Story – One Thing You Should Never Skimp On

For this week I decided to take all of my interests and try and condense it into a topic that covers everything, Story. A good story obviously has a lot of elements to engage the consumer and maintain their interest no matter the cost. I’m going to look at examples of my favourite entertainment mediums and highlight when stories have worked and when they’ve flopped. There are obviously exceptions to every rule but as a general stance, story is something you should never ever compromise. I’m going to highlight one failure and one major success for each category, let’s dive in…

GAMING

Oh gaming… I could write a full post about games that were supposed to be great and dropped the ball *cough* Anthem *cough*, but I’m going to focus on two games that I’ve played extensively, Witcher 3 and Destiny. First let’s look at the one that botched the story, Destiny.

DESTINY

The inaugural piece and focal point of Bungie’s deal with Activision/Blizzard (a deal that has since fallen through), really shit the bed on the whole story telling front. While you would play missions through the game, unless you were paying attention to the barely audible dialogue of your ghost (your companion), you missed everything. I know some players who played over 40 hours in the game and still can’t tell you what the main focus of the story was. It appeared that you were fighting the Fallen (aliens), only to switch and fight the Cabal (more aliens), then switch to the Hive (even more aliens) and finally end up killing a Vex God (another race of aliens). What made it worse was that the majority of the story and the background lore was only accessible through Grimoire Cards. You earned these cards by playing the game but had to go to the Destiny website to actually read them. Ya, you had to do homework to understand the story of the game… Not only did they botch the story, but the best part of it, the fact your Ghost was voiced by Peter Dinklage (of Game of Thrones fame), was removed in their first update! They took out Dinklage, due to scheduling conflicts with Game of Thrones, and brought in Nolan North! I mean, respect to Nolan North, he does some great work, but you don’t replace Dinklage with him. They also replaced Nathan Fillion with him as well! Fillion voiced Cayde-6 (one of the Vanguard Guardians, and my favourite character) and provided most of the humour for the game. In Destiny 2 he was replaced by North and then they just straight up killed him! I am not a happy camper about that…

Ghost from Destiny

WITCHER

It’s no big secret that I love the Witcher games. They’re expansive, lore filled, and actually follow a comprehensible story. From the first game that was released on the PC way back in 2007 to the Wild Hunt which was released in 2015 (now holding the most awards for any single game at 251) the story has continued to captivate audiences since its release. The main protagonist is Geralt of Rivia, a Witcher (Monster Hunter) and focuses on his various adventures detailing his exploits and his training and protection of Ciri, the daughter of the Emperor. Each game delivers a new and exciting story to the Witcher mythos and entices consumers to expand their knowledge on the subject by buying the graphic novels and original works by Andrzej Sapkowski. I remember seeing the trailer for Witcher II: Assassins of Kings, in a Gamestop with couple of friends during a trip to Kingston. As the TVs show a rotation of current and upcoming trailers, the trailer for Assassins of Kings came on and everyone stopped to watch. I do mean everyone. Myself and my friends, the employees, and the other patrons all stood stock still watching this trailer. I have never seen anything like that until the explosion of the MCU and their genius marketing campaigns. Here’s the trailer for your enjoyment:

FILM

Films are actually notorious for skimping on story for some big blockbuster action sequences. Films like the Michael Bay Transformers franchise beat this practice to death… Not all film franchises do this, but there are quite a few that fall into this practice.

