Greatness Delayed Podcast 032 – It’s Going DOWN Son (Neogaf)

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Mike, Gus, and Gabe discuss the sexual assault allegations against Neogaf’s owner Evilore, why some people continue to buy controversial sellers due to micros and lootboxes, and the ‘all digital’ future.

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Why Do I Keep Buying Games I Should Be Taking A Stand Against?

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I find myself having the same conversation over and over again. It’s usually a lengthy debate that spins its tires on the same worn treads, but it basically goes like this:

Friend: You bought that game?

Me: Yeah.

Friend: Why would you give them your money after they (insert random shitty business tactic here)?

Me: Because I wanted to have fun playing a game I thought I’d enjoy?

Friend: That’s fine, but you should also forfeit any and all complaining about (insert random shitty business tactic here).

Me: I can’t play a game and still have a critical opinion about its negative aspects? Is it really that black and white?

Any time this comes up, I can’t help but give a defeatist sigh.

It’s worth talking about though, because I feel it represents a lot of the dominant conversations about ‘speaking with your wallet’ online. I mean, hell, I’ve got a website dedicated to sharing the seedy underbelly of AAA game development. That means I stand atop Mount Sinai, telling the masses that these companies – Bungie, Activision, Electronic Arts, Ubisoft, Sony, etc. – are taking advantage of them, and that they should use the knowledge I impart to make educated decisions the next time they want to buy a game. And yet, I’ve bought games like Shadow of War, Assassin’s Creed: Unity, Destiny, No Man’s Sky, and so many others.

Doesn’t that make me a hypocrite? Aren’t I sending the wrong message to these studios? The answers are obvious, so let’s ask a more open question: Why?
I love video games to pieces. I was born in 1982, so I was in on the ground floor. The Atari and its games were easily findable at yard sales, and I got to experience the glory of the Nintendo Entertainment System shortly after it had launched. As a young child, it was easy to build a massive library of games. A large chunk of my collection was acquired through yard sales. The handful of games I couldn’t afford otherwise, I was able to rent through Blockbuster Video. So, I grew up with the ability to play pretty much anything I wanted… which was pretty much everything.

This hobby turned into a passion. When I wasn’t playing games, I was talking about them, reading about them (oh hai, Gamepro!), or watching TV shows inspired by them. Over the years, I’ve developed a great wealth of knowledge, even about the stuff I didn’t own or didn’t particularly care for. Once the internet came to be, I finally had an outlet where I could discuss games and the industry they hail from with likeminded people.

Point 1 – The Community

Growing up, I was clearly spoiled. But more importantly, gaming, for me, has evolved into more than just sitting down and playing the games.

I like to be part of the conversation.

Game launches are a special time. It’s when months, if not years of analytical hype – for better or for worse – comes crashing down. In this respect, it doesn’t really matter how good or bad a game is, because people are going to break it all down with their praise, criticisms, and everything in between. It’s during this release window fervor that the gaming community feels most alive, and I genuinely love being a part of it.

Of course, upon entering these discussions, I realize the pools I’m wading through are far from pure. For example, certain fans have a tendency to praise most anything their beloved studio churns out, or people bash games they’ve never played because the hate train’s pulled into the station. It’s hard to stay away from these reactionary responses, but I also appreciate these opportunities to educate people.

Point 2 – Challenging Widely Accepted Perception

While I use reviews as a rough indicator, I never take them at face value. So, if a game receives universal praise or is shunned entirely, I’m compelled to check it out for myself. We all know that hype and hate trains exist, right? If I had listened to everyone back in 2014, I would have believed Shadow of Mordor was an amazing game… but it wasn’t (not bad, but average). Not for me. On the flip side of the coin, everyone berated The Order: 1886 for being short and too cinematic for its own good, and while it was flawed, it didn’t deserve the hatred that had been dredged from the bowels of the internet (at least, not in my opinion). So yes, I’m always curious to get hands-on with a divisive title so I can see what all the fuss is about.

Point 3 – But at the End of the Day…

This is where the more ‘human’ side of me begins to come out.

I can talk about bad business practices all day, but after all is said and done, I relent because I just want to have fun. With all the bickering over microtransactions and crappy DLC models, it’s easy to forget that video games are still pretty fun to play. Shadow of War may siren to other studios that, ‘hey, you can throw loot boxes into single player games now’, but I still want to play that experience. Same goes for Battlefront II, because I loved the last one and enjoyed the recent beta.

