Category: iOS


Well, just because I’m doing most of my writing elsewhere doesn’t mean that I can’t occasionally post about the comings and goings of my gaming world!

  • I took a trip to Gamestop yesterday and preordered a few more games, mainly, the collector’s edition of Elder Scrolls: Skyrim (which looks, absolutely amazing, btw), as well as Battlefield 3. Both were PC preorders, which is a first for me, as I’ve never preordered any PC games before in my life. I suppose it’s just a transition as I slowly move towards PC gaming more and more, and leaving the console gaming for the high end exclusives. This brings the running total of preorders to 4 this fall season, including a Collectors for Star Wars: The Old Republic, and the Epic Edition of Gears of War 3.
  • Most people by now should have heard about Nintendo’s 3DS Ambassador Program (i.e., a major 3DS price drop so early in its life and the games announced that Nintendo will use to make it up to the early adopters). Personally, I knew what I was getting into when I picked up the thing, and while I’m surprised at the price drop happening so soon, that really is the fate of the early adopter. I’m actually pretty excited about the games though, so I’m looking forward to it.
  • Most of the games I reviewed for Touch Arcade this week were not that good, although my most current one in the works, a game called Companions, looks to break that mold. Stay tuned in a few days as at TA as I get that one written!
  • Oh yeah, Final Fantasy Tactics, on iOS. ‘nuff said.
Game on folks.

Taking a Hiatus

I know that I had just started utilizing this again, but I’m probably going to cut down on the reliable blog post, unfortunately. That’s the bad news.

The good news is that I’ve picked up a sweet gig working as a freelance journalist writing reviews for Touch Arcade, my favorite iOS gaming site. I already have a few reviews under my belt, and I have to say, it’s a blast finally doing something that I’ve been working towards for a long while.

So, in the meanwhile, look for my articles on there!

Week in Gaming is what I hope to be a quasi-regular post regarding games I’ve been playing recently, and perhaps random stories that have occurred that I find interesting.
  • In what may be the fastest (and steepest) drop in a new video game system ever, Nintendo has announced that it will significantly drop the price of the 3DS — from $250 to $169.99 for the upcoming fall and holiday season. This has, undoubtedly, made quite a few early adopters very angry. However, Nintendo appears to want to make amends, and has also announced that everyone who buys a 3DS before the price drop will be bestowed the status of “Nintendo 3DS Ambassador” and will receive 20 free downloadable classic games from the NES and GBA era. Personally, I know the price of early adoption, but I didn’t think it would hit this hard, this fast. Then again, free games are nice.
  • In my never-ending quest to find more and more information about my deepest crush, the Razer Switchblade concept, I’ve learned that Razer has partnered with Intel to eventually include an Intel Atom Z690 processor into its machine. From what I understand, this processor is a mini-portable beast, and should allow for even more performance. That’s all well and good, Razer, but hurry up and let me pre-order the damn thing!
  • Gaming has been relatively light this week. Although I have fallen in love with Groove Coaster, an awesome rhythm based game from the makers of Space Invader Infinity. Sure, it’s your standard tap/hold/tap fast/scrub the screen type of game, but the music is awesome and the graphics and visuals are some of the best I’ve seen in awhile. Plus, it’s only 99 cents (for a limited time)! I highly suggest you pick it up.
  • Finally, as a follow up to the DNA11 kit I ordered last week, I finally got my DNA collection kit and swabbed the hell out of my cheek cells. I’ll be sending that in today and should get a mini DNA portrait in a month or so!
Week in Gaming is what I hope to be a quasi-regular post regarding games I’ve been playing recently, and perhaps random stories that have occurred that I find interesting.