JUSTICE LEAGUE

Justice League… oh what could’ve been if not for studio interference… I know I have praised this film before on this blog, but the nostalgia glasses were pulled off my eyes long ago and I have seen the light of truth… it’s a bad movie. Do I still like it? Yes, because liking something and it being considered “good” are not mutually exclusive. I LOVE the Marvel Ghost Rider films, are they bad? Obviously! But because of my love for the character I can look past it, the same thing can be said in the most part for Justice League. Here’s the problem with Justice League, the story makes no sense! Literally none. When WB got wind of Zack Snyder’s plan and his vision they got scared because of the lackluster performance of Batman V. Superman, and frankly, can you blame them? Zack was eventually removed from the project, whether by his own volition or the studio and him parting ways and Joss Whedon was brought in to revitalize the movie. People give Whedon a lot of flack for the film, and some of it is rightly placed, but he didn’t really alter the story at all. He added pretty much ALL the humour in the movie and added some more character interactions to make the League appear as more than just wooden and emotionless demi-gods. I have long said that WB and DC comics make movies for comic fans whereas Marvel makes comic movies for everyone. The main issue with not only Justice league, but Suicide Squad and Batman V. Superman is that DC assumed everybody knew the characters. Which a lot of people didn’t. The core characters obviously, but not the secondary and background ones that influence the plot. They assumed you knew the motivations and back story of all the characters and only chose to highlight the ones they deemed important. These large assumptions meant that the story was gutted and replaced with more action which is one of the MANY reasons the movie failed.

THE LORD OF THE RINGS

This is Peter Jackson’s crown jewel. The theatrical cut makes perfect sense and the extended cuts for the purists deliver all the extra content in spades. This is the ONE book to movie adaptation that nobody has any complaints about.

Perfection.

Enough said.

COMICS

CIVIL WAR II

Civil War II Issue #1 cover

I’ve already done an entire post on this run so I’m not going to dive to far into it. To be frank, it was really ridiculous and unnecessary. Marvel Comics and DC Comics seem to have this idea that there needs to be some sort of “event” or “crisis” every year to keep readers interested. I understand their thinking, but when you have so many events that you have to start putting “II” after it because you ran out of original ideas, it’s time to just take a bit of a break. The story line involves an Inhuman named Ulysses that can see the future. Nobody is sure how reliable his visions are but Captain Marvel and her side think that Ulysses’ visions are enough to warrant arrests and pre-emptive attacks; whereas Iron Man and his team want to test the reliability of the visions first and think the crime needs to be committed before the punishment can be dealt out. Captain America said it best in Captain America: Winter Soldier “I thought the punishment came after the crime?”Not only was it ridiculous, but the story line seemed to be there just to remove certain characters from continuity to make room for a more diverse line up. The original Civil War was probably Marvel’s best event and its ramifications can still be felt in the comics. This second one though, it was just a cheap sequel to try and cash in on the success of the first massive hit.

BATMAN: THE LONG HALLOWEEN

This masterpiece by comic legend, Jeph Leob, was released in 1996-1997 and still remains as one of the best Batman stories ever written. It starts on Halloween night and continues through all the major holidays as Batman races to solve the mystery before more people die. It introduces us to great characters like Calendar Man, and long time favourites like Catwoman, Joker, Harvey Dent and Jim Gordon. The iconic art style really helps to complete the story as told by Leob and immerse the reader in the tale. The story is not predictable and throws you for twists and turns as the victim pool grows. We are shown some iconic images from the Batman mythos and the descent of certain characters into madness. All in all it’s a gripping story that grabs your attention right away and refuses to let go. I found myself unable to put it down. I read the entire thing, all 13 issues, in a matter of hours and was floored by the ending. First and foremost, this is a mob story. The main characters are those of the Gotham crime families with Batman, the GCPD and other masked individuals scrambling to either pick up the pieces or get out of the way of the inevitable gang war. Leob weaves an intricate tale of deception and double crossing to deliver one of the most commercially and critically successful Batman stories of all time.

Batman: The Long Halloween massive print Paperback

Story is THE most integral part of any type of media. Movies, games, comics, even music; all tell a story and when you sacrifice that for some more flashy elements, your creation suffers. I wish some companies would realize this and stop putting out garbage products which serve no purpose other than to try and make them money. They can’t be proud of what they produce and as a fan I can probably say, the fans really aren’t either.

Until next week!

