mr_sifter writes "There's a large lexicon of monosyllabic, four-letter words for describing something you don't like — but only PC gamers use the word 'port' with such a fervent degree of repulsion. Common complaints about console ports include meager graphics options, dodgy third-person camera angles, poorly-thought-out controls and sparsely distributed save points. In this feature, Bit-tech talks to developers of games such as Dead Space, Red Faction and Tales of Monkey Island to find out why porting games between the three major consoles and the PC is so difficult. Radically different CPU, graphics and memory architectures play their part, as do the differences in control methods and the rules Microsoft, Sony and Nintendo set about how games should work on their systems."
Well I'm a PC gamer and PC's are the far superior platform, as any real gamer like me knows. Anyone who doesn't use a mouse and keyboard is clearly inferior to me and lacks my intelligence and superior taste in gaming. If you want to know more on the subject, just come to the videogame store where I work sometime. I regularly spend hours there snobbishly berating console game buying customers and informing them of my superiority.
Now if you'll excuse me, I'm off to play the pompous villain in an 80's teen flick. Ferrari is the ONLY car to drive, you know.
The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS). The PC can have superior graphics to any console (at the price of a $300 GPU). That said, PC gamers still aren't justified in claiming the overall superiority of their platform because certain types of controllers aren't really there for PC gaming yet.
If one of the major game publishers (EA or Valve?) were to start selling Bluetooth-enabled motion sensor style controllers, and supporting them on multiple titles, we
The big flaw in all this is an assumption that any video game publisher wants consoles to be killed.
Some people develop video games but do not do so as a full-time day job. They want consoles to be killed because console makers (especially Nintendo) have an overt bias against teams who work from home. This means games developed in part-time have to be self-published for PC. And even among major labels, there have been a couple stories on Slashdot over the past couple days about publishers whining about console makers' fee structures. See, for example, this story [slashdot.org] and this story [slashdot.org].
Boot time isn't an issue, just use linux! Moblin boots in less than ten seconds! You can go from zero to NetHack in less time than it takes to display the console game developer's logo.
Yessir, you can have games on linux in any color you want, so long as it's black. Nethack, Falcon's Eye, Slash'em: It's a regular gamer's utopia!
I won't necessarily say that the Wiimote is better than a mouse for FPS games, because that is a matter of opinion and context.
No, it's not a matter of opinion. It can be objectively measured. The measure of a good input device is how accurately it can transform what the user wants into what happens. Therefore, if skilled players using one device consistently outperform skilled players using another device in an FPS, we know objectively which device is better.
The measure of a good input device is how accurately it can transform what the user wants into what happens.
So how would you feel about having a single button labelled "Shoot enemies" that, when pushed, shoots all of the enemies on the screen? It'll translate what you want into what happens much more accurately than a mouse will.
On the other hand, when it comes to playing games, I'd say that the measure of a good input device is how fun it is to use when playing the game.
I can say that when playing MP3 with the wiimote, it didn't feel quite as accurate as using my highly-tuned mouse skills to play Quake or Half-life -- but it was still accurate enough to make me feel like I was completely in control of the game, and it was a lot more fun than a traditional mouse/keyboard setup.
That's not the same thing at all. It just proves the old adage "A witty saying proves nothing".
The perfect example is Halo, since it's more popular on the X-Box, and the X-box controller is usable on the PC, where there is also a port.
A lot of players are really, really good with the X-Box controller. My ex girlfriend worked with one of these players who would decimate both of us whenever we went over to play him on the his X-box. He'd also be at the top of the ladder in online torments, etc.
Since the vast majority of developers can achieve the vast majority of technical feats with enough time and effort. The problem is the fact time and effort costs money. The Guitar Hero 3 port was crap because no-one put any real money behind it, simply because chances are, no-one would buy it. That only makes sense.
I understand a lot of what the devs are saying, but if I'm going to be really negative about this I couldn't help get an uneasy feeling reading about Dead Space. So, essentially he's saying "don'
Yes, it's really fucking hard to have redefinable keyboard layouts. I don't know much about console programming, but if there's an event loop capable of calling a buttonpressed routine, you have no excuse.