 

  • Like many folks this morning, I took the liberty of  pre-ordering the Collector’s Edition of Star Wars: The Old Republic. I thought it might have been a good idea to pre-order it as soon as I woke up, and I even redeemed my pre-order code from Amazon before I went to work. Sure enough, I read later on int he day that most online retailers had already sold out of the Collector’s Edition. Apparently, it looks like Bioware is actually treating the Collector’s Edition like…. a rare thing (what a concept!), so I am pleased that I managed to snag a copy this morning. By the way, this looks to be a pretty decent CE, with an included authenticator, a lore book, an art book, a ton of in-game items, a 7-day ‘early access’ to the game, possible preference for the weekend beta, and a supposed “Collector’s Store” that will let folks with the CE purchase special items in-game. Can’t wait for its eventual release!
  • In non-PC gaming news, I picked up Sid Meyer’s Pirates for iOS this last night. As a fan of the NES version, as well as the several iterations throughout the year, I’m looking forward to checking it out (and maybe posting an actual review about it here).
  • By the way, the Star Wars themed Xbox 360 announced today at Comic-Con is one of the coolest things that I’ve ever seen. I need to figure out a way to pick that up somehow this fall (in addition to the Star Wars Blu rays, a new iPhone, possibly a new iPad, and so many other damn expensive electronic toys.
  • Finally, in geek news, I picked up a DNA11 Mini-Portrait a few days ago. I actually won a 100 dollar gift card in a sweepstakes, so I decided that the gift card was enough of a subsidization to check out the mini-portrait. My DNA (aka Cotton Swab) kit is in the mail, so hopefully I get it soon so I can send it back and get my awesome ‘unique’ art piece.

Week in Gaming 07/15/2011

Week in Gaming is what I hope to be a quasi-regular post regarding games I’ve been playing recently, and perhaps random stories that have occurred that I find interesting.

  • Unfortunately, not a lot of time for gaming this week. I did manage to spend a decent amount of time with Shadows of the Damned. A new title out for the PS3 and Xbox 360. I’m really not sure how to even begin to describe this game. The story is based on a Spanish demon hunter that seriously antagonizes a top demon (known as ‘Fleming’) at the beginning of the game. Fleming subsequently kidnaps the latin lover’s girlfriend and takes her back to hell. The demon hunter (Garcia Hostpur) then jumps into the hell portal to get back his girl. Oh yeah, and Garcia’s partner is a former demon that is now just a skull but can turn into a variety of weapons and defaults to a flaming torch for Garcia to explore with. Gameplay is the standard third person shoot-em-up with some remnants of Resident Evil controls. Personally, the controls and gameplay are satisfactory, but the music, presentation, and out of control story are going to keep me coming back at least for a bit. Anyone even remotely interested in a game like this just needs to check it out.
  • On the iOS front, I’m still playing Tiny Tower mostly, and returns somewhat to Baseball Superstars II, which deserves its own post sometime.
  • An interesting title I started playing this week that I picked up from the Steam Sale is Recettear. This game is half rogue-like combat and half item shop simulator. That’s right, you play a young girl who must pay off her missing father’s debt by owning and operating an item shop. You can make the game as mundane as buying items from locals and whole sale shops, and then selling them with a markup at your own store, or as exciting as hiring an adventure to take you into a dungeon and pick up all the treasures that are dropped as he takes down all the baddies. It is definitely one of the stranger games I’ve ever played, but it’s also addicting.
  • It looks like Rift is allowing former players to come back for a week and check out the updates. I’m thinking of diving back into it maybe for a little bit.
That’s it for this week! Enjoy “Carmegeddon” if you live in LA.

Tiny Tower: Why am I so Addicted?