The Decline of Triple-A Publishers

Triple-A, to some it means one of the top level of hockey you can achieve before professional, to some it means being able to get roadside help in the USA; but to gamers, it means massive publishing companies. EA, Activision Blizzard, Microsoft, Bandai, Ubisoft, these are all Triple-A Publishers that have made some great and some truly terrible games in their years of operation. A couple of them, EA and Activision Blizzard specifically, have been in hot water recently over some of their practices. This week I’m going to look at some of these practices and how it will/has lead to the decline of Triple-A Publishers.

LOOT BOXES/CRATES

Let’s start with the elephant in the room, loot boxes. Now for most people who are unfamiliar with what they are I’ll explain.. Loot boxes are digital crates you either earn in game or purchase (for either in game or real world currency) that randomly gift you with different upgrades or cosmetic items for games.

Now, loot boxes in themselves can be harmless if done correctly. It’s still not good practice to have them in games, but there’s a reason for them that I will touch on later. They are meant to provide incentive for continuing to play the game, or to provide some gamers with more unlockable material to acquire. Most of the time they contain solely cosmetic items (the way your game character looks) and nothing to influence play. Apex Legends, Rainbow Six Siege, Fortnite and PUBG (Player Unknown’s BattleGrounds) all use loot boxes the way they are intended, purely cosmetic content that has absolutely ZERO effect on your progression through the game. They do offer the opportunity for you to purchase in game currency using real world dollars to obtain more boxes, but all of these games allow for boxes to be obtained simply through playing the game. As I’ve said before, there’s nothing wrong with this style of content delivery. It allows the developers to continue making interesting new skins and material for a game without adding it as a DLC with a new price tag (another practice which is ridiculous that I’ll also touch on later) but I digress… While there are games like those listed above, which use the loot boxes as they are intended, there are many who don’t.

Loot boxes in Star Wars Battlefront II (2017)

One of the big problems that has plagued Star Wars Battlefront II (2017) since its release was the way Dice (the developer, known for the Battlefield franchise) and EA Games (the publisher) handled their loot boxes. When Battlefront II was released it faced massive backlash because of the “Pay to Win” progression system it contained.

Pay to win involves gamers forking over real life money to purchase in game weapons, power ups, XP boosts and various other content to give them an edge over everyone else. Battlefront II (2017) was not the first game to do this, sporting games like the annual NHL, FIFA, and the 2K line of games are notorious for it and Call of Duty has started adopting this practice as well. The main problem that has been raised by mostly parents and some gamers is that this is akin to gambling. Some countries, like Belgium, believe this so much that they have actually outlawed Loot boxes in video games for anyone under the age of 18. 

Here’s the full article from the BBC on the subject.

https://www.bbc.com/news/technology-43906306

Square Enix (of Final Fantasy and Tomb Raider fame), one of the companies that manufacture both console and mobile games, pulled three full mobile games from the market in Belgium to coincide with this new ruling. They didn’t pull them out in anger or frustration, they pulled them in respect of the new law.

How did EA handle this? They delivered a long winded speech that basically amounted to “Belgium’s lawmakers don’t know what they’re talking about”. EA adopted the model of pay to win years ago and have started to lean into it hard. The only issue is that gamers aren’t going for it anymore, which has caused massive problems for the company. When Star Wars Battlefront II released there were several hero characters (mainstays of the franchise), unlockable through either playing games and earning credits or by paying x amount of dollars and unlocking them immediately. Here’s the problem, the amount of time required to unlock the likes of Darth Vader amounted to roughly 1000 wins. 1000 wins. When a game can take up to 45 minutes to play from start to finish that’s an absurd amount of time. Or you could pay $20 to get enough credits to unlock him. Not only can you use the credits to unlock heroes, you could use it to buy Loot boxes that gave you random power ups, which in turn gave you an upper hand on other gamers who didn’t spend the money to buy the crates. Once this became obvious to the gaming community, Battlefront II faced a massive boycott by players until they fixed the issue. Which, to a very small amount of credit, they eventually did but it was too little too late.

