Sunday, February 15, 2015

Discussing Evolve: Part 2 - Content


Enough? By What Standard?

Part 1 examined Evolve's DLC but left an open question: Is the content of the base game worth the $60 price tag? Unfortunately, that's a subjective question and there is no right answer for everyone. I don't believe you can quantify value in terms of some objective measure, like the number of hours it takes to complete a game.

That puts us in a bit of a quandary, then. I cannot judge for you whether or not Evolve, or any game, is worth $60. But what I can do is compare Evolve's content to another well known and somewhat similar game. Since Evolve was developed by Turtle Rock the natural comparison is to Turtle Rock's previous game, Left 4 Dead. With that measure, if you thought Left 4 Dead had content worth $60, then Evolve has content that is worth $60.

Here's why.

Maps

Admittedly, Left 4 Dead has a slight advantage in the number of maps. Each of the four movies had five chapters, so there were twenty maps overall. Evolve has sixteen maps, four of which are only for Defend mode (more on modes in the next section). So I'll give the content edge to Left 4 Dead here, but with one caveat.

The modes in Evolve are such that the maps are not as linear. The exceptions are the Defend maps which are similar to the final map in each of Left 4 Dead's movies. That is they are shorter and focused on a last stand scenario. For the remaining twelve Evolve maps though, the route you take the second time you play Hunt on a map will be totally different than the route you took the first time you played. Likewise, the route you take the third time will be different still. This is somewhat offset by the fact that in any match you may cross back over a previous path multiple times. How often, if at all, will depend on the game mode (it's more likely in Hunt than in Rescue or Nest) and how long the game takes.

Still, I'll give the nod to Left 4 Dead here, if only by a slight margin. 

Game Modes

But maps are where the advantage for Left 4 Dead, in terms of content, ends. Both Evolve and Left 4 Dead can be played cooperatively against bots or in asymmetrical multiplayer. However, whether in coop or in multiplayer Evolve offers four modes compared to Left 4 Dead's one (Survival was a DLC mode not available at Left 4 Dead's launch). Evolve's four modes are Hunt - the mode in the beta; Rescue - the hunters are attempting to help survivors escape while the monster tries to kill them; Nest - the hunters are trying to destroy monster eggs; and Defend - where the hunters are protecting a ship that contains the evacuating colonists.

The first three of these modes can be played on any of twelve maps while Defend, as noted earlier, is played on one of the four remaining maps. They can be played as a stand alone game on one map (Skirmish) or played as a series of five rounds (Evacuation). In Evacuation the match starts with a Hunt round and ends with a Defend round. In the three rounds in between there is a vote for the next mode.  Defend and the mode just played are not an option. So, for round two the options are Rescue and Nest. If Nest was chosen for round two, then in round three the options are Rescue and Hunt.

There is a real difference in these modes requiring different strategies. In Nest the monster can chose to open an egg spawning a minion to fight by it's side. It sacrifices an egg in doing so, but it makes it much riskier for the hunters to take the fight to the monster. That means finding the eggs and destroying them. In Rescue it may be best for the trapper to go solo and capture the monster in the mobile arena, not in an attempt to kill it, but merely to buy time for the other hunters to get survivors to the transport.

Therefore, Evolve's four modes offer significantly more content than the single mode that was in Left 4 Dead.

Characters

The other area where Evolve's content compares favorably to Left 4 Dead is in the characters. Evolve has twelve hunter characters broken into four classes; Assault; Trapper; Medic; and Support. Each class has three different characters and each one has different weapons that make a difference in how they play.

I'll compare two medics to illustrate. The game starts with Val unlocked. Val, like all the medics, has a burst heal that grants some level of healing to herself and any other character in close proximity. She also has a med gun. This can be used to restore any other character to complete health over a short period of time. Val has a sniper rifle that is used to create a weak point on the monster that the other characters can target for bonus damage. Finally, Val can fire a tranquilizer dart which slows the monster and allows the hunters to track it.

After reaching the first level of mastery with each of Val's unique items, Lazarus is unlocked. As a medic he also has the burst heal. But, instead of the med gun, Lazarus wields the Lazarus device allowing him to bring dead comrades back to life. Lazarus has a silenced sniper rifle which can be fired more rapidly than Val's but does less damage. Complementing this he has a personal cloak, allowing him to hide in the open while he shoots the monster.

Playing as Val means spending much of your time while fighting the monster using the med gun to keep teammates health up. Lazarus, on the other hand, tends to stay hidden, doing as much damage as possible, and then resuscitating teammates that have died (note: when all health has been lost a character will go down and start to bleed out; any teammate can revive the downed character during this time. But only Lazarus, not even the other medics, can resuscitate a character after they have bled out).