All the stuff about CPU architectures and rendering pipelines and things falls into the "Hard; but we have smart people who can do that, if EA gives them enough time" pile.
Making an interface that actually works properly on both Mouse+keyboard and gamepad(never mind wii stick) falls into the "squaring the circle with world peace" pile.
"...only PC gamers use the word 'port' with such a fervent degree of repulsion"??
How about Mac OS X users!!?
Every time they give us a "port" these days, it's just someone repackaging the PC game code around the Cider engine, tweaking some of Cider's parameters until it appears to "basically run ok" and then they turn around and charge full retail price for it, AFTER it's been out at least 3 months for the PC already!
Never-mind the PC version might ALREADY have just been ported from a console.....
Wow, first time I feel old due to a whippersnapper like yourself not knowing history.
A short description that glosses over many finer points and is probably a bit loose with terminology: in the 80's IBM came out with the IBM-PC (Personal Computer). This took off like a rocket, especially for business users. Unlike Apple, IBM allowed other companies to make computers based on their architecture- these were known as IBM-PC compatible, or "PC Compatible" for short. This was in contrast, to your Amiga, Mac, and
It was "IBM-Compatible." Not "PC-Compatible." I never. Ever. EVER heard "PC-Compatible." Why? Because originally, Macintoshes, Amigas, Commodores, et al were also personal computers. However, they had different architecture. So, you needed to know what company's architecture was in mind when buying software. When people came out with clones, they identified what company's software they'd run. Saying "PC" wasn't useful, since that only meant "Not a Server/Mainframe."
Chicken achtung Gertrude coriander buffalo 0xfe30 had had had had had had had had had had had had off in whose tool shed they were whacking. And I think we all know what that means!
Am I the only one here wanting that? Seriously!! It's not like linux doesn't run great on high end hardware or anything. So, don't worry about the poor little consoles for a moment and PORT to Linux!!
It's not like linux doesn't run great on high end hardware or anything. So, don't worry about the poor little consoles for a moment and PORT to Linux!!
Yeah, clearly Bungie was stupid for targeting Halo 3 for that crappy 360 and selling 8 million copies in 3 months when they could have gone straight for the Linux gaming market and have garnered 15 sales in a year.
It's not just the video stack that is a complete mess. The Linux audio stack is a huge pile of cruft and crap too. Combine that with the lack of any standardization between libraries on any one Linux distro and it's not hard to see why they would just a locked-down and stable console platform over the unstable ecosystem of Linux distros.
It's very important to point out that the porting task has everything to do with where you start. The PC is simply not the best development environment anymore, the Xbox 360 is-- and even Carmack would agree with me, here. You can get a game going really fast on 360, then it's a bit less difficult to go to PC. We can call this the best case scenario. Rapid time to market with superior development tools on 360 with familiar API's for cross-platform development on PC, along with similar TCR requirements between GFW and 360.
Let's say you started on the PS3, though. Maybe you took the time to learn the architecture and really take advantage of the cell architecture, so your game is basically hardcoded around the flexible pipeline and mass pararllelization, now it does things that even PC games cannot. Porting it to the 360 might not be so bad, but going to the PC is going to be a rough letdown. It feels like a dog when porting a console game.
So maybe your game started out nicely organized and clean in design, but in that last few months before release while your publisher is driving you up a wall to release, you're going to have so many hacks and messy revisions to the model to ship within your ridiculous timeframe- plus all the devs are tired and need vacations and such. Suddenly, the game is not so portable. It's the same for any platform, really- you go balls to the wall optimizing our game for the platform and you're going to spend a lot of your smooth portability.
Pay no attention to the "specs" of consoles vs. PC, it's basically meaningless. Consoles often run games almost directly, plus they have all sorts of architecture enhancements and little hardware tricks you don't find in PC's. A PC needs to have brutally more power to really match the sort of speed and power you can squeeze out of a console.