PAID DLC (DOWNLOADABLE CONTENT)

Alright, now I’m not that old, I’m only 27 but I remember the good old days of video games. By “good old days” I mean when the game you purchased was finished, not full of bugs and came with ALL the content. Growing up, I remember getting games like Ghost Recon Island Thunder, ATV Offroad Fury, and Halo Combat Evolved, and what’s the one thing all these games had in common? They were finished games! Nowadays Publishers impose strict deadlines on Developers which cause a whole slew of problems. Most notably, the release of incomplete and buggy games. Rather than allowing the Developers more time to make a complete game, they force them to release the unfinished product and patches to fix the bug issues.

Paid DLC serves four main purposes, firstly to install bug fixes with patches, secondly to distribute content that SHOULD HAVE been included in the initial game release, thirdly to keep gamers interested and lastly to keep money coming in while the next game is created. Mostly though, they serve to milk gamers for more money on a single game.

Most games nowadays go for $79.99 +tax which amounts to $90. Then you have the option to buy a “season pass” to get the first year’s DLC for free, normally these passes cost another $40 on top of the game price. We’re now up to $130 for a single game for one year. If you don’t buy the season pass then each DLC for year one is normally $20 anyways, so you’re not saving any money. After the first year of the game, a new DLC patch will be released which will also cost an additional $40, we are now up to $170 for one game. Then another DLC will be released midway through year 2 also totaling $40 and now we are at $210 for a single game. This also goes hand in hand with Publishers locking content behind these DLC walls to force players to buy the content to continue being able to enjoy the full game.

Destiny 2 Content showing pay to win model and locking DLC content behind pay to play barrier

The Destiny franchise was extremely bad for this practice and caused a lot of players to lose interest rather quickly. Some developers like 343 (known for Halo) have openly stated that all DLC will be free and no content will be locked behind pay to play walls. They did, however, include Loot boxes but that’s the price you pay for free DLC.

Paid DLC is akin to going to Subway and paying full price for what you thought was a full sub. Then having the employee tell you it’s an additional $2 per topping and $3 for any one condiment.

MICROTRANSACTIONS

Microtransactions (MTX) are small digital content packs that players can purchase with real world currency for in game content. They are similar to Loot boxes but in this instance you know exactly what you are getting. MTX is most common in free to play games like Fortnite, Apex Legends, and pretty much every single mobile game. MTX exist to allow Developers and Publishers to help recoup some of the cost for making the game free to play. This sounds acceptable right? Well if they follow the earlier example of cosmetic content only, it’s not that big of an issue, but most of these games don’t follow that. Similar to loot boxes they allow players the ability to purchase in game boosters and power ups to help them win against other people. Every time a game is advertised as “Free to Play” it is nearly 99.99% guaranteed that it will involve MTX in some fashion.

Microtransactions in Forza

Now there are quite a few games that adopt both of these practices, both the cosmetic only and actual pay to win, and there’s only one reason for it, to make the Publishers money. EA in particular uses both systems without mercy. There was a time when EA made good games and cared more about the content of the games than the money they brought in. It’s sad to say that the days of EA not being a money hungry trash bin of a Publisher are long gone.

WHAT DOES ALL THIS MEAN?

Basically this all means that Publishers are losing money at a steady rate and are trying to find ways to trick gamers into continuing to spend money on their crappy unfinished and buggy games. A notable YouTube channel I follow is Upper Echelon Gaming, he creates videos explaining this exact thing. One of the videos where he discusses this is below:

What he explains in this and several other videos is that for large Triple-A Publishers, their shares are dropping at an alarming rate. This doesn’t bode well for anyone, Developers, Publishers or gamers in the long run. Publishers will continue to tighten their grip on a failing practice and in the effort destroy the limited autonomy they give the developers as is.