This compares to Left 4 Dead's one survivor character, which had four different skins (there was no gameplay difference between Zoey, Bill, Louis or Francis). Left 4 Dead offered some variety in giving the player a choice of which weapons to use. The weapon options included a couple of shotguns; an smg; an AR; a scoped hunting rifle; and single or dual wielded pistols. This allowed some variety in gameplay and, notably, allowed you to change your load-out in game.

While not as significant as Evolve's mode advantage, the characters provide more content in Evolve than they did in Left 4 Dead. 

Monsters

On the other side Evolve has three monsters (Goliath, Kraken, and Wraith) compared to four for Left 4 Dead (boomer, smoker, hunter, and tank). Comparing these is more difficult than the characters. The boomer, smoker, and hunter were all relatively weak and were intended to wear the hunters down with repeated respawns. The tank, on the other hand, typically showed up just once per map and could wreck havoc or die without having much impact. But each of Left 4 Dead's monsters were essentially one trick ponies.

Conversely, Evolve's monsters have four different abilities, each with three different levels of strength. The game's title reflects that the monster can progress from relative weakness (Stage 1) to relative strength (Stage 3). This is true for all modes except Defend, where the monster is at Stage 3 throughout the match.

Using Goliath as an example, the four abilities are rock throw, charge, fire breath ("Oh no, there goes Tokoyo..."), and leap smash. A player taking on the role of Goliath is given three points at Stage 1. The player can distribute these points however they want. They could put one point in three of the abilities or all three in one ability - fully leveling it up. After evolving to Stage 2 the monster becomes tougher and the player is given three more points which can likewise be freely distributed. This is repeated again when evolving to Stage 3.

Kraken and Wraith also have four abilities, but they are different from Goliath's abilities and from each other's. Additionally, how each monster traverses the map is different. Goliath is a brute who runs, climbs and leaps; Kraken flies; and Wraith darts about in quick bursts.

Therefore, just as with the characters, the level of variety for the monsters is greater in Evolve than it was in Left 4 Dead (or even Left 4 Dead 2).

Conclusion

So I can't tell you if this content is worth $60 to you. But if you look at the slight difference in map content, the greater variety of game modes in Evolve, and the greater variety of playable characters, it is hard to see how anyone who was satisfied with the content of Left 4 Dead wouldn't be satisfied with the amount of content in Evolve.

A point of clarification is in order. Just because Evolve may have more content than Left 4 Dead does not, de facto, mean it is the better game. Left 4 Dead 2 clearly had more content than Left 4 Dead and a lot of people would say Left 4 Dead is the better game (in part because it is simpler and more straight-forward). Any number of factors besides the amount of content will determine how much a game is liked, or hated. Being fresh off of the grind of leveling up characters in Destiny and doing all the missions in Dying Light I sometimes think I would have preferred less in Evolve; something closer to the original Left 4 Dead.

But it's too soon after release of Evolve to say which is my preferred game. Evolve scratches many of the same itches that Left 4 Dead did and playing with friends is a lot of fun. Early concerns that the characters were going to be a bit flat in Evolve compared to Left 4 Dead have lessened as we have mixed characters from different teams and gotten more dialog out of them.

A Note on Longevity

Do I have concerns about longevity? Yes, I do. But the reason why is not lack of content. Much like Left 4 Dead 2 marketing mistakes and gamer over-reaction have marred the perception of Evolve (Left 4 Dead 2 also suffered from a horrible launch from a server stability side; Evolve has been rock solid thanks to alpha and beta tests). It remains to be seen how much this will impact Evolve's sales. Valve stuck with Left 4 Dead 2, particularly on the PC side, but the game never fully recovered from those initial perceptions. The perception of Evolve may likewise always be tainted. But I'm hoping this is not the case and that Turtle Rock and 2K will weather the initial negativity allowing Evolve to regain the audience it deserves.

Discussing Evolve: Part 1 - DLC




Too Much DLC on My Hands
 
Much like the monsters in the quote above, angry gamers have feasted on a flailing marketing strategy for Evolve, Turtle Rock (developer) and 2K's (publisher) 4v1 monster hunting game. The game has drawn criticism from gamers and game journalists, primarily because of the downloadable content (DLC) strategy that has been employed for Evolve. A good example of this criticism, in part because it cites some of the other critics, is the recent Forbes article by Erik Kain.

