Construction vs Destruction

Warning: Much pondering and thinking out loud ahead.

So for the past week or so I’ve been playing Frontierville on Facebook, and for part of that time Tipa of West Karana has been my neighbor. She reviewed the game today and I urge you to read what she had to say.

I don’t disagree with her at all, and yet I think I like the game more than she does, and I was going to post a comment explaining why when I realized I couldn’t exactly say why. So I’ve been pondering that, and then Scopique talked about crafting and process and minigames and that kind of got stirred into my thought process.

I’ve always loved crafting in MMOs. I remember when Ultima Online was the reigning king, some upstart (I think it was EQ but don’t quote me that) ran an ad campaign where they kind of jeered at UO saying, “Would you rather craft a chair or kill an orc.” And I was all like “RAWR! KILL THE ORC! KILL THE ORC!”

At least, that’s what I thought I wanted. But crafting in EQ was really frustrating and not a huge part of the game (at least back then) and I missed UO’s crafting system. I still miss it to an extent. There’re only a handful of MMOs with really rich crafting systems. UO, SWG, Vanguard… maybe I’ve missed some.

But the idea of harvesting materials and using them to make something is really appealing to me. Back when I lived in a rural area I had an interest in woodworking and gardening and constructing things, but that all sort of dropped away when I became an urban/suburban apartment dweller. Crafting scratches that construction itch, in some small way.

There are many, many games about Destruction (at the very simplest level…killing opponents) but not as many about Construction. Or at least I’m not familiar with as many. City-building games (and 4X games scratch both itches… you build up your empire and tear down the enemy’s). Most Construction in games is either in a kind of software toy (ie The Sims) or it means actually building assets for the game (Little Big Planet, or any game with a level editor).

Tipa says of Frontierville: “As a GAME game, well, there’s really no point to the game.” and she’s right. Zynga’s #1 goal is that you never “finish” the game and stop paying for items, right?

But what I get from Frontierville is that same UO construction itch scratched. I take some odd satisfaction out of clearing the land (and in so doing harvesting wood for buildings) and then bringing order to my little plot. Technically I guess this is Destruction: I’m destroying trees and such. Maybe I should be using “increasing/decreasing entropy” rather than construction/destruction.

It’s true my options are limited, but they’re not fixed. I can start to build whatever building I feel the urge to build (though as you gain levels you gain more options) but then I have to rely on “Neighbors” for supplies.

Neighbors, though… they’re kind of important to me. Remember back when I talked about We Rule on the iPad? I didn’t have much good to say about it, but guess what? I still play it.

But Construction gaming is always more fun when you can show it off. No one really sees my We Rule kingdom anymore, but in Frontierville I have evidence of who has come to visit. Granted they don’t come to see what I’ve done…they come to get bonuses and materials…for gameplay reasons. But I know when I go visiting I make note of what my friends are up to. This one is all about function, that one is chaotic, and this third one has spent a lot of real $$ on special items…what a surprise. I feel like I get tiny glimpses into the personalities and minds of the players.

Going back to UO, once you built your house and furnished it, what was the next logical step? Throwing a party, of course. Have people come over to see what you’ve made.

Someone on my forums referred to a type of gamer they called a Decorator and I thought that was a very good term. It was in a discussion about “What is a real game” and he (I know him only as Bognor) said:

There is a class of gamer called a “collector” and another called a “decorator”. Farmville and its ilk appeals to these classes because they have opportunities to acquire “rares” and to build esthetically pleasing farm layouts. There exist choices in this context, and competition within these classes. To those of use who are not collectors or decorators, there is not much appeal in Farmville.

That made a ton of sense to me. That collector part of me, I’ve always known about, but the decorator is a new self-discovery. My We Rule kingdom is now laid out like a “real” kingdom would be, with the road to the castle literally paved in gold and surrounded by statuary and sparkly trees. Why? There’s no gameplay reason for it, but it was pleasing to me to do… although it took me weeks and weeks of playing before I started doing it.