I’m not a business or economics major, but even I can tell that within the next 2 years we will be seeing some Triple-A Publishers in serious jeopardy of declaring bankruptcy, and the thing is that they have nobody to blame but themselves. Some Developers are starting to see this trend and are fighting back against the large greedy Publishing companies. Developers like CD Projekt Red (famous for the Witcher games) have never partnered with a massive Publisher and it 100% shows in their content. They make massive engaging games, they actually listen to the players and give them what they want instead of what will make them a quick buck. Recently, Bungie (known for Halo) has split from Activision Blizzard and put the future of the Destiny franchise back solely in the hands of Bungie. Not only did they split, but now Activision Blizzard is under investigation because of a lawsuit launched by their investors. Not only are they in hot water over fraud allegations following the dissolution of their partnership with Bungie, but they also laid off nearly 800 employees most of which are game developers and support staff. This all flies in the face of them hiring a new CFO, Dennis Durkin, and paying him a handsome $15 million signing bonus… after they laid off 800 staff.

Basically, what I’m saying is that because of the ridiculous practices most Triple-A Publishers are using, they’re all going to disappear within 2-6 years. Developers will once again be responsible for creating, marketing and distributing their own material and maybe then we can get back to the way gaming used to be.

See you next week!

Ready Player One – A Commentary On The Path of Modern Gaming

This past weekend along with the purchase of my Infinity War tickets, I bought tickets for a Friday night showing of Ready Player One. I had seen trailers of the movie for several months and just the premise of the film (the adventure of finding the coveted Easter Eggs) put it on my ‘to see list’. Prior to heading to the theater I checked the ratings on Rotten Tomatoes (just like everyone) and was pleased to see the 74% critic rating and the 80% audience rating. I briefly perused some of the negative critic reviews listed and noted they all said the same thing, “It’s a CGI slugfest with no plot”. What? You don’t go to a movie like Ready Player One expecting the intricacy of Inception or the character development of the Godfather series, you go to see CG characters duking it out in a video game style death match! I didn’t let these few negative reviews, that likened it to the recent Pacific Rim: Uprising for it gratuitous CGI usage and minimal plot, discolour my anticipation for the movie. I can honestly say, that while there are obvious plot holes and plot armour for some parts, it is a fun and exciting movie to kick back and watch with some popcorn.

One thing I did notice as I was watching it was that, as a gamer myself, the world of the Oasis is becoming an ever increasing possibility. Let me explain…

SOCIAL SPACES

It’s no secret that the majority of Ready Player One takes place in a virtual game called The Oasis. This game is the main setting for all of the events that really move the plot forward. It’s explained as a massive social space with various worlds that each tailor to different experiences. As they explain in the movie, the PvP area (Player vs. Player arena) is called Planet Doom, while there is a casino world, a racing world, a virtual vacation world and even a world where you can climb Mount Everest with Batman. This concept of social paces is nothing new to gaming. If you look at any online multiplayer game they all have a social space where you can interact with other players before venturing into the game world. Destiny has the Tower, Call of Duty WWII has the camp, and The Division has the HQ. Each of these spaces allow you to interact with other players by inviting them to join a party or challenging them to 1v1 matches.  In addition to social spaces, each game with an online multiplayer component also has a lobby that allows you to speak to other players either on your team for that match, or against you for that match.

Destiny Tower

In Ready Player One, the entire Oasis is in itself a social space. While there are certain areas where you can kill other players freely, like Planet Doom, the nightclubs and cities tend to be safer. Social gaming is the next step in the online gaming path, gone are the days of having 4 friends crowding around one screen while playing Halo or Goldeneye. While you can still play socially with your friends in almost every game, each individual person now needs their own console and copy of the game (unless you game share). This step was taken to ensure maximum revenue by gaming companies for their product. While most people are not happy with this, it’s becoming more commonplace in today’s gaming market.

As games move more and more into social multiplayer territory, the size of these spaces is going to become much larger to accommodate the number of players in the game at any one time. For example, In Destiny when you venture to the Tower ( the social space), you are put into one of millions of tower models that each support 36 players. Depending on the number of people playing the game at any one time, there can be anywhere from several thousand to millions of identical towers each with a maximum of 36 players per tower. The game can only support so many different players at once and thus the developers needed to create multiple copies of each space to accommodate the load of the players and the rendering of the world.

