Closed Betas are so frustrating, especially the ones I'm not in. It's
not that I particularly mind not having access to Overwatch, Blizzard's
upcoming mix of MOBA and FPS, so much as seeing so many people on my
Friends list who do. It's pure childish jealousy, of course, but here's
the thing about childish things that I think we should take a moment to
remember: waaaaaaaaaaah!
Betas in general though are weird. The
basic definition of them has changed so much over the last few years,
going from a trial of a basically finished project to… let me just check
this here… 'absolutely any bloody thing you want it to mean'. It's a
little like how the words Game Of The Year have gone from a single
triumphant moment of note, like a Half-Life 2, to include everything
from Skyrim - allowable - to Two Worlds - laughable.
Originally
the definition was that some site somewhere had maybe, probably said it
was their Game Of The Year, in much the same way that As Seen On TV
doesn't *technically* promise it wasn't on Watchdog's "Things That Will
Explode And Kill Your Cat" segment. Now though, even that thin veneer of
crap-giving has gone to the wayside, with the new definition being "A
Game Of The Year", as in "It came out in 2015." openbeta: I'm not a fan of open betas. I prefer closed betas that I happen to be in. Much more satisfying.
Beta, not better
With
betas specifically though, the slide has been gradual, beginning with
Google deciding that Gmail was a work-in-progress for many years before
removing the 'beta' flag, and other companies realising - oh, so we can
do whatever we want then? Groovy!
From there it was a slippery but
profitable slope to realising that betas could serve as amazing
marketing, both by releasing them, and withholding them, to build up
that good old consumer waaaaaaaah-factor, with the true nail in the
coffin being the point where people started selling stuff for real money
in their betas. Yes, it's unfinished, but… uh… we need to test the
payment systems. Test. Yes!
There are of course many real-world
uses for them too, like testing server load, and revealing the kind of
problems and balance issues that can only happen when a game moves
outside the hallowed halls of people willing to play it properly, and
into the hands of the enemy.
The catch is that by this point it's
often too late to make sweeping changes. If a combat system in an MMO
sucks in beta or the graphics are terrible, well, spoiler, it's going to
suck in release too, because that sucker's been baked in far deeper
than beta-users' influence ever reaches.
For that reason, I think
it's time to really shake things up, and break the beta hold over new
games. The problem for the industry is that the updates go the wrong
way. Alpha denotes an unfinished game, beta a complete one ready for
that polishing stage. We need to flip that and take full advantage of
the rest of the Greek alphabet. The new system will start a little like
this.
Alpha: Finished game, just in need of testing.
Beta: Playable, but we're still adding content to it.
Then, we build on it with a set of new stages.
Gamma: Open, or at least not too tightly closed beta, as now.
Delta:
Game is finished enough for Twitch streamers and YouTubers to help us
market it, but not for anyone who might not be so excited about it that
their socks routinely fly off.
Epsilon: Game not ready to be seen by human eyes, so exclusive to Hitbox.
Zeta:
Game lacks a few key features like characters and music and graphics
and controller input. Yet oddly, the shop is fully functional.
Eta:
Game is only half-finished. Entire team dead from crunch, considering
farting it onto Steam in its current form in the hope people will buy it
anyway. Worked for Assassin's Creed: Unity.
Theta: Game is at
that stage where everyone is desperately hoping it's fun, but all the
pieces haven't come together yet and late nights are spent drinking hard
spirits and praying to Chet, pagan lord of programming, that things
aren't as bad as they seem.
Iota: Game only exists as a YouTube or
E3 or Kickstarter demo video that everyone involved is now desperately
hoping they can turn into an actual game on computers that exist.
Kappa:
Game currently consists of the designer's notebook, with the art team
regularly asking whether or not the scribbled boobies are there out of
boredom, or character design notes.
Each of these stages is of
course fully marketable by the right developer, as proven by Star
Citizen. Note to the legion of humourless space captains with skins
thinner than a soap bubble: That was just a joke, relax. The additional
flexibility however means that any player knows exactly what they're
getting into when they pay or download the beta, allowing them to get in
at the right stage to influence development. If
a game catches your attention in the upsilon phase for instance,
there's probably enough to get a job at the developer in QA, work your
way up the ranks, take over the company, and then personally ensure it
has the resources that it needs. This is also, I suspect, the only way
we're ever going to see Michel Ancel's Beyond Good And Evil 2.
It
might sound ridiculous, but then it wasn't that long ago that people
were laughing at the idea of DLC horse armour and the idea of Worms
Reloaded: Game Of The Year Edition not being forced by law to specify
that said year was - at best - 1999, for the last game in the series
worth giving the faintest damn about.
Now though, we're at the
point where games can sell everything from in-game currency to sexy
underpants (though points to Vindictus for the term 'inner armour')
without anyone batting so much as an eye. You redefine the words, you
change peoples' feelings. We just need to redefine Beta to something
more sensible, or at the very least, give me access to all of them so
that I'm too busy playing new games to continue caring about semantics.
The rest of you can come too, if you like.
Betas are giving PC gamers headaches, but I've found the cure
Reviewed by Unknown
on
13:30
Rating: 5
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