Hypocrite, I know.

But that’s also because I remember that video games were never perfect. People look back on the history of video games with rose colored glasses, saying, “There were never any microtransactions or DLC back in my day!” But if there were ways companies could suck money out of your wallet, they were doing it. Classic arcade games were cool, but you died every 15 seconds because they were designed to vacuum quarters out of your pocket. Gimmicky accessories were released in quick succession, and many of them didn’t work as advertised (as cool as the Power Glove looked, it was a real piece of crap). Nintendo introduced an add-on for the N64 in Japan (which was very short lived and a retro gaming collector’s dream to obtain). Corners were often cut during game development, and at times proved detrimental. And despite what many are lead to believe, games could often cost a bit more than $60.

Get my point?

Things have ALWAYS been shady. If I wanted to draw a strict line in the sand between their bullshit and my money, I wouldn’t have enjoyed a game in the last 30 years.

So for me, fun factor is what I value most. It’s only when crappy business decisions impact my fun in a big way that I begin to have serious problems.

How Does Supporting Games With Bad Business Models Make Me Feel?

Although ‘fun’ is my bottom line, that doesn’t mean I’m turning a blind eye to the practices that have infiltrated the gaming world. I’m well aware of the ‘slippery slope’ and how I’ve contributed to it. I’ll say that I rarely buy season passes, or even cosmetic items for that matter… but deep down inside, I know that’s not the best justification. When I buy even the base product, I’m telling studios I support what they’re doing, not to mention a potential customer for their DLC and microtransactions. Yes, that makes me feel dirty, and yes, I am, at times, disappointed in myself. I don’t like being part of the problem.

So why do I keep riding this merry go round? Well, because these are the choices I’m left with:

I can take a stand and never buy any of these exploitive games, but then I’d be sad I was missing out on the fun.

Or, I can continue to have fun playing the games that come out, but try and spread awareness about the things I see happening in the industry.

Obviously, I’ve chosen the latter.

I don’t believe that boycotting games or even particular studios is the answer. Because even though I haven’t bought the game, plenty of other people will. My sale won’t be missed. Casual gamers don’t care to delve into the stuff happening behind the scenes, so they’re going to buy whatever they like anyway.

And I can’t fault them for that. We pay to eat the sausage, not to see it being made, you know?
So, I’m going to keep eating that sausage, pretending that it’s primo meat and not just a bunch of leftover shit being ground into an intestinal shell. But if I notice something’s not right with it, I’m going to raise hell about it. I mean, what am I supposed to do, not eat sausage anymore? That’s effin’ lunacy.

The ESRB Are Right: Loot Boxes Aren’t Gambling

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The ESRB has finally chimed in on all this loot box nonsense in our games:

“ESRB does not consider loot boxes to be gambling,” “While there’s an element of chance in these mechanics, the player is always guaranteed to receive in-game content (even if the player unfortunately receives something they don’t want). We think of it as a similar principle to collectible card games: Sometimes you’ll open a pack and get a brand new holographic card you’ve had your eye on for a while. But other times you’ll end up with a pack of cards you already have.”

Why have they made this statement? Well, because loot boxes are coming in virtually all of this holiday’s most anticipated games: Shadow of War, Battlefront 2, and even Assassin’s Creed: Origins (the latter of which won’t allow you to obtain these with real world money). As a result, online personalities like John ‘Totalbiscuit’ Bain have asked the ESRB to classify loot boxes as gambling. Fortunately, they’re not going to do so.

Before I continue, let me be clear: I don’t like loot boxes in my video games. I like the progression systems we’ve had just fine (levels, skill trees, etc.), and loot boxes are really only there to make the publisher a couple extra bucks. Lots of people wave loot boxes off by saying, “Well, who cares. The stuff they provide is cosmetic.” They aren’t, though. Not anymore. But for the sake of argument, let’s agree that all loot boxes are just a means of delivering cosmetic content. If a publisher is allowing you to purchase these things with real world money, that means the game you paid full price for has been artificially inflated. A game with padded runtime, all for the sake of having a loot box system in place, is a waste of your time. They WANT you to spend money in order to skip the grind. That’s why these systems exist in the first place. Now, also for the sake of argument, let’s look at games that have loot boxes, but don’t allow you to buy them with real world money. That’s still a game that treats grind as actual content… but what’s the point in that? Quality over quantity trumps these practices every time.