As I said before, as social spaces become more and more common in games, they will grow larger and larger until it turns into a massive Oasis style world with everyone logged in and able to see each other at once.

ZEROING OUT/PERMA-DEATH

In Ready Player One, there is one major consequence to dying in the Oasis, that consequence is referred to as “zeroing out”. When a player zeroes out in the game, they lose all their credits and progression, forcing them to start from the beginning. This aspect of the Oasis is what makes the PvP battles on Planet Doom so nerve-wracking. I know I for one die extensively while playing an online multiplayer game. Normally, my kills outweigh my deaths giving me a positive K/D (kill death ratio) at the end of the game, but the deaths number is also quite large. If I had to zero out and lose all my progress every time I died… I doubt I would play games like that anymore. That being said, there are games that incorporate this consequence into modern gaming, they refer to it as perma-death.

perma_death

Perma-death is exactly how it sounds, permanent death; some of the more recent games to incorporate this aspect are: Day Z, FTL, X-COM, and Fire Emblem. In each of these games dying/losing all your lives means an instant game restart, which in turn loses all progress and gear accumulated throughout your session.  This brings an extra level of intensity to these games as you know that you can’t just revert to the last save a la Call of Duty, Halo or Assassin’s Creed.  The only difference with these games that feature perma-death, is that most of them, are not multiplayer. While you can have friends join and assist you in the game, the consequences are the same for them, death = instant restart. While there are some great gamers who can make it through the standard fps game levels on hardest difficulty without dying, they are few and far between. There is a game that basically melds the two aspects of respawn and perma-death together and that game is The Division.

In The Division, you play as an agent of the Division tasked with establishing an HQ in New York City following an bio-terror attack. As you progress through the game you accumulate gear which can be found throughout the world or purchased from in-game vendors. Once you have completed the main story and attained a high enough level you can take on “The Dark Zone”. The Dark Zone is a walled off area in the middle of the city with high level enemies and a free for all mentality. Players can roam around pillaging the high level gear in the Dark Zone and assist each other in taking down high level bosses, or engage in PvP firefights to steal each other’s gear. If you die in the Dark Zone, you lose all the gear you accumulated while there and you respawn back at the staging area. Each person can only carry so much gear while rampaging through the Dark Zone and eventually must call in a helicopter to extract it. Calling in the helicopter lets EVERYONE in the Dark Zone know where you are and what you’re doing, whether it’s other players or NPC enemies. There’s a time frame that you must hold the extraction zone before the helicopter arrives to extract the gear, which give malicious players and NPCs the time they need to kill you and steal your gear. I personally have lost many high level gear pieces to other players while trying to defend the extraction zone. It did not bode well with me.

While this isn’t an exact copy of the “zeroing out” mechanic from Ready Player One, permadeath and the Dark Zone are as close as we have right now.

EASTER EGG HUNTING

The entire premise of the film is to find three “Easter Eggs” left in the Oasis by the creator. When one person finds all 3, they will inherit controlling stock in the company and a fortune numbering in the hundreds of trillions of dollars. The concept of Easter Eggs has been around in the gaming world for decades. An “Easter Egg” for those unfamiliar with the term, is a special construct or nod the creators put in as a reference to either themselves or other projects.

ready-player-one-easter-eggs-cover-1097465

A notable example is in the 2016 release of Doom, when the creators put a portion of the original Doom game from 1993 in during the main story allowing exploratory players to enjoy a small portion of the original classic. Another example is in the game Halo: Reach, wherein if you complete the final mission on Heroic or Legendary; at the right moment in one of the cut-scenes, if you push both sticks to the right the camera will pan and show a shot of the Master Chief in his cryo tube. As I said before, these little nods to other games are what the meaning of an Easter Egg is.

Even though Easter Egg hunting has been around for a long time in gaming, and has now jumped into the film medium with the explosion of the MCU. While yes, there were Easter Eggs in film before the MCU, Marvel studios used them to the point of such success that a lot of other studios have started adding them to link their works together.

