Why Am I Leaning Towards Digital Games?

I find myself asking this a lot lately. Why am I just wanting games digitally?

 

Even though I can save a few pounds buying a game physically from Amazon, or other independent retailers, in recent months I have found myself simply opting for digital releases.

I suppose part is just being on-board with the inevitable digital only future of gaming, and having an internet speed to sustain it. Plus, the only games sold in my town are from supermarkets, which is generally limited to the major annual releases like FIFA on PS4 and Xbox.

Speaking of those systems, honestly I want to move to full digital anyway. Discs are simply an inconvenience, as they install to your storage space anyway, leaving the only difference being the speed at which they do so, and limiting how freely you access your game –  a disc must be inserted to play the game if it came from a physical copy.

In those cases, I would go digital not just out of convenience of having everything there at my fingertips, but to dodge an inconvenience.

On PC, well you don’t get much choice there. Digital only.

 

On Switch is where this dilemma has arisen. Limited storage aside, I find myself toying with digital more than I anticipated. Convenience is again the main factor. Don’t need to fiddle with boxes and game cards, just tap and go. Fast, simple and easy. Plus pre-loading gets your games at midnight with no fuss.

Of course this is true for any system – convenience.

 

The bulk of my move to digital is in fact due to other circumstances away from the consoles themselves. Delivery times are getting longer and in the past year there have been many instances of games having incorrect tracking for delivery, going missing, being late, and other errors from online retailers.

Of course why go online? I could go to a store, but the nearest one is 12 miles away.

 

Let’s start with Amazon. They give you discounts on pre-orders for games, and that’s great. I attempted to order Kirby Star Allies but was informed delivery would be past the release date…a bit odd.

Of course I expect this from Amazon now, as the past few games from them have been late. Pokemon Ultra Moon had incorrect tracking that stated it was delivered, but didn’t show up until 4 days after launch. Sonic Forces didn’t dispatch until launch day due to an issue with payment that I wasn’t notified of…until launch day.

 

The Nintendo UK Store isn’t absolved of this either. Usually very good about games on time, though Metroid: Samus Returns arrived late, as did Paper Mario Colour Splash in 2016. Xenoblade Chronicles 2 almost came late, and via a different tracker, but arrived on the correct day.

The big mark on them though, is the launch of Nintendo Switch. Here in the UK order tracking was incorrect, with orders not arriving until the day after launch…with no indication, from a different carrier.

 

This has been a recurring trend around me lately, with orders missing, errors in transit, or straight up delays, and after a while consumer confidence will be knocked. Many have had great results with retailers getting games on time, but for me it has been too many too frequently, and so just like the PS4, I would rather dodge an inconvenience.

My History with YouTube, and Capcom’s with the EU Market…

A dual article for you today, covering both my history with the YouTube social media platform and its recent changes, and the insanity that is Capcom EU.

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So my history with YouTube is a storied one. I started back in 2009, May to be exact. Playing games, going for completion, all that good stuff. I was 13, and I hate thinking about it! But we all start somewhere.

Over the 9 years I took a two-year gap for my education before a re-launch with my friends, where we all played games together and the company made it easier for me to talk, and be more confident.

This continued, we got a capture card, now replaced with a superior model, and it maintained until 2016 when I finally got off my butt and got a decent PC for better quality both audio wise and for visuals.

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Back in 2013 YouTube changed the rules for the partnership program, allowing almost anyone to become monetized. Now YouTube was never about the money, personally I do it because gaming is my passion, and as the years went on I felt more and more confident in my media abilities.

When this change happened, I set a goal: Only allow myself into the program when I reached a goal I felt was acceptable.

By September 2014, I was part of an excellent MCN, and had the support of a community and staff behind it when needed. I only did this when I felt right, not when YouTube told me.

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But growth felt like it stalled. My drive died over the 3 years I was at university…like everything else in my life at the time, and I felt quality, quantity and more fell behind. I began thinking of format changes, right around the time I knew I was moving back home, coincidentally right alongside the announcement that YouTube would change its policies slightly to create a 10,000 lifetime view requirement for channels to be monetized, back in April 2017.