So yes, please, keep loot boxes out of my game. No, I’m not strong enough to stay away from games like Battlefront 2, whose loot boxes can be purchased AND offer clear advantages over other players in-game. At the end of the day, I want to play the games I know I’ll have fun playing. Still, that doesn’t mean I can’t say, “Hey, this game would be better if they…”

Now with that all in mind, I need to get something off my chest: I actually agree with the ESRB. Loot boxes should not be considered gambling.

No, really. They shouldn’t be considered gambling, and I wish people on the internet, especially people with large audiences behind them, would stop saying so. Let’s look at the definition of gambling (per Dictionary.com):

-The activity or practice of playing at a game of chance for money or other stakes.

-The act or practice of risking the loss of something important by taking a chance or acting recklessly

Gambling has a very specific definition. Yes, unpredictability and the triggering of a dopamine response (and even addiction) are major components of gambling, but to ‘gamble’, you’re putting up money, or something else you’d lose if things didn’t turn in your favor. Loot boxes, on the other hand, do not carry these stakes. As the ESRB have said, you’re always getting something in return, even if it’s not what you had wanted.

Dr Luke Clark, director at the Center for Gambling Research at the University of British Columbia, recently told PC Gamer: “The player is basically working for reward by making a series of responses, but the rewards are delivered unpredictably,” “We know that the dopamine system, which is targeted by drugs of abuse, is also very interested in unpredictable rewards. Dopamine cells are most active when there is maximum uncertainty, and the dopamine system responds more to an uncertain reward than the same reward delivered on a predictable basis.”

While loot boxes may engage similar activity in the brain, there’s still a distinction between loot boxes and gambling. They are not one and the same. If anything that triggered a dopamine response, especially triggered by uncertainty, were considered to be the same, then we’d have to start making other ridiculous statements, right? “Loot boxes are drugs!” But that’s silly, because we know they aren’t. And they also aren’t gambling.

OpenCritic has decided to note which games have loot boxes, as its CEO doesn’t care for this system at all: “You can call it gambling, you can call it gaming addiction, you can call it whatever you want. The problem is still the same.” He has a point. “The ESRB would say that violence is bad for society so violent video games get a higher rating. Gore is bad for society so gory video games get a higher rating. And nudity and cursing, those are bad so they get a higher rating. And yet something that really could have a serious impediment to the mental development of children, they’re saying ‘well it’s not technically gambling so we’re not going to make a stand here.” More good points, but ultimately, he lost me.

Loot boxes. Aren’t. Gambling.

I’ll certainly agree that they can lead to the same negative outcome, but the distinction is important because think of everything that would be screwed over if we allowed opinions on the internet to change the very definition of what gambling is…

If you declare loot boxes as gambling, then you have to consider the plastic egg machine that most of you have seen at your local supermarkets. You know the ones; you feed a quarter (or two, or three) into a machine, and it gives you a plastic egg with a tiny toy or trinket inside. You don’t know what’s inside, but that’s kind of what makes it exciting, right? Is THAT gambling? No, of course not. If there’s anything from the local arcades which could be considered gambling, it would be all those games of chance, especially the ‘money broom’, where a brush is always on the verge of pushing a bunch of coins over the edge. You say, “Gee, I bet my quarter will be the one to push ‘em all over!” So you pop your coin in, you get nothing, and you walk away with nothing. THAT’S gambling. You took a chance, you lost some money, and you have nothing to show for it. That happened to us all the time as kids, and were we traumatized? No. We walked away a little disappointed, and it helped build character.

But recreational outrages want you to believe that loot boxes are going to lead your kids to a life of drugs, mental illness, or worse. That’s taking things way, way too far.

What I do agree with is clearly labeling the games which contain the loot box mechanic. I mean, anything extra is usually labeled on the back of a game box. Need hard drive space? It’s listed. Need an internet connection? It’s listed. Require a PSVR headset or something? That’s listed. Mobile games especially will tell you if there are additional purchases involved, too. If loot boxes are involved, people should also know about that. Because yes, it’s a mechanic which people can get addicted to, and if their game is going to have it, they should be notified at the point of purchase in case they want to avoid it.

But let’s not hold our breath, because that won’t happen anytime soon.

When it comes to these practices, the industry is still in the wild west. Government hasn’t stepped in to make any rules or regulations yet… but it’s inevitable. Studios are earning a ton of money with microtransactions, DLC, and loot boxes, that it’s going to draw enough attention for regulation to become a consideration. It’s a shame it has to be that way, but AAA studios haven’t been able to help themselves… and gamers are the ones who suffer for it.