I’m not an artist, although I’ve always wished I had some artistic talent. In some way these not-games like We Rule, Frontierville, or MMOs with rich crafting systems let me pretend to be an artist for a little while.

Does my Frontierville plot look unique? Honestly no…there isn’t that much variability between plots. But it is still mine, laid out as I wanted to lay it out. I’m pretty anal about pulling weeds that sprout up in cleared areas…I guess in some tiny sense I take some pride in my space. And I suspect when I get to the point where all the forest has been cleared and all the land tamed, I’ll probably lose interest (if not before).

My next project might be actually working on my character’s inn room in EQ2. I see the crazy things people build and while I’m impressed by them, I also find the range of options a bit daunting. Again, with these simple not-games, the limited choices are almost a blessing. There’s nothing intimidating about arranging your barn and cabin and apple trees in Frontierville, y’know?

I don’t know if I have a point here. Like I said at the top of the post, this is more stream-of-consciousness thinking about *why* I’m enjoying a game that is hardly a game (and which draws such ire from a large population of ‘core gamers’).

DC Universe Online trailer from Comic Con

I’m sure you’ve seen this, but on the off chance you haven’t…

Now don’t go grumping at me in the comments. I fully realize a trailer like this has next to nothing to do with how the game will play; it just sets up the lore. But just forget there’s a game for a few minutes and enjoy some pretty great CGI mini-movie super-hero-ality.

I’m embedding it but I urge you to click through and watch it in HD.

When I played WoW…

Riffing on a quick back and forth I had on Twitter, I thought I’d wax nostalgic a little bit about my WoW phase.

When I played WoW, I lived alone. I was unemployed and in-between job interviews and freelance gigs I’d spend 20, 30 or even more hours playing each week. These days if I spend 10 hours gaming in a week, it’s a big gaming week.

Because I spent so much time playing, I was in an active guild and knew everyone else in it. We’d be on Vent with open mikes, laughing, talking, cursing, and laughing some more. I knew my guildie’s spouses and kids (tho as often as not, said spouses and kids were in the guild anyway). I knew when person X walked the dog at night, and what time person Y got home from work. These people were my social circle at the time. We weren’t big enough to be a raiding guild but back then doing 5 & 10 man instances had enough of an end-game feel that they felt very satisfying.

When I wasn’t doing something with the guild, I’d hang out in Stormwind. There was a strong role-play community at the time and I spent hours just sitting around in the taverns in Stormwind, chatting with people while drinking real beer in the real world. Not having a job to go to, I didn’t have to go to bed at a reasonable hour and so got to enjoy “late night WoW” which, at the time, was a period starting at 1 or 2 am and stretching until dawn when a lot of the ‘noise’ of the server went away and the people left felt like a real community. We’d chat until all hours. Azeroth became, effectively, my local bar to hang out in. With so much time to play, I never felt pressured to hurry through anything.

Then life changed. I got a job, got a girl, we all were sort of feeling like we’d done everything we could in-game and people started trying other titles. I didn’t have time to keep up. The guild kind of drifted apart and I left the game.

I’ve tried to go back a few times since, but it’s like going back to the places you spent your evenings-out at as a young person. There’re still people there, but you don’t know who they are, and the music they’re playing is different, and the decor is different, and the guy behind the bar sure doesn’t know you…he was probably in diapers that last time you hung out there. You just don’t fit in any longer and it just feels kind of depressing.

And yet today I bought Wrath of the Lich King and now I really don’t know why. I know I’ll log in, feel incredibly lonely because my old friends are no longer there, and log out again. Maybe Cataclysm will change things up enough that WoW will feel like a new place to me.

FrontierVille and other Facebook games

I’ve been having problems with my arm lately (friends will remember I went through this last fall…it’s a recurring RSI/pinched nerve/something thing that hits my left shoulder every so often) which means traditional gaming was more or less off the table this weekend. A bit of Deathspanking but that was about it.