Then of course 9 months later the goalposts moved again. Now it’s 1000 subscribers and 4000 hours of watch time in 12 months, in addition to the lifetime views. As such, we lost access to monetization and any features associated with being partnered – What those are, I am not sure and nor is my former-MCN, because honestly expecting YouTube to communicate is laughable.

But that announcement was what finally spurred me on with those changes to format, moving to a live format, mostly on Twitch, and making a wider transmedia brand. Seeing the goalposts constantly move not even a year apart with little warning, poor communication and more, led me to make the moves I don’t regret one bit.

Making content is easier and better looking. I can engage with the audience more. Everything worked out better. If I ever become eligible for Twitch Affiliate status or more, chances are I wont take it, just like with the partner program, until I hit MY goals, not one set by a platform, that will likely change arbitrarily within 9 months.

Do I disagree with why YouTube made these moves? No. YouTube is a near constant black hole for Google and something had to be done when media began blasting it for monetised content that really shouldn’t be monetised. What I don’t agree with is the poor communication on what will and won’t be available to those affected, nor the guarantee the goalposts won’t constantly move.

 

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Now, on to Capcom, since we are talking about financial black holes.

 

Capcom and the EU market have what I would call a bad relationship. Back in the NES and SNES days, let’s take Mega Man for instance, Nintendo or some other random publisher had to publish the games here for them, which lead to Mega Man 6 never being released here until the 3DS happened.

But the Mega Man Collections on PS2 were never published here either. Mega Man Star Force 3 never made it here. Battle Network was published by Ubisoft in the region.

Jump forward to now and you would think the issues of the past were gone, but no. Both Mega Man Legacy Collections have physical releases on PS4, Xbox One and Switch…but not here. Couldn’t tell you why, I’m sure only Capcom knows.

This is next to the laughable cheap skate attitude around the Switch port of the Legacy Collection Double Pack, which has a 500MB at most game on the card, with a download code for the 6GB game. Why? Capcom.

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Of course we don’t even get that release here. Digital only.

Resident Evil Revelations got the same treatment on Switch. Here in the EU there are physical releases of both games on other systems, but not Switch, and Capcom cited “monetary reasons”. Basically they don’t see the market for it.

I have to say thank God for digital, otherwise it’d be the 90s and 2000s again for us.

But this goes beyond Capcom now. Nintendo is publishing the physical EU release of Dark Souls, for some reason. Is the EU really that hard for publishers? Are most 3rd party Switch games going to be handled by external publishers now if we want them here at retail?

 

Capcom has slipped back to treating the EU like it did in the 90s. Limited physical releases and even then only on certain systems, or mandatory downloads for Switch games you get physically. Of course Capcom isn’t the only one guilty of this, and in the case of Revelations there was a logistical reason for it, but for Mega Man, someone should let them know 8GB cards exist.

The way other publishers are going about things, especially on Switch, the EU regions feel more and more like a last-minute effort market. Maybe it’s the multiple expensive ratings boards like PEGI and USK. Maybe it’s the currencies, or the logistics across borders. Who knows.
All I know is the EU market is becoming the afterthought again, and if that is the case, the digital future can’t come soon enough. Even then we get games months late.

64GB Switch Carts Are Delayed? Alright Then

Allegedly, according to unnamed sources, the 64GB physical game storage cards for Nintendo Switch are delayed from mid 2018, to 2019. Let’s break down why this isn’t a big deal.

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So first off, you need to understand that 64GB cards would be a significant deal, if only because, as I have noted before, this would surpass the limit for physical media on PS4 and Xbox, as Blu-Rays only go to 50GB. At least we would hear the last of “The cards aren’t big enough”, right?!

So the sources state that some western publishers especially are displeased with this. I have to ask, just who that would be? It’s not EA, or Activision, that’s for sure, because to our knowledge they just gave up. It’s not likely to be Ubisoft, as their games come in usually well sized. So that leaves Bethesda, who has done a good job with deciding what to put on a cart, and 2K. I bet it’s 2K.

