Episodics are the future of gaming

Rm_headshot
Thursday, January 13, 2011

A few hours into Alan Wake, Remedy Entertainment's amusing, long-in-development spin on Stephen King horror yarns, I realized what the developer did wrong. They wasted five years making one product. Alan Wake should've been released as a series of downloadable episodic games.

It's hardly a stretch. Wake presents levels as serialized television episodes, opening with a story recap and ending on a cliffhanger. Y'know, to make sure you tune in next week.

That narrative structure ranks among the best I've seen lately, continually driving the story forward while twisting it at decent intervals. If each episode arrived on a monthly or even semi-monthly basis, I'd constantly look forward to the next chapter with an urgency I don't always feel waiting for new, complete games.

Alan Wake
One man-purse away from being Jack Bauer.

Yeah, I'll say it: Episodic gaming -- serialized games released in steady installments -- remains the best unexplored idea in the industry, unfairly relegated to the point-and-click adventure ghetto. I'm here to tell you that's going to drastically change. In some ways, it already has.

Narrative-driven games increasingly use downloadable content to continue their narratives. DLC for Alan Wake, Mass Effect 2, Fallout 3, Assassin’s Creed 2, and Red Dead Redemption all introduce new chapters in their ongoing sagas, tie up loose ends, or tell non-canon Twilight Zone side-stories. And fans turned out in droves to play the latest entries in their favorite titles.

Moving from downloadable add-ons to a fully episodic, top-tier game -- a God of War 3 or a Halo: Reach -- might sound like too big a leap, but it will happen eventually. Here’s why:

 

Money (them): The second a game goes into production, its developer starts losing money. They don’t make it back until the finished product ships. What if they don’t wait so long? Releasing a game in stages can help recoup costs immediately or even finance the entire project. And digitally distribution saves a ton on production budgets.

Money (you): Every gamer moans about titles they want but can’t afford. Episodics lower the entry barrier significantly and might lead more people to buy more games. Paying on the installment plan likely means spending more for a complete work, but if it’s not worth the cash, stop buying it and be satisfied you blew $15 on crap and not $60.


"I'm sorry. There's a hot Asian thief on the team now, and I'm totally Captain Kirking that."

Time (them): Episodics allow fast turnarounds and faster course corrections, from rapidly cancelling failures to fixing customer complaints. Dark Energy Digital recently updated their poorly reviewed Hydrophobia (a retail release downgraded to an episodic series), changing the controls, physics, and dialogue. It's still fairly dismal, but they listened and actively tried to do better. That’s worth some consideration when Part Two hits.

Time (you): Sick of waiting two years for new Uncharted? How about a three-hour romp with Nathan Drake every six months to tide you over? 343 Industries reportedly wants less downtime between Halos. I say give us a three-part series covering the Master Chief during the fall of Reach. Pick a franchise...episodic entries let you scratch your favorite gaming itch more often.

Interest (them): Money and time sells the corporate suits. For creative types, smaller projects offer room for experimentation and risk-taking. Halo episodics could drop us in a Grunt’s shoes one month and a gunship the next. Or if you want to test interest in reviving a beloved classic like No One Lives Forever, make a few two-hour games for two bucks and see what happens.

Interest (you): Say Mass Effect 3’s been pushed to 2013, but you can download the first four hours tomorrow for $15. Oh yeah. Done deal. Gamers are instant-gratification people who want cool thing snow. Like it or not, we’re pre-wired for episodic gameplay and what it offers us.


When there's no more room in Hell, you just gotta MAKE some room.

Don’t get me wrong...episodic games will never replace complete releases in the same way television never replaced movies, but similarly, both will occupy an important place on the landscape.

Yes, big technological hurdles remain, tight release schedules are tough (just ask Valve when Half-Life 2: Episode 3 might see daylight), and cancelling a series before the finale just makes for bad blood all around. But it’s a mistake to judge this genre based on what’s out there now. Episodic games have yet to fully stake their claim. When they do, it'll be a true game-changer...in every sense of the words.

 
Problem? Report this post
RUS MCLAUGHLIN'S SPONSOR
Comments (4)
Image2
January 13, 2011

there is a game which has this and it was amazing, its Siren: Blood curse on the PS3. and every episode it shows what happened previously. great idea.

Wile-e-coyote-5000806
January 13, 2011

I too think that this is a big unexplored opportunity, but there is a big downside related to your second point: if the episodes aren't selling as well as expected, the publisher can cut their losses by not finishing the story.  It would be good for them, but bad for the people who were buying it.  Look at Xenosaga.  That was originally planned as five complete games, but when they weren't selling, the last three-fifths of the story were shoe-horned into one game.  Maybe the publishers would release a token "tying up the loose ends episode" but that would almost certainly lead to an unsatisfying conclusion.

I suppose the flip-side to that point, though, is that maybe publishers would be more willing to take some chances on more experimental games if they had the possibility of cutting losses like that.

January 13, 2011

Separating the episodes into downloads would have really helped reduce the repetitiveness of Alan Wake, so I hear ya there.

I wonder though, if developers might lose money in the long run due to waning interest in between installments. Sure, someone like Valve can keep up waiting years for the next Half Life episode, but for the most part my ADD-addled brain plays a game and then moves on - so much so that I often pass on post-retail DLC because I've been there and done that. I foresee a lot of people buying only the first episode of something, a phenomenon that I think Telltale has been seeing a lot of.

N27502567_30338975_4931
January 13, 2011

The problem with episodic gaming is that, if you look at the actual user statistics, not a lot of people actually finish the games they buy. The economics of big titles depend on a lot of people out there spending $60, but only playing a third of the game. If you give all those people the option of spending $15 to just buy the part they'll actually experience, that is a very large net loss. I don't know that potential "sampling" sales from people who would never have bought it full price are enough to make up for that difference.

And we already have some failures to point to. Sin: Episodes went no where. Half-Life 2's episodes are basically expansion packs under another name with no "episodic" release schedule to speak of. The Penny Arcade game died out after episode 2 because the sales dropped so precipitously from the first. That game in particular could have been a success as a full game sold at a full game price. Tell Tale has found some success with their adventure titles, but even they depend to some degree on selling full seasons for a while before they let you buy individual episodes.

The other concern is the development process. Games aren't made in a linear fashion. Gameplay changes are made iteratively throughout the process of building the game. You'd end up in situations where you have to lock down control and gameplay decisions far earlier than you might otherwise, all to accomodate a earlier release of the first "episode". This could simply result in your customers having a bad experience with your less refined game experience and choosing not to buy the next episode, even if you've incorperated improvements.

You must log in to post a comment. Please register if you do not have an account yet.