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The Modem Marriage
Copyright
(c) Noelle Adams. All Rights Reserved.
Gaming
and the Internet have a complicated relationship. The love
affair has been ongoing long enough now to wonder about its
eventual outcome. Will the marriage easily reach its ruby
anniversary, to be celebrated as the ultimate romance? Or
is it really heading for the divorce courts?
We
all know the vital role the Internet plays for up-to-the-date
gaming news. It’s also been a Godsend for independent developers,
who have harnessed the medium for cost-effective advertising
and game distribution.
The
gaming-Internet relationship, however, is not just about information
availability. Far more intriguing is the actual meshing of
the online and gameplay.
Gaming
and the Internet are actually childhood sweethearts, with
their relationship dating all the way back to the Internet’s
infant years. MUDs (Multi-User Dungeons) allowed role-players
to unite online for text-based adventures, and spawned the
graphic-intensive MMORPG (Massive Multiplayer Online Role
Playing Game). With popular titles like World of Warcraft,
MMORPGs are probably the most high profile example of Internet
gaming today.
Here,
though, is where the affair starts to sour. Online gaming
typically requires broadband Internet access. This makes it
expensive and exclusionary in telcoms-challenged nations like
South Africa. On top of connection costs, there are typically
subscription fees. It’s around R150 a month to play Warcraft,
and R500 for annual Xbox Live access. Internet gaming is no
cheap one-night stand.
Some
developers have ignored multiplayer for more novel approaches
to online gameplay. Adventure game, In Memoriam, had players
receiving email from characters, and using Internet searches
to solve the murder mystery. The game also proved how easy
it is in the online realm for developers to lose control of
their product. Over time, players’ search-engine trawling
found more game-spoiling walkthroughs than clues.
Undeniably,
games with online elements come with a number of risks. The
most obvious of these being that when servers crash, or support
is dropped, the game becomes unplayable.
SiN
Episodes highlighted another risk. The Internet has revitalised
episodic gaming, where the regular release of downloadable
‘chapters’ of gameplay has breathed new life into franchises
like Sam and Max. However, the January buyout of SiN developers,
Ritual Entertainment saw Episodes cancelled after just one
of nine planned instalments. The Internet may get serialised
games into the market quickly, but behind-the-scenes wrangles
between episodes can leave sagas frustratingly incomplete.
Perhaps
the biggest argument for a gaming-Internet break is the use
of online verification, chiefly as an anti-piracy measure.
When Half-Life 2 was released, Valve’s content delivery platform,
Steam, was unable to cope with a glut of registrations. Enraged
gamers had to contend with dropped connections and hour-long
waits before they could play. Of course, people without Internet
access could not play at all. And Steam’s legacy continues
– Battlefield 2142 participants also have to connect to the
Internet every time they play.
All
these gripes aside, the Internet-gaming relationship has done
a lot of good for the pastime. With no separation in sight,
hopefully the union will eventually emerge more like the pairing
of Queen Victoria and Prince Alfred, than Britney and Kevin.
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