So L.A. Noire on Nintendo Switch is a big game. 27.4GB in fact. That *would* fit on a 32GB card, but as noted during the entirety of the Switch Tax debacle and as noted by developers, that’s too expensive to produce, so they opt for 16GB cards normally, like Skyrim and DOOM did. L.A Noire comes on an 8GB card. Yes, even cheaper than 16GB, and the rest of the game is a download. I would like to take this opportunity to point out yet again, this is the same situation on PS4 and Xbox One as well. 2K took the cheap route.

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Now one thing I want to know is just what Switch games will be upwards to 64GB? Certainly some will come in above 32GB yes, but most certainly not near 50GB or higher. That’s absurd even on PS4 and Xbox One, and when it does happen it’s because of 4K assets (Where files hit 100GBs!) or the game being 10-20GB over.

But any game from those systems being ported to Switch would have to be downgraded. If they aren’t the games wont run with the higher quality assets, the system can’t handle it. So lower quality, and most importantly smaller in size, assets will be used. This should, all things hopeful anyway, reduce the file size from the 50GBs. So this raises the question, what games would be above 50GBs on the system? Maybe two or three games as a bundle on one card, but not a single title, surely?

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But this leads to another point. Most publishers right now, as shown with 2K, Bethesda, and more, find 32GBs too expensive t use, settling for 16GB, or foolishly 8GB. Now in the case of 16GB often they don’t actually need to go higher, such as with Skyrim, but sometimes stretching for 32GB would be fine.

But the publishers are so allergic to the notion of 32GB cards at their current price, that it makes the mind go wild over just why they would be upset over the notion of a bigger, much more expensive card not being ready yet, when they won’t shell out for what IS a cheaper card comparatively, even at the current price! Why are they upset if they won’t use 32GB with places stating “cost” is the reason. This just doesn’t add up.

 

Of course there is the belief that the introduction of a 64GB card will drive down prices of the others, and this isn’t strictly true. What will drive down the price is the manufacturing process getting cheaper and the Flash NAND chip shortage as noted by Toshiba being in part due to smart phones, ending. If the cost to make them falls, the cost to buy them will too. If you start making a newer, bigger, more expensive card, it doesn’t suddenly make the smaller ones cheaper.

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But this all ties in to my last article on the matter of physical media not evolving. Sony and Microsoft are stuck with 50GB Blu-Rays and those can’t hold the games at 4k resolutions they are so desperately chasing. It’s been 11 years since Blu-Ray was used for games, surely by now they should be on to UHD Blu-Ray? Problem is cost. That’s expensive, so they won’t. But it’s funny that in a year or two, the Nintendo Switch will be outpacing what they can store in a disc, in a tiny little cartridge.

As I said before, physical media needs to catch up, and it looks like it has if these 64GB cards are anything to go by. All we need is the shortage to end, and the prices to fall, and Blu-Ray will be outdated for everything except 4K assets. Even then, who knows right?

 

Thanks for reading, and if you liked this article give it a share on social media, and I will see you next time. Until then, Happy Gaming!

Physical Games Media: Time To Catch Up

Physical storage media for games that you buy from a brick and mortar store is under fire, mostly on Nintendo Switch due to downloading the remainder of big games that don’t fit, or cheaper developers skimping on costs, but this is the case on all systems.

 

So what spurred this? Well two things. One is Resident Evil Revelations Collection news a few days ago, where Capcom Europe announced that again, like usual, they won’t have a physical run of the game in the EU due to costs. These costs involve paying PEGI and other ratings boards, shipping, distribution, localisation, it’s a bit of a mess to be fair. But even in other regions (Except Japan allegedly), the two games come as such: 1 on a card (The smaller game I might add) and the 2nd game as a download code.

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This isn’t uncommon. The “Switch Tax” as it has become known is just a laundry list of third-party games that cost more on Nintendo Switch, attributed to cartridge costs. L.A. Noire, RiME, the list goes on. Is this entirely true? Not…really? Without official figures on costs we will likely never know, but one idea is that it is simply just price gauging a new market, which is normal. But the inclusion of goodies like OST keys and pins in physical editions shows developers and publishers (Indies, typically) want to sweeten the deal for physical buyers to offset that price.