The sad thing, is that loot boxes don’t have to be inherently bad. The only reason why they are is because of corporate greed. If a game was designed with loot boxes in mind, didn’t charge real world money for them, and actually made the game an all-around rewarding experience without hours and hours of pointless grind, it could be fun… COULD be. But they aren’t, and here we are.

To those of you who avoid these games completely, I applaud you. Your resolve is strong. Again, some of us (like myself) still like to play the games we know we’ll have fun with, even if it means sending the wrong message. Life’s too short to not enjoy things… but I think we’re getting into something which can be a whole other article.

Greatness Delayed Podcast – Mobile Mario and Sony Meeting 2016

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Mike and Gus discuss the Super Mario Run announcement, Playstation Meeting 2016, and a few pieces of news.

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GREATNESS DELAYED Podcast: Post E3 2015 Impressions Panels

That’s right, we finally have an official name for the podcast:  GREATNESS DELAYED.  And it stems from this very podcast, which was recorded late in the evening of June 20th, 2015.  Joined by Gabe, Garrett, Gus and Josh (the latter of which was front row for Microsoft’s conference)… it was something a small miracle, and everyone was well spoken, and we all had a blast talking about what matters most:  GAMES!  ENJOY!

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Why Do You Play Video Games? A PBS Game Show Response

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Why do you play video games?

That question seems a bit absurd, I know, but I ask because every once in a while, I find myself in the thick of a quantity vs. quality debate. It’s an important conversation to have, for sure, as countless games have been padded to manipulate our perception of value. However, these discussions often take such a disheartening turn, that I can’t help but feel like I’ve wandered into an alternate dimension, one that could only befit an episode of The Twilight Zone. Expectations of gaming are going to vary from person to person, sure, but there are certain arguments I’ll just never be able to wrap my head around. Jamin Warren, host of the PBS Game Show, is my latest source of bewilderment, because he’s making the case that video games are too long.

I was intrigued to see if Mr. Warren could produce a reasonable argument in his video segment, but it took less than a minute before my eyes had rolled to the back of my skull.

To showcase the extreme amount of time we, as gamers, have to invest if we’re to play through today’s hottest games, he begins by pointing a finger at Forza Horizon 2, which takes about 10 to 15 hours to complete. Personally, I wouldn’t classify that as a long game, but to each their own.

Next, he brings up the considerably longer Grand Theft Auto V remaster, which boasts at least 30-35 hours of gameplay. Acknowledging he’s already played through the last-gen iteration, he’s still willing to tackle the lengthy heist drama once more.

Now, this is where my head begins to spin. Not because he’s willing to invest up to 70 hours on a single title, but because he’s already invalidated his opening argument. A 15 hour game is, apparently, too much to handle… yet he’s justifying a 35 hour game – twice, no less – merely because he likes it.

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Of course, in the same breath, he has to go that extra sensationalist mile with Dragon Age: Inquisition, as he says the prospect of its 40 to 80 hour campaign made him ‘weep inside’.

So, one 70 hour investment is fine, yet the other is not?

But then things get interesting:

“Games are, far and away, on average, longer than any other medium on the planet. For example, during the 276 hours that this Tumblr user spent playing Call of Duty, I could watch every movie on the AFI 100, finish the works of Tolstoy, and listen to most of the major works of 20th century pop music.”

He goes on to explain that while video games are a wonderful way to spend our time, it’s hard for a responsible adult to squeeze in such drastic minimum completion times, as we still have to juggle family, friends, work, etc. As a result, at least according to him, this is why only 10 to 20 percent of people ever complete their games. I’d like to respect the correlation he’s making, because there’s undoubtedly a link between completion rate and the amount of time people have in their day-to-day lives, but I have to wonder how sincere his ‘games are fine’ asterisk is when he follows up his train of thought with:

“So I can’t help but notice when I feel like games are wasting my time.”

He immediately goes into some explanation about how other forms of entertainment don’t require your undivided attention. You can simultaneously listen to music and read a book, for example.

Subjective.

I’ll agree that music can be more liberating than other media, but it depends on the person. There are plenty of people who don’t just use music as background noise, but as something to become immersed by. As far as books go, some can deal with distractions, while others can’t. Also, the pace at which each individual reads should be taken into consideration. According to my Kindle, I still have 13 hours left on a Stephen King novel I’m reading, but I’m sure there’s people who could probably knock it out in half the time. Film and television are also ingested in a variety of ways. Point is, no one person is alike, so blanket statements need to be left out of the equation, here.