Let's say you developed on nintendo wii first... well, it's game over already, you just developed a last-gen, almost Xbox-looking game and tied it to the wiimote. Good luck porting that. That's part of why American studios don't throw big games at it, because it's too limited in power and the publishers just don't want to risk it. There are too many "hardcore" games, which need to push the envelope. The Wii is basically doomed to casual games and childrens' games because of this, because the marketing figures will always point it in that direction--and that's what really runs the game industry.
Technically speaking, you can probably see why people like the Unreal Engine or Source Engine, given the fact that all the porting work is done for you... well you still have to deal with the insane, i mean ABSOLUTELY insane requirements each console has for release... everything from trademarks to menu formats to the way control is expressed in the interface. The amount of attention to detail necessary blows away months of work. Consoles are not a free-for-all, you have to use the hardware in a very specified way.
In short.. yeah, it's rough. More difficult than most people will ever really know.
I confess I'm a game porter, I'm deep into the bowels of finishing off a port of the original Call of Duty to Xbox 360 and PS3 at the moment. Most of the time the ports are outsourced to companies like ours rather than developed in-house by the original developers. We usually have a short development schedule and are pretty much stuck with the code as is, as excellent or crappy as it might be, and we do our best to make what we can from it. I actually find it very intellectually challenging and fun. The schedules are short, and there's always a new project to look forward to while being stuck in the muck of the current project.:) I get to look at a lot of different source code from a lot of different games and learn something new each time usually. Each project is different, sometimes it's easy (if the code is designed well or uses middleware that's available on the platform we're porting to) or a complete nightmare (very platform specific or the middleware it's using isn't available for the platform). At this point I've ported to or from just about every platform out there. Xbox -> PC, PC -> PS3,Xbox, DS -> iPhone, PC -> Mac, etc.
I find it amusing that the final paragraph states that PCs is being taken at least as serious as consoles for gaming. Remember when this generation of consoles was first introduced? The talk then was that PC gaming was doomed.
It's been the same sort of nonsense the last few generations. People get excited about these new consoles and because they offer a technological leap over the previous generation they start expecting some sort of revolution. Once the consoles have been around a while people start noticing PCs again.
Consoles naturally have to offer a clear technological leaps given their relatively long life expectancies. PCs, however, never stop progressing so that within months they surpass anything consoles are capable of. And actually, at least with this generation it was more consoles caught up to the capability of PCs than that they actually surpassed them.
I expect that eventually the market will move towards a more unified platform. Given how complex games are getting developers will be pushing hard for something like this. And hardware makers are being put into a difficult spot where they basically have need to be confident their console will be successful because if it isn't developers will abandon them. Look at the challenges facing would-be competitors the handheld market. And it's almost pointless to even compete on hardware at least for consoles. I say competition will come from the games themselves and motion-control peripherals. Perhaps not for the next generation of consoles, but eventually.
The problems with porting games really come down to getting through customs. If they would just declare everything, and not try to sneak in those exotic fruits, everything would be okay. Maybe next time they should just fly in, instead of sea passage...
The problems with ported software exist with all software, they are just much harder to hide in games.
An awful lot of software that appears to be available on more than one platform is smooth, sweet, and stable on one of those platforms, and weird, clunky, and unreliable on another. Things like odd screen refresh bugs. Sometimes, applications that just don't look or act like good citizens of the world then run in. Sometimes, the application will seem to run all right but there's some difference in buffering or caching or memory management strategy, and on the "bad" platform it will have a tendency to freeze up mysteriously for unpleasantly long periods of time, or crash. Or work fine when installed in the exact place the installer puts it by default but act funny if you put it somewhere else. Or fail to follow the proper OS conventions for where preferences and configuration settings and other persistent program "state" should be placed. Or show you a literal view of your disk volume and directory structure instead of the slightly abstract view that "normal" programs show (e.g. "Desktop" at the top, root level in Windows).