So I’m mindlessly clicking around the internet (my mouse arm is fine) and I find myself on Facebook and decide to try Frontierville again. And this time I got hooked. I’ve been playing it off and on all weekend; I feel like I ought to be ashamed of that fact but the truth is, I was having fun.

The best way I can find to describe Frontierville is that it’s like Harvest Moon turned into a social game. You still have the real time energy accumulation of social gaming so you can only play in fits and starts, but otherwise it’s very Harvest Moon-like. Clearing land, planting crops, raising animals, and meeting goals to progress the storyline (such that it is…to a great extent the storyline happens in your own head). For instance right now I’m working on the requirements to get my bride-to-be to move out West with me. It isn’t as in-depth as Harvest Moon; you’re not choosing a townsperson to woo or anything. But it’s still pretty fun.

On the other hand, figuring out how to play as much as possible adds a kind of meta-game layer to the real game. I’d accumulated tons of gift offers (turns out I have a lot of Facebook friends who’re playing) and that carried me through most of the weekend. Eating meals gets you energy and lots of people had sent me meals. You can also get an energy boost by visiting friends’ homesteads.

You do have to do some trading with friends, or spend money, in order to play. I’ve been doing the former. And there are goals built around visiting your friends’ lands, so playing solo would strip out a good chunk of activities.

I used to hate how these games spammed my Facebook wall, but since I don’t use Facebook (except now, for playing games), and since Facebook now stacks the spam (so you see one event with a “see 40 other Frontierville notifications” link below it), and allows you to block notifications from a given app, I decided not to worry about it anymore. If people who don’t game on Facebook unfriended me, I probably wouldn’t even notice.

Swept up in the moment, I tried a bunch of other games but only two sorta stuck: My Empire (which reminds me a tiny bit of the old Ceasar games, if Ceasar had no military component and was just city building) and My Tribes, which is a Facebook-ized version of the Virtual Villagers casual game. Neither of these really grabbed me powerfully yet but we’ll see.

I must be mellowing in my old age or something. Playing Facebook games. What’s next? Sunday afternoons at the Bingo parlor? I even *almost* spent money on Frontierville, too! There’s an item you can buy that increases the amount of Energy you can store up. It would’ve cost me $5.00 to buy enough “Horseshoes” to buy it. I came damned close…

Anyone else have a good Facebook game to recommend? Something that feels like a real game? I prefer some kind of map/gameboard… stuff like Mafia Wars or Castle Age that are more or less text-based don’t really grab me. And I don’t want anything that I have to log into every 2 hours. Any suggestions?

Deathspank strands me in a Demonic Mine

So I’ve been playing Deathspank, the hack & slash rpg-lite game from Ron Gilbert and Hothead Games. You can find it on PSN or XBLA for $15, or whatever arcane equivalent that is in Microsoft Points.

It plays basically like a Diablo or Torchlight, though it’s stripped down somewhat. Still, I’m really enjoying it but there’re reviews all over the place. So I’m not going to review it but I do want to tell you a story.

The other night I was on a quest to rescue a lost orphan. I have a special orphan sack in my inventory so I can carry lots of orphans, you see. I’ve heard one of these little tykes is in the Demon Mine. So off I go. The fighting is challenging but not impossibly so. I’m level 12 and the demons are 12-14. I can do this thing. I follow the signs to the Orphan Storage Area and finally I come face to face with the Demon Nanny, who is responsible for taking care of the captured orphans.

And I find that this Demon Nanny is a lot tougher than her Demon colleagues. I die. And die again. And again. And finally decide that I’ve bit off more than I can chew and that it’s time to head back above ground to take on easier tasks until I level up a bit. But it’s nearly midnight so I save my game and quit for the night.

So tonight I fire up Deathspank again and start making my way out of the Demon Mines. But all the baddies I killed on the way in have respawned. No worries, I killed them once, I can kill them again, and I need the exp. Then I run out of food. Uh-oh. As far as I can see, in Deathspank you don’t regain health automagically (if you do, it’s very, very slowly). You need to eat or drink potions to heal. Eating takes time and combat ‘breaks’ the process, and potions are instant regens. When you die, your drop a bunch of coins and respawn with about 1/3rd health at the Outhouse you most recently passed by.