He then states that the medium is experiencing a ‘crisis of audience’. Games now appeal to most age groups, and naturally, they all carry a different set of expectations based on their lifestyle. They all want different things.

That’s a crisis? We’ve reached a point in time where games aren’t seen by most as children’s toys… and that’s a crisis?

Toto, I’ve a feeling we’re not in Kansas anymore.

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There has ALWAYS been a great deal of diversity amongst video games. You could seek what lurks in the dungeons of The Legend of Zelda, or collect fruit in the preciously adorable Bubble Bobble. Enter a castle dripping with atmosphere in Castlevania, or hop on a pogo stick as ‘Unca Scrooge’ in Ducktales. Get your face hacked off by Jason in Friday the 13th, or roam around in Disney’s Magic Kingdom. Regardless of what someone sees through their rose colored glasses, there was a variety of gameplay at the ready, and not a single game was beloved by everyone. But, because video games have only become more diversified over time, there is something for everyone.

But, you know, that’s apparently a BAD thing.

Mr. Willen even goes as far to suggest that games come equipped with a story slider – very much like the ones we use for graphics and difficulty – to reduce or extend a game’s narrative. This would allow for any given game to adapt to what WE require, and not the other way around. For example, those who are turned off by the beefy Dragon Age campaign would now have reason to play it.

Now THAT’S a slippery slope if I ever heard one.

Let’s say they did this. Let’s say Dragon Age: Inquisition offered a ‘story slider’. If you abridged the story, you’d have to alter the game mechanics too, wouldn’t you? I mean, how could that even be done? The entire game would have to be re-invented multiple times to suit multiple types of gamers. Keep in mind the devs spent at LEAST three years to bring this game, as is, to retail. To ask that they retool EVERYTHING to appeal to whatever YOUR schedule dictates, would seemingly add a lot of unnecessary time – not to mention cost – to the development cycle. That means MONEY, Mr. Willen. Where would the cost of extra time and resources get passed down to? You guessed it. The consumer. Do we really need to give publishers another reason to inflate the overall cost of games?

Now, as far as game length is concerned… well, that’s nothing new, either. Many classic platformers can be beaten within a couple of hours, and there wasn’t much accommodation. Many of these games had no saves, no passwords, nothing. Just you, the controller, and whatever the game had in store. But we also had Final Fantasy VI (Final Fantasy III on the SNES), in which the primary quest could take 35 hours. Including side quests, you could easily have a 40 to 50 hour game on your hands.

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And besides, even the SHORT games could chew up lots of time. I mean, you can technically beat Super Ghouls ‘N Ghosts in less than 2 hours, but personally, I’ve NEVER been able to beat that game legit. I still play it to this day though, and I’ve probably invested well over 100 hours of my life to it.

So, who cares if Dragon Age takes 40 or even 80 hours?

I understand that life doesn’t leave much time for gaming. Most nights I only play for an hour or two, and sometimes not at all. Does that mean developers should compromise their vision to appease me? Absolutely not. It’s no secret that Dragon Age, or many of the other lengthy games out there, require a substantial investment. If you don’t want to invest the time, then don’t. Don’t buy a game if you think it’s too demanding for your lifestyle. That’s the beauty of having so many diverse experiences available in the marketplace. If one game doesn’t meet your needs, there’s plenty that will.

As a side note, despite my lack of time, I still play really long games. If I want to play it, I see no reason to skip it. Sure, it’ll take an extremely long time to beat them, but I’m fine with that. I mean, what’s the rush anyway? To get it out of the way so I can move on to the next? Personally, if a game is fun enough, I’ll see it through to the end. Know when I will step away? When it stops being fun. Otherwise, I’ll be content knowing my $60 investment could last for MONTHS.

Anyway, Mr. Willen argues that even if you DO have a lot of time on your hands, it’s still a precious commodity that shouldn’t be wasted on side quests.

Again, subjective.

Who’s to say what should constitute a waste of time for ANY of us? Some people really like the side stuff, and for a variety of reasons, at that.