I think it's wonderful that gamers are able to yell and scream and try to exercise some market discipline about this. I think it's because a game you don't enjoy is valueless. Alas, when it comes to "productivity" software it's hard to quantify things like "feels klunky."
Except Xbox/Playstation games are more censored than GameCube/Wii games. GameCube had the only uncensored version of BMX XXX for example, and Conker's Bad Fur Day was 10x more censored on the Xbox re-release than on the N64 original.
Actually these days middleware and the use of thirdparty engines is becoming hugely important. Thus the software part isn't an afterthought so much as outsourced to someone more competent. The biggest problem in porting tends to be when someone tries to bring a game developed for consoles to the PC, or vice versa. Essentially the console is dramatically underpowered versus contemporary PCs. So console games are developed "close to the metal" to gain as much power as possible from coding tricks, and therefor
Actually these days middleware and the use of thirdparty engines is becoming hugely important. Thus the software part isn't an afterthought so much as outsourced to someone more competent. The biggest problem in porting tends to be when someone tries to bring a game developed for consoles to the PC, or vice versa. Essentially the console is dramatically underpowered versus contemporary PCs. So console games are developed "close to the metal" to gain as much power as possible from coding tricks, and therefor
If done right, almost any FPS should be portable from console to PC, and be FAR better on PC. (Mouse + keyboard is a superior control mechanism for FPS games.)
Most RPGs aren't too bad either, especially if you plug in a joypad to the PC.
Of course, frequently ports are NOT done right - the PC port of Final Fantasy VII is a notorious example of a port being done so lazily as to break compatibility very rapidly within about a generation of hardware releases. Nowadays it's often easier to get the PSX version running in an emulator than to get the PC port working.
Even after you just use these game types you still end up with far too many good games that you can't change the controls. The most recent example of this is the pc version of Arkham Asylum (batman game). A standard usb analog stick logitech pad messes up and has the up be down, down be up. And there is no way to fix it. Every pc game should either have customizable controls or tested well enough so they know that all devices are going to work with it. Sigh...
Ported game (Score:5, Funny)
Crying shame.
Like lesser lather,
Endless flame.
Burma Shave
Obligatory (Score:5, Funny)
Well I'm a PC gamer and PC's are the far superior platform, as any real gamer like me knows. Anyone who doesn't use a mouse and keyboard is clearly inferior to me and lacks my intelligence and superior taste in gaming. If you want to know more on the subject, just come to the videogame store where I work sometime. I regularly spend hours there snobbishly berating console game buying customers and informing them of my superiority.
Now if you'll excuse me, I'm off to play the pompous villain in an 80's teen flick. Ferrari is the ONLY car to drive, you know.
Re: (Score:3, Insightful)
The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS). The PC can have superior graphics to any console (at the price of a $300 GPU). That said, PC gamers still aren't justified in claiming the overall superiority of their platform because certain types of controllers aren't really there for PC gaming yet.
If one of the major game publishers (EA or Valve?) were to start selling Bluetooth-enabled motion sensor style controllers, and supporting them on multiple titles, we
Re: (Score:3, Informative)
Wanting to kill consoles (Score:5, Interesting)
The big flaw in all this is an assumption that any video game publisher wants consoles to be killed.
Some people develop video games but do not do so as a full-time day job. They want consoles to be killed because console makers (especially Nintendo) have an overt bias against teams who work from home. This means games developed in part-time have to be self-published for PC. And even among major labels, there have been a couple stories on Slashdot over the past couple days about publishers whining about console makers' fee structures. See, for example, this story [slashdot.org] and this story [slashdot.org].
Parent
Re: (Score:3, Insightful)
Other consumer electronics don't come with "special monitor manuals".
Yes it does. The manual for a Wii explains how to connect it to a TV using any of several methods.
If they machine has an HDMI port, you're set. Otherwise it's going to be a PAIN
Which means that in most cases that one encounters, it will be a pain. Most PCs I see at Best Buy do not have HDMI ports, nor do any SDTVs.
Some allow the native panel resolution, some allow some lesser 16:9 mode and some only allow 4:3.