So I was trapped. A horde of demons between myself and the exit, and me with no way to heal myself. The only thing I could do was whittle away at the baddies: kill one or two, die, respawn, kill another couple, respawn. Sometimes I wouldn’t even kill a single demon. Other times I’d get through three of four. I did find a couple of mushrooms (food items) in my pack which I used very judiciously.

It was *awesome* to be stuck in this position. It took me back to my days of playing Diablo when death meant dropping all your gear on your corpse and hoping you had backup stuff in town. Sometimes you’d died a second time and lose even more gear. Sometimes you’d start doing naked corpse runs… run through the monsters frantically clicking on gear and picking up a few bits before you died (you’d drop equipped gear but not stuff in your backpack, and clicking on fallen gear put it in your backpack). We’d curse up a storm in these situations and wind up playing much too late into the night and when finally we had all our stuff back it was *so* satisfying.

Kill-die-respawn. Kill-die-respawn. Slowly, painfully, I made it through the dungeon and finally saw the light of day once again. Deathspank was saved! He immediately ran back to town to gorge on pizza and fries.

It was the most fun I’ve had gaming in quite a while. And I’m sure most of today’s gamers, in that situation, would be complaining about how the game was broken, or too grindy, or something.

So here’s a salute to Ron Gilbert and Hothead Games for building something that can tickle the fancy of us old-timers who remember when games sometimes stacked the odds against you. Sometimes its good to be a punching bag.

Playstation Move in this month’s Qore

In the run-up to E3 I was pretty excited to see what Sony was going to show with regard to Move, their new Wii-like motion controller.

At the end of E3 I was asking myself “Why was I ever excited about that product?” The offers on display were pretty mediocre. There was that Sorcery game which looked fun, and the possibility of playing Socom with it, but most of the rest of the stuff just looked like higher res Wii games.

Then this month’s Qore came out and I remembered why I’d been excited. Move at E3 2009 was more interesting than Move at E3 2010 (and I’d honestly say the same for Microsoft’s Natal/Kinect). The July Qore has the same boring games on display, but then a series of tech demos which we (or at least I) haven’t seen since E3 2009. They have me interested in the potential (at least) of Move again. Whether any game developers ever use that potential is a very big question.

As a worst, and most likely, case most gamers, having seen the dull E3 2010 coverage of Move, will stay away from it in droves, and so developers will see no reason to support it, and it’ll end up another withered branch of the Playstation tree.

But before I gave up on Move entirely, I wanted to share these videos. (We’ll see how long they stay on YouTube before Sony has them removed.) In video 1, skip to the 5 minute mark if you’re not interested in seeing Veronica Belmont spew happy marketing-speak about the Move. The rest of video 1 and first half of video 2 are kind of interesting Move tech demos. The 2nd half of video two is a developer visit with the people making Move Sports or whatever their Wii sports clone is called.

A lot of this stuff boils down to using Move as a 3D mouse, really. I just think about the potential for using it in strategy games or RPGs, rather than silly Wii Sports wannabe titles.

Does sequel potential impact purchase decisions?

So Alpha Protocol came out a few weeks back. Reviews have been moderate, but I’ve heard more than one person say that in spite of some jankiness, they were still having fun with the game.

I was on the fence about getting it, figuring I would eventually but waiting on a good sale (after all, I’m neck deep in Steam games after the big 4th of July sale they had). Then, earlier this week, Sega announced that because sales of Alpha Protocol weren’t very good, they wouldn’t be creating any kind of a sequel for it. It was to be a 1 game intellectual property (IP).

I was surprised to find that this announcement dampened my interest in the existing game. I’m really not sure why; I haven’t taken the time to dig through my own psyche to figure it out. I mean, as far as I know Alpha Protocol stands along as a cohesive whole; no sequel is needed to complete the narrative or anything.

