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August 28, 2009

The Negatives of a Patched World




When switching off of her parents account to mine, my wife decided she wanted a new cell phone. We browsed the store for awhile, and she decided on the one she wanted. There weren't many issues with it in the first month, but after awhile the touch screen grew increasingly frustrating.

It would click things that she didn't want to click, to the point where you could set it down on the table and it would continue randomly clicking on things. It was annoying, but our 30 day return had past so we just put up with it.

Then I called Verizon about something else entirely, in the conversation I mentioned that my new phone credit would probably go to my wife as her phone was a piece of junk. The agent looked up which model she has, and informed me that there has been a patch released since the time she purchased it that fixes, among other things, the touch screen functionality.

So essentially, LG released this phone broken, and then just patched it later without informing any customers. It got me thinking about the gaming world. I'll bring up two examples from both the 360 and the PS3, Castle Crashers and Fat Princess.

In case you were unaware, both of these games released to the public with online functionality in a state that many would call broken. Day 1 purchasers just had to sit around and patiently wait for an update that would allow them to play without issues.

A world in which a game developer could pump updates to their game while it was sitting on your consoles harddrive is something we might have only dreamed of when we were kids. Now it is commonplace, but is it being used as a crutch?

We all know that game developers can have some pretty strict deadlines to meet. So if they know they won't make it, do they just release the game anyway? They can always just patch it right?

This is a trend that I want to see disappear. I'm perfectly fine with bugs being corrected that went unnoticed during development, but they shouldn't be game wrecking things, and it shouldn't be a regular occurrence.

So how do we stop it? Microsoft and Sony could issue some sort of penalization if a game released in a broken state. It'd have to be on a case by case basis though, and then it'd take a lot of resources for a small outcome.

So it's probably in every ones best interest to just do things the way they have been, that is, except for the consumers. We're the ones getting shafted by their practices. It might not be cost effective to try to crack down on this sort of thing, but don't they owe it to the people who are giving them the money they need to stay in business? I don't know the solution, but Microsoft and Sony need to figure it out.

3 comments:

yanglyn said...

Don't they have those people that have to play and finish the game first, then write a review for it before the game can be released? Where they check for glitches and whatnot?

Alex R. Cronk-Young said...

Yeah, play testers. Thing is, both Castle Crashers and Fat Princess were broken online because the servers couldn't handle the load. Still, at least Fat Princess I know had an open beta. They should have been able to figured out that things were broken. They probably just didn't have the time to fix it. Its an easy problem to spin into a positive thing. Our servers couldn't handle all the people that wanted to play our game! We're just TOO popular!

Anonymous said...

I don't know if we need to go as far as penalizing developers, but there should be more thorough testing. Bringing home a game and not being able to play it because of a major bug or not being able to connect online can be like unexpectedly biting into a sour pickle. Bugs that prevent major game functionality should be found and taken care of prior to release.

However, it also must be noted that given the size and complexity of games today -- especially open-world titles -- there are bound to be some bugs in some games that probably won't be caught until after release.

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