But even that is better than allowing only a blank screen because the PC is HD-only and the TV is SD-only.
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Boot time isn't an issue, just use linux! Moblin boots in less than ten seconds! You can go from zero to NetHack in less time than it takes to display the console game developer's logo.
Yessir, you can have games on linux in any color you want, so long as it's black. Nethack, Falcon's Eye, Slash'em: It's a regular gamer's utopia!
Re:Obligatory (Score:4, Funny)
Parent
Re:You appear to call Duck Hunt a FPS (Score:4, Informative)
They're often called "rail shooters."
Parent
Re: (Score:3, Informative)
No, it's not a matter of opinion. It can be objectively measured. The measure of a good input device is how accurately it can transform what the user wants into what happens. Therefore, if skilled players using one device consistently outperform skilled players using another device in an FPS, we know objectively which device is better.
Do you know any wiimote players who think they c
Re:Obligatory (Score:4, Insightful)
The measure of a good input device is how accurately it can transform what the user wants into what happens.
So how would you feel about having a single button labelled "Shoot enemies" that, when pushed, shoots all of the enemies on the screen? It'll translate what you want into what happens much more accurately than a mouse will.
On the other hand, when it comes to playing games, I'd say that the measure of a good input device is how fun it is to use when playing the game.
I can say that when playing MP3 with the wiimote, it didn't feel quite as accurate as using my highly-tuned mouse skills to play Quake or Half-life -- but it was still accurate enough to make me feel like I was completely in control of the game, and it was a lot more fun than a traditional mouse/keyboard setup.
Parent
Re: (Score:3, Informative)
That's not the same thing at all. It just proves the old adage "A witty saying proves nothing".
The perfect example is Halo, since it's more popular on the X-Box, and the X-box controller is usable on the PC, where there is also a port.
A lot of players are really, really good with the X-Box controller. My ex girlfriend worked with one of these players who would decimate both of us whenever we went over to play him on the his X-box. He'd also be at the top of the ladder in online torments, etc.
So I propose
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Re:Obligatory (Score:4, Informative)
No, the moderator just plays PC games and works for a video game store.
Parent
Rob Lang speaks the truth... (Score:2, Insightful)
Since the vast majority of developers can achieve the vast majority of technical feats with enough time and effort. The problem is the fact time and effort costs money. The Guitar Hero 3 port was crap because no-one put any real money behind it, simply because chances are, no-one would buy it. That only makes sense.
I understand a lot of what the devs are saying, but if I'm going to be really negative about this I couldn't help get an uneasy feeling reading about Dead Space. So, essentially he's saying "don'
Re:Rob Lang speaks the truth... (Score:5, Insightful)
Yes, it's really fucking hard to have redefinable keyboard layouts. I don't know much about console programming, but if there's an event loop capable of calling a buttonpressed routine, you have no excuse.
Parent
Re:MSFT's market cap is over 2*10^11 USD (Score:5, Insightful)
Final Fantasy XI on the 360 allows you to use a USB keyboard as a controller, to include full WASD movement and not just typing messages.
Parent
Punchline: (Score:5, Insightful)
Making an interface that actually works properly on both Mouse+keyboard and gamepad(never mind wii stick) falls into the "squaring the circle with world peace" pile.
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We want a game that doesn't run again, like Crysis did the first time we subjected our poor socket 939 rigs to it.
I think you're pretty much alone on that one.
Re:Punchline: (Score:4, Insightful)
I'm not sure whether to take this straight or as satire. Does the "performance crown" in PC games really mean the game that runs the slowest?
Parent
Re: (Score:3, Insightful)
Dead space no remappable keys (Score:5, Insightful)
On the issues of port (Score:3, Informative)
Re: (Score:3, Funny)
neither one is an emulator?
I disagree with the first paragraph! (Score:5, Insightful)
"...only PC gamers use the word 'port' with such a fervent degree of repulsion"??
How about Mac OS X users!!?