For the purposes of this post, why I feel the way I do isn’t really relevant. What’s interesting to me is just the fact that I felt that way: that by announcing there would be no sequel, Sega cost themselves a sale (or at least, delayed it…now I’ll wait for it to be a $5-$10 game on Steam before trying it).

And I was wondering if this is just another case where I’m way out on the lunatic fringe, or if anyone else felt this same way. So here’s today’s question:

Do you think that knowing a company has given up on a new IP would adversely impact your decision to buy the game that debuted the IP?

APB vs GiantBomb

I was listening to GiantBomb’s podcast, the BombCast, yesterday, and Jeff Gerstmann was talking about APB. He did a real hatchet job on the game, talking at length about things he didn’t like about the game. In some cases, things that don’t actually exist in APB.

Now in all fairness he said “I’m reserving judgement” but by the time he was done he’d convinced at least one of his cohorts (Ryan Davis) to not give the game a try. And I’m sure that same applies to some percentage of his listenership.

And even this wouldn’t be a problem if he wasn’t basing his experience totally on playing “for about an hour” during the pre-launch event.

Now APB most definitely has some flaws and I myself am still undecided about it. But I’m not a professional game journalist talking to thousands of listeners to my podcast and conveying mis-information about the game.

I’m going from memory, but here were some of his issues:

Point 1: the first ten minutes of him playing the game was chugging as it struggled to load textures.

OK, maybe that happened to him on his system. I haven’t seen that problem but APB is a beast that brings high-end systems to their knees. Should a journalist slag a game because it won’t run on their system? Virtually every PC game won’t run on someone’s system, somewhere. If this is a systemic problem then it’s fair game. If it only happens on his PC, then it isn’t.

Point 2: He went on and on about the payment model. He made it sound more confusing than doing your taxes when you’ve worked 2 jobs, owned a business, made half a million gambling and gotten married all in the same year. In fact this was his main focus: that the payment model is too hard.

Here is the payment model: The game comes with 50 hours of playing time. When you use that up, you can either go to a $10/month unlimited subscription, or you can spent $7 and get 20 more hours. For 99% of the players, that’s the whole payment model.

There are other things you can do if you really get into the game, but most players won’t ever touch them (I haven’t). Gerstmann focused on them. Here they are:

A) When you use the in-game voice chat you’ll get an ad once every 3 hours when you change zones. If that really bothers you (I almost never change zones in a single play session) you can pay some small fee to remove the ads.

B) There’s something called RTW Points that you can optionally purchase for real money and spend on a cash-shop to buy items. Same as almost every other MMO. This seemed incredibly confusing to Gerstmann; I guess he doesn’t play many MMOs.

He went on and on about the payment model to the point where he had Ryan Davis saying APB sounded like an accounting program and talking about roll-over minutes. WTF??

Point 3: The single player missions were dull and the PvP too infrequent.

This is where my jaw really dropped. There ARE NO SINGLE PLAY MISSIONS IN APB! Every mission has 2 sides. When you get invited to a mission you’re either initializing the mission, or you’re responding to a mission.

If you initialize the mission, the game will start asking people from the other side to respond to that mission. Until someone accepts the invite to respond, you will be playing unopposed. And its true that sometimes no one responds and you never encounter opposition. During pre-launch that happened a lot more than it does now.

If you respond to a mission in progress, you’ll immediately be in conflict with another team.

The point is, there are no dedicated solo missions and now that the game has launched you’re doing PvP pretty constantly. When you do end up running a mission unopposed it feels more like a breather than a problem.

OK I’ve rambled on enough about this. Like I said, APB has legitimate issues and if Gerstmann had gone after those (semi-broken matchmaking, lack of a manual, high system requirements) I wouldn’t have a problem with his comments.

But if you’re talking to a huge audience who, by the looks of the comments on Giant Bomb, idolizes you for some reason, I think you should be a bit more careful when it comes to talking trash about a game that you’ve barely played. RTW has enough of a challenge in front of them without high-profile gaming journalists tearing them apart over imagined issues.