According to these criticisms Turtle Rock, previously best known for developing Left 4 Dead with Valve, and 2K have short changed gamers by not selling a complete game. Instead, content has been held back to be sold as DLC in a blatant attempt to milk gamers out of extra dollars. These criticisms are unfair. This post will look at the DLC piece of this and then a subsequent post will deal with the content question.

Critical Questions

It's not that the criticisms are not factual. If you look on Steam there's the base game ($60) plus several DLC packs available now (totaling $61) and a season pass for forthcoming DLC ($25). With a cursory glance it looks bad. No one can deny that Turtle Rock and 2K are looking to make money from Evolve and related content. These are facts that the criticisms have gotten right.

Why then the claim that the criticisms are unfair? Because before railing against something, one should step back and take a deeper look and not judge based on just a cursory glance. This deeper look reveals that most of the criticisms miss the mark (or, perhaps more accurately, don't tell you what the mark is).

The criticisms have not, from what I've seen, dealt with the crucial details needed to answer questions like, "What is this extra content that is being offered?" and "How would not buying this content effect the experience of playing the game?" The answers to these questions will help us make an informed decision about whether or not Evolve's DLC policy is a dramatic increase in charging gamers for content or just another flavor of existing practices.

What's in the Launch DLC?

So, what is this extra content that is being offered? That $61 of DLC that is available now? It's all skins. There are weapon skins for the hunters and skins for the monsters. But they are just skins. No perks like a higher fire rate on the weapons or greater armor for the monsters. It's cosmetic.

Therefore, the answer to the second question (How would not buying this content effect the experience of playing the game?) depends on how important you think skins are. This DLC does not affect how the weapons or monsters play at all; the gameplay is the same whether you have these skins or not. Personally, I can't get excited (either positively or negatively) about skins. If it is a big deal to you, you are free to criticize Turtle Rock and 2K for doing this but please be clear you're complaining about skins.

The Season Pass

As for the season pass? Most season passes are around $30, which gets you maps in the majority of multiplayer games. For Evolve the season pass will get you four additional hunters (one for each class, presumably) and some monster skins. Whether this is an equivalent value or not is up to the individual but a few points should be noted.

First, unlike most map packs, if you choose not to buy Evolve's season pass it will not prevent you from playing with those who do choose to buy it. They can play, for example, as the DLC Trapper while you continue to play as one of the original 3 Medics. Therefore those who do not want to buy the DLC are not under as much pressure to buy it. This is a DLC model that does not to split the community into the haves and the have-nots the way map packs almost always do.

Second, according to Turtle Rock additional maps are coming and they will be free. Additional game modes will also be free. This is other other part of the DLC model that keeps from splitting the community. While people are harping on Turtle Rock and 2K charging for skins (a common practice) they quickly skip over that there will be no charge for additional maps and game modes.

A Closing Question

So a question for you if you are complaining about Evolve's DLC policy; would you be happier if, for Evolve, Turtle Rock and 2K reversed themselves and and gave away the skins but charged for the additional maps (i.e. used the traditional DLC model)? Would this and the subsequent dividing of the community be preferable? I prefer the current Evolve model where the community is kept together and the cost for developing additional maps and modes is covered by selling skins or other items, like additional hunters and monsters.

If those ranting about Evolve made this choice clear, I wouldn't feel the need to respond to their criticisms.


Part 2: But is Evolve's base game really worth $60?

Side Note:

Jim Sterling, cited in the Forbes article mentioned above, makes a big deal about how purchases are being made simpler. He points to downloading movies that are just the movies without all the extras that are used in an attempt to sell different versions of DVDs and Blu-Rays. First, I don't disagree that for some people simple is better. But I don't think this can be stated as a universal market principle, particularly in gaming.

Borderlands 2 offers a large number of character skins for sale. In Team Fortress 2, hats are bought and sold on a regular basis. Payday 2 releases additional content, for a fee, on monthly basis (yes, that's an exaggeration but it sure seems like every month). Steam trading cards can be traded, as the name implies, but they are also bought and sold with a small part of the sale price going to Valve for facilitating the exchange. Sony and Microsoft have both sold digital clothing items for avatars. Some people may not like it but let's not fault the companies. These things are being offered because there is a market for them.

Jim and other gamers are free to dislike this and rant in videos and in writing about how gamers should stop buying these items. But please don't make it seem as if this is something unique to Evolve or as if this is some new phenomena that hasn't been seen before. It smells of Captain Renault saying he's shocked to find there is gambling in Rick's cafe right before he's handed his winnings.