Every time they give us a "port" these days, it's just someone repackaging the PC game code around the Cider engine, tweaking some of Cider's parameters until it appears to "basically run ok" and then they turn around and charge full retail price for it, AFTER it's been out at least 3 months for the PC already!
Never-mind the PC version might ALREADY have just been ported from a console.....
Re:I disagree with the first paragraph! (Score:5, Informative)
Mac is also a PC.
Parent
Re: (Score:3, Funny)
But I thought that once software was exposed to the healing rays of Steve it would "Just Work".
How can anything that runs on The Holy Mac be bad?
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Isn't Mac OS X based on BSD?
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Wow, first time I feel old due to a whippersnapper like yourself not knowing history.
A short description that glosses over many finer points and is probably a bit loose with terminology:
in the 80's IBM came out with the IBM-PC (Personal Computer). This took off like a rocket, especially for business users. Unlike Apple, IBM allowed other companies to make computers based on their architecture- these were known as IBM-PC compatible, or "PC Compatible" for short. This was in contrast, to your Amiga, Mac, and
Re:I disagree with the first paragraph! (Score:4, Insightful)
Fuck, revisionists.
It was "IBM-Compatible." Not "PC-Compatible." I never. Ever. EVER heard "PC-Compatible." Why? Because originally, Macintoshes, Amigas, Commodores, et al were also personal computers. However, they had different architecture. So, you needed to know what company's architecture was in mind when buying software. When people came out with clones, they identified what company's software they'd run. Saying "PC" wasn't useful, since that only meant "Not a Server/Mainframe."
Parent
Re:PC = Personal Computer (Score:5, Informative)
It does not, nor has it ever meant "Personal Computer with Microsoft Windows Operating System installed".
You must be 2 years old then. Apple has been using a decades plus old campaign that says exactly that.
Parent
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Chicken achtung Gertrude coriander buffalo 0xfe30 had had had had had had had had had had had had off in whose tool shed they were whacking. And I think we all know what that means!
RE4 (Score:4, Informative)
DX? (Score:3, Insightful)
PORT to Linux!! (Score:4, Informative)
Re:PORT to Linux!! (Score:5, Insightful)
It's not like linux doesn't run great on high end hardware or anything. So, don't worry about the poor little consoles for a moment and PORT to Linux!!
Yeah, clearly Bungie was stupid for targeting Halo 3 for that crappy 360 and selling 8 million copies in 3 months when they could have gone straight for the Linux gaming market and have garnered 15 sales in a year.
Parent
Re: (Score:3, Insightful)
Re: (Score:3, Informative)
Agreed, but targeting Wine is not "porting to Linux".
It depends on where you start (Score:5, Interesting)
It's very important to point out that the porting task has everything to do with where you start. The PC is simply not the best development environment anymore, the Xbox 360 is-- and even Carmack would agree with me, here. You can get a game going really fast on 360, then it's a bit less difficult to go to PC. We can call this the best case scenario. Rapid time to market with superior development tools on 360 with familiar API's for cross-platform development on PC, along with similar TCR requirements between GFW and 360.
Let's say you started on the PS3, though. Maybe you took the time to learn the architecture and really take advantage of the cell architecture, so your game is basically hardcoded around the flexible pipeline and mass pararllelization, now it does things that even PC games cannot. Porting it to the 360 might not be so bad, but going to the PC is going to be a rough letdown. It feels like a dog when porting a console game.
So maybe your game started out nicely organized and clean in design, but in that last few months before release while your publisher is driving you up a wall to release, you're going to have so many hacks and messy revisions to the model to ship within your ridiculous timeframe- plus all the devs are tired and need vacations and such. Suddenly, the game is not so portable. It's the same for any platform, really- you go balls to the wall optimizing our game for the platform and you're going to spend a lot of your smooth portability.
Pay no attention to the "specs" of consoles vs. PC, it's basically meaningless. Consoles often run games almost directly, plus they have all sorts of architecture enhancements and little hardware tricks you don't find in PC's. A PC needs to have brutally more power to really match the sort of speed and power you can squeeze out of a console.