Like many other eager iOS gamers with a penchant for Nimblebit and freemium titles, I picked up Tiny Tower as soon as it was released about two weeks ago. Now, for the uninitiated, Tiny Tower allows players to construct a tower full of a wide variety of businesses (used to generate money and thus, construct new floors) as well as residences (used to recruit ‘bitizens’ for your tower which are then employed by your businesses). Once you have bitizens and businesses in your tower, the player makes money by purchasing inventory for each business, and then stocking said inventory once its timer is up. When inventory is stocked, it will slowly generate income for the tower. As players earn more money, they can add additional floors, create more businesses and residences, earn more money, and so on. Additional strategy elements involve putting your bitizens into their ‘dream job,’ which will double inventory stock, as well as an attribute system for bitizens which decrease the cost of inventory based on the type store that bitizen is employed at. Finally, the ‘freemium’ portion of the title lies in its ‘bux’ system. Tower Bux can allow players to speed up construction, speed up inventory stocking, instantly move bitizens into residences, and can be used to upgrade elevators. Buxs are slowly gathered naturally by players when they participate in activities, but can also be bought outright for money as in-app purchases, thus giving the player an easy avenue to speed past a lot of the waiting required when stocking inventory or constructing floors. Overall, despite some nuances, Tiny Tower’s gameplay is easy to understand, easy to play, and does a good job for rewarding players for their efforts.

One interesting aspect of Tiny Tower, which I would like to explore a bit more, is the game’s addictive nature. To put it bluntly, this game is addicting as hell. I find myself continually wanting to check my tower every time I have a new floor completed, or a store is ready to be stocked. I find myself wanting to stay engaged with the game all the time. This sort of addiction is excellent for Nimblebit, as the more one plays, the most likely one will end up shelling actual money for the IAP. As a gamer, however, I still would like to know why they manage to accomplish this.

Simply put, Tiny Tower has done a wonderful job of codifying certain gameplay elements as perpetual rewards for the player. Most folks of the technologically driven generation are used to instant gratification and reward. We want what we want when we want it (usually instantly). Tiny Tower’s stocking mechanism, which lets players constantly stay engaged with small timers that can go off all day long, successfully creates that ‘reward’ mechanism that drives continual playing. In addition, Tiny Tower’s various methods of coin collection (bitizen ferrying, bux collection/conversion, and the constant, perpetual stream of inventory sales) successfully achieve the instant gratification ‘catch.’ I can open my tower up at any time and see my coin collection gradually increase. It satisfies the perpetual reward desire that my brain wants, and it somehow manages to achieve a near constant feeling of accomplishment. Combine this with the various inventory stocking timers (each store has different timers, meaning that inventory can pop at various times throughout the day), Tiny Tower seems to have created a perfect storm for gamers.

Now, how is this different from other freemium games that attempt to create that perfect storm as well? It’s quite different actually. Most other freemium titles have a linear progression for reward, typically culminating in most players earning the ability to set one timer for all their coin earning mechanisms. In Farmville, for example, you build a bunch of fields, you plant something that takes 8 hours or more in every field, and you call it a day. In Tiny Tower, it’s not possible to build stores that all have the same timer. The player can’t really consolidate all their earning potential into essentially one timer. This means that in order to continue to maximize the reward, players must constantly launch the game to stock and purchase inventory. Thus, assuming that the player is attached to the reward and instant gratification of the game, they will continue to launch it all day, maximizing the potential for IAP and usage stats.

Second, most other freemium games do not provide constant reward, as is evidenced in Tiny Tower. Typically, other freemium games attach a strict timer to the reward mechanism and then once that timer is up, the player receives the full award. In Tiny Tower, award timers exist, but players do not reap the full reward instantly once the timer expires. Instead, ‘stocking’ inventory simply turns on a flag for slow coin collection to start based on the amount of inventory being stocked. While this does detract somewhat from the instant gratification goal of games like this, it does enhance the ‘reward’ mechanism as discussed above. The end result being a game that improves upon the standard freemium model by enhancing the player’s desire to continually access and play the game vice what is essentially setting a timer and leaving it alone in other similar games.

All this, of course, leads to a fun and extremely addicting new title from Nimblebit. I’ve been a fan of most of their games, and I hope they continue on this tradition of making titles of this caliber. Tiny Tower can be found here.