One person cannot judge how valuable a game’s content is, or isn’t, for anyone else. Same goes for our tastes in books, music, and film. Some think The Lord of the Rings – as written by JRR Tolkien – is a literary masterpiece. Others believe it’s needlessly padded with an overwhelming amount of detail. Some people prefer listening to single songs, while others prefer the experience of a complete album. You can’t please everyone, right? Right. So, let the artists bring their vision to the table, and let the consumer decide what’s right for them. There doesn’t need to be a ‘one size fits all’ approach. Choice is the spice of life, after all. But, hey, if that’s what you want, guess what? There’s plenty of games that already do that, and more are on the way.

Which reminds me that Mr. Willen conveniently ignores something else, though. If quick satisfaction is what you need, there’s already an entire market dedicated to you: Mobile gaming. If you own a tablet, phablet or cell phone, the options at your disposal are almost limitless. There are games that cater to those with only mere minutes to play. If you like the episodic style of Telltale Games, their titles are compatible with virtually every modern device. If you want truncated versions of major AAA console titles, mobile has that, too. Dead Space, Mass Effect, Battlefield, Hitman, Madden, Call of Duty, and Batman have all made the jump to smaller screens.

So, let’s address the elephant in the room: Is Mr. Willen even all that interested in gaming anymore?

Don’t get me wrong. I’m not saying he needs his ‘gamer card’ revoked, or anything like that. But, what’s the most important part of any game? The gameplay… which is ironic, because this PBS Game Show host no longer seems to care about that aspect of the experience. No, he just wants to get in, get out, and walk away with a satisfying narrative… which is fine.

What’s NOT fine, however, is that he’s asking for a complete overhaul of the industry mold, and he’s doing so without considering the repercussions. I mean, let’s say developers around the world began catering to the ‘short and sweet’ crowd en masse. Polygon’s Ben Kuchera – who tends to agree with most of Mr. Willen’s argument – implies this could lead to consumer savings:

“A shorter game can be made for less money which leads to lower prices which means more people buy it… and so on.”

But does that even remotely echo reality? Mr. Willen’s specifically addressing AAA console games, but would publishers like Ubisoft, Activision and Electronic Arts REALLY reduce the price of their games if they cost less to produce? Of course not. One needs to look no further than Call of Duty, an annual franchise featuring 5 hour campaigns and a minimal multiplayer experience out of the box… unless you buy a season pass, of course. And yet, this game has the same MSRP as the time-consuming behemoth that is Dragon Age. If anything, I think these companies will stick with the $60 price tag regardless, and bank their savings from development to improve profit margins.

And since we’re talking about money, EA’s fiscal 2015 third quarter earnings call held some intriguing info about Dragon Age: Inquisition… You know, the game allegedly too daunting for the masses:

“Dragon Age: Inquisition captivated fans and critics worldwide as it launched in November, and it quickly became the most successful launch in BioWare history. More than 113 million hours have already been spent exploring the depth and detail of the single-player experience in Dragon Age: Inquisition, and more players are joining each day. Named “Game of the Year” by 32 media outlets around the world, including IGN, Game Informer and the Associated Press, Dragon Age: Inquisition is a true masterpiece from the team at BioWare and a game that is sure to be played for a long time to come.”

“In particular, Dragon Age: Inquisition had by far the most successful launch in BioWare’s history, exceeding our expectations. In addition, game sales for last-generation consoles were also much stronger than we had anticipated.”

“Outperformance versus our outlook was driven by the record-breaking Dragon Age: Inquisition performance.”

Not that there’s a strong correlation between game sales and game quality, as hype can go a long, long way… but Dragon Age is a well-established franchise. The devs themselves even more so, thanks to their success with the Star Wars: Knights of the Old Republic, Baldur’s Gate, and Mass Effect series. People knew what they were getting into.

More than anything, I think this shows that Mr. Willen doesn’t truly understand what gamers want… just what HE wants.

So, in retrospect, maybe the question isn’t why do YOU play video games – since we see the kind of a response that elicits – but why do WE play video games? As I’ve gone through painstaking detail to point out, there isn’t a simple answer for that. Never has been, never will be. We ALL have our preferences, and as we grow and mature, those preferences are likely to change. As a result, self-inventory should take a large role in our internal conversation, especially if you’re echoing the sentiment that games are too long, wasting your time, and find yourself rushing through them ‘just because’. Games should not be, as Mr. Willen puts it, a chore. Yes, some games are needlessly padded, but this happens across all mediums.

At the end of the day, it’s up to the INDIVIDUAL to decide what’s best for THEM.