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Baneful's Column
A Brief History of Yu-Gi-Oh! Video Games
December 18, 2013
A Brief History of Yu-Gi-Oh! Video
Games
Video games were one of many appendages of
the massive
Yu-Gi-Oh! franchise. From the beginning of the 21st
century to today, there have been well over 30 (probably
over 40) different YGO video games, which averages to about
3 game releases per year (more than almost every single
video game franchise out there, except maybe Nintendo's
Mario). Konami has been indiscriminate by releasing
YGO games for just about every mainstream gaming platform.
The YGO video game franchise has generally received mixed to
negative (although on some occasions, slightly positive)
reviews from critics, who felt that the games lack appeal
outside the core fanbase, but was commercially successful.
Characteristic of them are typically the three promotional
cards that come with them. Some are decorative (but
not very useful) like Seiyaryu whilst others have been very
powerful cards for their time, like Sinister Serpent,
Harpie's Feather Duster, D.D. Assailant, Dimensional Prison
and Dark Bribe. This often supplemented the fact that
the games were often not very good or innovative and helped
absorb the cost where the software in and of itself would
probably not be worth full price to many people. The
core mechanics of what makes YGO so appealing have not
changed a bit, but our standards of technology and what
makes
a good video game sure have. This makes it all the
more easier to compare a timeless (sometimes stagnant)
formula to growing expectations.
Early Beginnings
Forbidden Memories (for Playstation) was
the first console
release. Dark Duel Stories was the first portable
release (for the Gameboy Color). If you played any of
the games that came after it (DDS) first, you might not be
so impressed with it. The game, for the most part, was
severely lacking in spells, traps and effect monsters,
making it just a contest of ATK strength without the element
of strategy. The next game for the Gameboy Advanced
(Eternal Duelist Soul) fixed this issue, thankfully, making
it one of the better YGO games of it's time.
Stairway to the Destined Duel was a multilingual YGO game
with a tournament structure that allowed a little bit of
freedom beyond the linear structure of "Face 5 opponents to
get to the next level" or at least offered a semblance of
it. It was an all-around improvement tothe other
games, but it's important to mention that the enemy deck
design was lazy. Mai, a duelist which
characteristically uses WIND monsters and Harpies had a LV5
effect-less DARK Fiend monster with weak stats in her deck,
for example. Decisions like this show Konami's total
lack of attention to detail. The Gameboy Advance had
other games like Reshef of Destruction, The Sacred Cards,
and Spirit Caller, but ultimately stumbled on the beginning
of a new sub-series with its World Championship game.
Playstation 2, Xbox and Gamecube each received a game.
Playstation 2 (aside from the conventional Duelist of the
Roses) got Capsule Monster Colloseum. Xbox got Dawn of
Destiny. Gamecube ended up getting the most
interesting game of the three, The Falsebound Kingdom, a
turn-based RPG with RTS elements (no cards at all).
This was a very interesting diversion from the typical card
game rehash but played painfully slow, had poor production
values, and lacked the depth that many other RPG's had for
their time.
At this point, it was clear that console YGO games didn't do
much differently than portable ones, and that the series
lost it's novelty although kept a strong base of fans.
Most of these games had a fundamental flaw, though.
You started out with a weak deck, and you had to perform
tedious duels for 10 hours before you would even begin to
get a big enough library of cards to where you could build a
themed deck. And by then, enemies simply became too
weak to handle you when you actually have a deck you were
allowed to build the way you wanted to.
The Flood
Console games can be more expensive make and generally have
to sell for a more expensive price. Also, 2D strategy
games have always fared better on portable platforms,
whereas people tended to prefer spatial 3D games on
consoles. So, with Gamecube, Xbox and PS2 each getting
a game (PS2 got a couple, I think), Konami decided it was
much easier to support the Nintendo DS and Sony PSP.
This began with Nightmare Troubadour, a game servicing the
original anime whilst making great use of the dual screen
touch controls, but had a limited card library restricted by
what the characters would use rather than all the options
the player would want to use. But with a new
generation of handhelds, they've become able to display card
pictures, which made it more immersive and required less of
the imagination. A card being a black square
surrounded by a mono-chromatic border without text is a
thing of the past.
The PSP took the less conventional route with the GX Tag
Force games. The colorful visuals of the YGO GX anime
helped the presentation and the tag-team mechanics in the
game worked great, but after the 2nd entry, it became rehash
after rehash. The DS took an approach that was geared
more toward real-life players with competitive ambitions by
continuing the World Championship series. The problem
was having to buy a new game every year instead of just
being able to receive online updates.