DECEIVING AVATARS

This in’t anything new, but they do make a point during the film to explain that while someone’s avatar may look like a young attractive female, doesn’t mean they aren’t really a 300lb dude that lives in his mom’s basement. This is something that is prevalent in not only gaming but society as a whole. With the anonymity of the internet you can appear as anybody you want, regardless of being in a game or not. It’s something that people need to watch out for while perusing the web or the gaming lobbies. Aech, pronounced “H” (one of the characters in the film), makes a joke out of it, but it’s an issue that can have serious real world consequences. The “Nigerian Prince” that emails you promising to share their fortune with you if you send them $500 right now is 100% a scam, but some people fall for it and end up getting burned for thousands of dollars because the “prince” stole their identity.

ready-player-one-easter-eggs-slice-600x200

In the film, the players in the Oasis are able to model their avatars after anything they wish. Some choose other gaming characters such as Halo Spartans and Overwatch characters, some choose movie characters like Freddy Kreuger or Robocop, and some go for a mix of everything. The concept of making your avatar as far from what you really look like is nothing new, but some of the players in the movie do take it to the extreme. Not only does your avatar mask what you really look like, but it also masks your actual age. With most multiplayer games, you can ball park someone’s age when they speak in the game chat, but that’s not always the case. Ready Player One uses this as an interesting concept for a few characters and it helps to hammer home to anonymity of the gaming world.

CHARACTER PROGRESSION/POWERFUL WEAPONS/IN GAME PURCHASES (PAY TO WIN)

Character progression is the cornerstone of many RPG and Shared World shooter games, and this is something the Oasis takes into account during the film. While if you die you zero out and lose all your gear, if you’re good enough as with some of the characters in the movie, you can get over 10+ years of experience and gear which helps you out immensely.  The opening of the movie focuses on one particular battle on Planet Doom. The prize for winning this battle is a gauntlet that allows the wearer to assume the identity of any mechanical being they wish. This prize plays a big part later on in the film and when the character uses it, I will admit… I did get a little giddy in my seat and throw my hands in the air in excitement. This character progression and power weapon concept is very aptly exemplified by the Elder Scrolls series.

The Elder Scrolls is probably one of the most successful RPG franchises the world over. The game is made by Bethesda studios, and in it, the player controls a character of their own design in the fantastical world of Tamriel. As you progress through the main story your character levels up until you can unlock certain quests. Some of these quests, gift you with weapons based on the powers of the literal Gods from the lore in the game. I won’t get to into the explanation because if you’re not a fan it won’t make any sense and can get quite boring; however, the weapons you can get on these quests can vastly improve your combat effectiveness in the game to the point of walking through boss battles.

PayToWin-e1408978284298

Ready Player One utilizes this concept with the gauntlet as I previously explained; but, they also allow for players to utilize the currency they obtain in the game to purchase weapons and various other nick knacks that can be used in game and in the real world. One such device a player can purchase, is the Holy Hand Grenade on Antioch from Monty Python fame, which is a very powerful weapon in game, or they can purchase a VR suit for use in the real world to augment their Oasis experience. Pay to Win is something that is plaguing current gaming. It allows for people who don’t want to spend the hours developing skills and unlocking weapons and perks the traditional way, to purchase the upgrades they want for real world money. This makes for very unbalanced first few months of a game’s release and is the cause of some very vocal outcry by fans, Star Wars Battlefront II from 2017 is a prime example.

Ready Player One is based off the book by Ernest Cline from 2011, which was released fairly recently for a movie to be adapted from it. At the time the book was written, some of the trends he explores in the novel and that get explored in the movie, were already becoming very prevalent in the gaming world. Loot boxes, pay to win, level progression and perma death were all making their introduction into the gaming market when the book was written. The film does a great job of showing how these concepts are being taken and ran with and how in the future, this could become the norm for gaming. While each individual company, Sony, Microsoft and Nintendo, would never agree to produce a game together, eventually one of them may win out the dreaded “console war” and then the concept of Ready Player One could really take shape.

ready-player-one-freddy