellent titles like Hunters 2. Equally, some free-to-play games — like the excellent Pocket Planes I talked about a couple of days ago — leave the decision of whether or not to pay entirely in the player’s hands, and are generous enough to make the game perfectly playable to those who do wish to play for free.

A single day with the Vita, though, has been enough to convince me that dedicated handheld gaming most certainly still has a place, and I’m more than happy for it to be a part of my life. I can see myself leaving the vast majority of iOS gaming behind — board game adaptations and Pocket Planes (until it gets boring) excepted — in favour of the deeper, more rewarding, less skeezy-feeling experiences that Vita titles offer.

And let’s not even get started on how fucking nice it is to have buttons again. Or how nice it is to have an online store that is not filled with endless regurgitations of the same FarmVille formula with zombies/fantasy kingdoms/monsters/pets attached. Or… I could go on. But I won’t.


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