At this point, Konami realized the mainstream
market was off
limits. Fair-weather consumers who enjoyed YGO games
as novelties grew bored of constant rehashes. Also,
the gaming industry significantly has significantly grown.
A decade ago, give or take, there weren't nearly as many
franchises as there were today, and with so many (actually
decent) titles out, YGO stands out much less than it did
during the late days of the Gameboy Color or the early days
of the Gameboy Advanced where they were in need of new
titles.
Releasing a great game with lasting value every 2-3 years
rather than an okay game twice per year seems like a logical
move, but it also seems that Konami has already calculated
that many people will unconditionally buy the game for the
promo cards. Two games in a several year frame
wouldn't make nearly as much money as six games in a several
year frame, no matter how good they were.
Near the end of the Nintendo DS and Sony PSP lifespan,
Konami stopped the gusher a bit, and ceased their yearly
release regimen, which takes us to today. With
portable gaming consoles less appealing to casual gamers due
to smartphones with capable processors, it may just be more
profitable to release $5 YGO iPhone apps rather than full
$30 games, but digitial transactions remove the nostalgic
joy of opening a pack of promo cards.
A New Era
Nowadays, you'll find many people dueling online for free on
the website Dueling Network. Leave it to a few
ordinary people with a passion for the game and some
knowledge of computer programming to build a more
accessible, effective and intuitive game than any of the
ones that the Konami corporations have. Playing
against other people online with an internet connection
isn't anything too new though. Others have tried to
take YGO to the internet, such as Xerocreative's Yu-Gi-Oh!
Virtual Desktop (an application you needed to download to
your desktop). There have been a few other actual
websites where you could play against people online but they
weren't visually appealing and the user interface wasn't
simple and convenient. You had to use your imagination
to believe you were actually playing a game of YGO until
Dueling Network's superb animation, colorful visuals and
smoother interface pretty much became the standard.
Konami had Yu-Gi-Oh! Online for a while, but there was a
fundamental issue with it. People do not want to pay
for virtual cards when they could be paying for real-life
cards instead. In fact, one of the most recent
official game releases was Decade Duels for the Xbox 360 and
Playstation 3 for a $10 price tag. The prospect of
reviving the video game series for a new generation of
online-capable consoles is a good one, but the game was
plagued by a weak starting deck which pressures the player
into purchasing $2 packs via micro-transactions in order to
stay afloat.
Sure, there are lots of debates on whether this infringes
upon the copyright. Different companies have different
terms, and it's clear that nobody has been able to make a
dueling network for Magic: The Gathering for likely that
reason. Whether Dueling Network is allowed to stand or
not, it makes a compelling case for what a YGO game should
be like in the future. It's an example of what
consumers want. Gone is the era where people pay with
their memberships, but rather, one where people pay with
their eyes. They, essentially, pay attention.
Advertising has been a fair compromise which allows
companies to make money while the consumer being able to
enjoy luxuries for free, which is exactly how television
works.
Overall Legacy
The overall legacy of the offical YGO video games is mixed
one. On the good side, it promoted the card game and
helped extend it's life. It provided
a strong series of portable games to go along with classics
like Pokemon, Mario and Zelda. Where many portable
games in the early 21st century
were just simple platforming or action games lacking depth,
YGO let the player have access to a grand strategy game,
with a customizable deck to be
used in battles against a colorful cast of characters, all
on portable devices. On the bad side, it was a series
that put quantity over quality, and quick profit over
actually creating games of artistic value. It
cluttered the shelves, and the series eventually began to
burn out after compromising much of it's quality, re-hashing
instead of innovating once it got to a comfortable point.
As for which of Konami's games I would recommend, I would
argue that Nightmare Troubadour has a timeless charm to it
that remains in tact, or you might want to try one of the GX
Tag Force games for the interesting tag-team mechanic.
Most of the other games are either dated, lack personality
or are beat out in quality by a lot of free software people
use to duel by. This in effect has made the dozens of
YGO games created a matter of quick profit and extension of
the brand that have now lost their effectiveness and
artistic merit. Millions of them are still in
circulation, but most will likely remain as nostalgic relics
like AOL discs rather than timeless masterpeices.
In the end, how you view the YGO video games is entirely a
matter of perspective. If you aren't a core fan of the
series, you might see it as a giant litter of repetitive
games made purely for a niche crowed with low standards.
If you're a fan like me, you probably hold fonder and
inseperable memories.
Contact:
banefulscolumn@gmail.com
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