APB: Cops vs Robbers

In APB every character has to choose a faction: Enforcer (cops) or Criminal.

I almost always play “good” characters when gaming; I really don’t like doing bad things to people, even pretend people. But in APB I choose Criminal because, well, I’ve played GTA IV (at least, until Niko’s forced actions became too unsavory for me) and I know that when I drive through a city, I tend to accidentally run over people. In APB, Criminals don’t get penalized for doing this but Enforcers do. So for practical reasons I went Criminal.

In APB, Criminals sow chaos and it can be a lot of fun just to cruise around the city making mischief. A lot of the times you’ll get missions that turn into car chases (with you the one being chased) and careening around corners, sliding into buildings, crashing through gates, destroying one car to the point where you have to bail out and steal another…it can be a ton of fun even if you eventually get caught.

But a bunch of Twitter friends who’re just started playing chose to go Enforcer, so last night I created an Enforcer character. Enforcers are penalized for committing crimes. Run over a mailbox in sight of a pedestrian and you’ve committed a crime. You can commandeer cars from people but, at least from my understanding, that’s going to cost you prestige, and the lower your prestige the lower your mission rewards will be. [Melmothulhu says I’m wrong and there’s no prestige cost of commandeering vehicles…I need to test this tonight. It would change playing as Enforcer a lot!] (This might be a good time to point out that RealTimeWorlds has NOT produced any kind of a manual for the game, lending to its “Paid Beta” status.)

So instead of madcap mayhem, I found myself doing a lot of running, or a lot of scratching my head wondering where I’d parked my car.

Those chase missions that are so fun as a Criminal are something of a pain in the neck as an Enforcer. You can’t drive with wild abandon; you have to be constantly wary of hitting things. And the missions I was drawing (on the Zombie server) tended to be small 1vs1 or at most 2v2 affairs.

The other problem, being a new character with low-level gear, is that you die constantly unless you’re a very skilled player. I’ll be the first to admit I am NOT a skilled player, but on my Criminal I at least have a modicum of success. My Enforcer was pure fail. After an hour of playing my newbie Enforcer I quit the game in frustration and declared that I was done with APB.

After cooling down a bit, I jumped back in on my Criminal, and the fun flooded back in. I’d get calls for backup constantly and when I said “Yes” to those would get dumped in as team member #4 fighting against 3-4 man teams of Enforcers. Once you get that many people even an unskilled player can have fun as they can help distract the other side, or finish off wounded opponents, or even just be the driver.

And when not on a mission, the joy of spreading chaos returns. Bottom line: for me, playing a Criminal in APB is an activity that is full of laughs and grinning cringes and fist pumps from a lucky shot. Somehow when I die as a Criminal, it’s no biggie. I laughed out loud when I was breaking into a car and suddenly an Enforcer rammed me going full speed, squishing me against the car I was trying to steal. Well, first I jumped out of my chair (had no idea he was coming) and then I laughed.

Playing an Enforcer, on the other hand, was an exercise in frustration. No one responded to my own calls for backup, no calls for backup popped from other players. All the missions I fought were 1v1 or at most 2v2. I spent way too much time running around and not enough time driving with reckless abandon. It just wasn’t fun.

Part of this is in the nature of the two roles each side plays. Part of it is because the Enforcer was new and poorly equipped.

But part of it, I suspect, is that the Enforcer side is populated by organized gamers who’re already in Clans and regular groups. When I’d get into a good fight as a Criminal, I’d often see everyone on the other side who killed me (which was pretty much everyone on the other side) was part of the same clan. Criminals, in contrast, are just a bunch of crazy-assed gamers having fun. The Criminal side has lots of open groups and lots of calls for backup going on.