The next issue with the game cards is actually publishers like Take Two, who have released LA Noire, NBA 2K18 and WWE 2K18 on the horizon. Each game is “Playable” without downloading the remainder, but there has been widespread panning of this move, instead with people preferring to pay a little premium and have the whole experience on a 32GB card, as opposed to what is right now, a 4GB or 8GB card, with the rest as a download.

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In the case of something like DOOM, this is handled quite well. The game fits all single player and DLC content on the card (16GB) and offers all the multiplayer as a download. This way you don’t miss any of the “Main event”. With Take Two though, it’s been revealed that the backlash against the Switch copy being only “Partly physical” should also be levelled at the other editions.

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On PS4 and Xbox One you use Blu-Ray discs, that hold up to 50GB of data. Most games fit on this, and L.A. Noire most certainly would. However, interestingly enough that game actually only has a small amount on the disc, the rest as a download. This is a mirror of what happens on Switch. Why? Simple: It’s cheaper. While full capacity Blu-Ray discs are cheaper than the 32GB cards on Switch, publishers, as noted by Take Two saying the following, want “Maximum Profits”:

“We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company. It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board,”

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The truth is the digital storefronts of Xbox Live and PlayStation Network offer something physical games don’t: More money per sale. The prices are often the same regardless, but one of them won’t factor in costs of production, shipping, retailer cuts and so on. On PS4 and Xbox One this model of Digital Only is being pushed heavily, as both systems, even if using discs, just install them to the hard drive anyway, making the disc just a form of DRM and to save you downloading all of a game, instead (In this case anyway) most of it.

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So what does this mean? Well your internal storage is being eaten up anyway, why not just go digital and be more convenient on yourself (Until the game gets pulled from the store…) and you can even get those Digital Gold Editions publishers like so much. In the end, more money for them. Take Two is the most brazen with this, as their games come piece meal regardless of format.

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But sticking with Xbox One for a moment, let’s loop back to the complaint you have to download most of these third-party Switch games to get the full and best experience (OR complete experience) even when you buy physically.

The Xbox One X recently launched, and with it comes the ability to use actual UHD (4K) assets, which I assume (I haven’t got one of the boxes, I’m not rich!) look amazing. The problem with these are the file sizes are enormous, with HALO 5 and Forza Motorsport 7 passing 90GB to 100GBs each! Final Fantasy XV on PC is 170GBs, so that won’t fit on ANY current disc.

The catch here is to fully utilise your new shiny console, to get the best experience you can, you will have to download a good 50GB of game, or more heaven forbid. Why? The games have to come on standard Blu-Ray because they ALSO need to work on the basic Xbox One and One S. So what does this mean? These huge games require downloads, because the storage medium can’t hold them.

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To confound this issue further, there IS a storage medium that COULD hold them. UHD Blu-ray. They go up to 100GBs. In fact, looking at how long regular Blu-Ray has been used for gaming (Since 2006 with the PS3), one would expect UHD Blu-Ray would be used by now, but an issue there would be cost. At which point no matter which option you take, you have the same issue as you do on Nintendo Switch: Games are too big for the medium flat-out, or the medium is too costly to use to store a full game. Sure it’s a little different, where the devices don’t even support UHD Blu-Ray (Well, the Xbox One S and X do for movies…) but the problem even then still persists when some games on the basic PS4 and Xbox One go over GB anyway!

 

The third-party publishers want a digital only future. Consumers are leaning to it from convenience. Console makers can’t keep up with the scope of games due to costs. A digital only future is most likely coming down the line. Physical media is already outdated on PS4 and Xbox One, skipped out on with all systems by publishers wanting to save costs, and too expensive on Switch and for UHD to hold the games being made in their entirety.

Let’s just hope they include bigger hard drives in the next ones right? 1TB in the Xbox One X…eesh.

 

As always if you enjoyed this give a like and share on social media, and I will see you next time! Happy Gaming!