If you, like me, are someone who doesn’t have a regular group of gaming friends to play with, and you’re finding the Enforcer side of APB to be not-very-fun, I strongly urge you to roll a Criminal before you give up on the game. Spend some time stealing vehicles and taking them to the drop off points to earn a bit of $$. Hit Yes to Calls for Backup. Join one of the many open groups. Just have fun. Criminals are easy-going fun-lovers. Enforcers…. aren’t.

OnLive’s LEGO Harry Potter Contest

To commemorate this milestone, we’re going to have a contest! The first OnLive member to make it all the way through LEGO Harry Potter: Years 1-4 will win an Apple iPadTM, and the next 5 OnLive members will win an Apple iPod touch®. The six winning entrants will:
OnLive made a big splash when it launched but then things quieted down a bit. In some ways it’s success and it’s slow roll-out is working against it. Games just work… once you report that there isn’t all that much to say about the service!

So now they’re shaking it up. At 12:01 PDT tonight, LEGO Harry Potter: Years 1-4 hits the service. At 12:01 PDT tonight, you can be playing the game before anyone else not on OnLive is (unless someone broke street date). For people who go to midnight launches and stuff, being first seems to really matter. With OnLive you don’t have to go to the store, download the game or even install it.

To emphasis the speed thing, OnLive is running a contest. The first member to finish the game gets an iPad, and the following 5 get an iPod Touch. That’s an idea that will appeal a lot to some people. Me, I can’t think of anything less appealing then rushing through a game, but that’s just me.

Here’s the full email. I hope OnLive runs more contests like this one…it’s a nice way to play off the strengths of their service.

———————————————————————————————-
Greetings from the OnLive Community Team!

We hope you have been enjoying the brand new OnLive Game Service! We’ve been open to the public for just ten days so far, and the initial feedback we’ve received has been very positive. We’re very excited about the opportunities that OnLive opens up in the videogame world.

And of course, we’ll be adding lots more games! The first new game will be added just after midnight tonight, and we’re celebrating with OnLive’s first contest! Here’s an announcement we just posted on OnLive’s blog:

LEGO Harry Potter: Years 1-4 is being released tonight at 12:01 AM PDT on Tuesday, June 29th. What makes this a major milestone for OnLive—and showcases an awesome benefit of instant gaming—is OnLive members will be playing the game before anyone on any other platform. No waiting for a store to open or waiting in line to buy a physical disc. No downloads, updates, installs or authorizations required. (And, no Windows required if you are a Mac user.)

With OnLive you Just Play. It’s better than being first in line!

  • Have a PlayPass for the game to participate in the contest, so if you are logged in just prior to the game going live, we recommend you log out and log back in at 12:01AM to be sure your Marketplace list is refreshed and all PlayPass options appear for the game.
  • Take a Brag ClipTM video showing collection of all 200 Gold Bricks in the game and reaching the final bonus level. Specifically, winning Brag Clip videos must show you have collected all 200 Gold Bricks in the game and have become Lord Voldemort in the final bonus level. You must enable “All players” to view your Brag Clips video under the Privacy settings in the OnLive Game Service Dashboard.
  • Send an email to community@onlive.com with your Player Tag (associated with the Brag Clip video of the game completion screen), First Name/Last Name, Address, Telephone Number and Date of Birth in the body of the email as soon as you have completed the game. Entrants will be ranked based on when OnLive receives a properly completed email.
  • Receive a contest confirmation email from OnLive to confirm receipt of your validated entry. Remember that your OnLive Account will only save your last 15 Brag Clip videos, so wait until the winners of the contest have been announced by OnLive before making any more Brag Clip videos that might delete the game completion Brag Clip video.

For full contest rules and eligibility please click here.

Regardless of whether you’d like to participate in this contest, we very much appreciate the time you’ve taken to try out OnLive in its very earliest days, and we welcome and encourage your feedback (please email to support@onlive.com). There are lots of new features and performance improvements coming to the OnLive Game Service as we catch up with initial demand. Your feedback will help us tune OnLive to best meet the needs of OnLive Members.

Looking forward to seeing you in the OnLive Community! Have a great time and Just Play!

–Matt Jensen
OnLive Community Manager