Let's say you developed on nintendo wii first... well, it's game over already, you just developed a last-gen, almost Xbox-looking game and tied it to the wiimote. Good luck porting that. That's part of why American studios don't throw big games at it, because it's too limited in power and the publishers just don't want to risk it. There are too many "hardcore" games, which need to push the envelope. The Wii is basically doomed to casual games and childrens' games because of this, because the marketing figures will always point it in that direction--and that's what really runs the game industry.
Technically speaking, you can probably see why people like the Unreal Engine or Source Engine, given the fact that all the porting work is done for you... well you still have to deal with the insane, i mean ABSOLUTELY insane requirements each console has for release... everything from trademarks to menu formats to the way control is expressed in the interface. The amount of attention to detail necessary blows away months of work. Consoles are not a free-for-all, you have to use the hardware in a very specified way.
In short.. yeah, it's rough. More difficult than most people will ever really know.
Let us use a damn mouse and keyboard (Score:5, Insightful)
All three consoles now have USB ports. Let us use a mouse and keyboard with games that are appropriate for this kind of setup (FPS, RTS, etc).
You don't play MegaMan with a godamn keyboard and mouse and you don't play Starcraft with a godamn gamepad.
From the porting cave... (Score:5, Interesting)
Convergence. (Score:3, Interesting)
I find it amusing that the final paragraph states that PCs is being taken at least as serious as consoles for gaming. Remember when this generation of consoles was first introduced? The talk then was that PC gaming was doomed.
It's been the same sort of nonsense the last few generations. People get excited about these new consoles and because they offer a technological leap over the previous generation they start expecting some sort of revolution. Once the consoles have been around a while people start noticing PCs again.
Consoles naturally have to offer a clear technological leaps given their relatively long life expectancies. PCs, however, never stop progressing so that within months they surpass anything consoles are capable of. And actually, at least with this generation it was more consoles caught up to the capability of PCs than that they actually surpassed them.
I expect that eventually the market will move towards a more unified platform. Given how complex games are getting developers will be pushing hard for something like this. And hardware makers are being put into a difficult spot where they basically have need to be confident their console will be successful because if it isn't developers will abandon them. Look at the challenges facing would-be competitors the handheld market. And it's almost pointless to even compete on hardware at least for consoles. I say competition will come from the games themselves and motion-control peripherals. Perhaps not for the next generation of consoles, but eventually.
The problems with porting games... (Score:3, Funny)
NOT just games (Score:3, Interesting)
The problems with ported software exist with all software, they are just much harder to hide in games.
An awful lot of software that appears to be available on more than one platform is smooth, sweet, and stable on one of those platforms, and weird, clunky, and unreliable on another. Things like odd screen refresh bugs. Sometimes, applications that just don't look or act like good citizens of the world then run in. Sometimes, the application will seem to run all right but there's some difference in buffering or caching or memory management strategy, and on the "bad" platform it will have a tendency to freeze up mysteriously for unpleasantly long periods of time, or crash. Or work fine when installed in the exact place the installer puts it by default but act funny if you put it somewhere else. Or fail to follow the proper OS conventions for where preferences and configuration settings and other persistent program "state" should be placed. Or show you a literal view of your disk volume and directory structure instead of the slightly abstract view that "normal" programs show (e.g. "Desktop" at the top, root level in Windows).
I think it's wonderful that gamers are able to yell and scream and try to exercise some market discipline about this. I think it's because a game you don't enjoy is valueless. Alas, when it comes to "productivity" software it's hard to quantify things like "feels klunky."
Re: (Score:3, Informative)
Hey man, let's use a more relevant example, like no blood in Mortal Kombat on the SNES while Genesis had the blood code!
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That was before the ESRB. Nintendo doesn't do that any more.
Re: (Score:3, Interesting)
Actually these days middleware and the use of thirdparty engines is becoming hugely important. Thus the software part isn't an afterthought so much as outsourced to someone more competent. The biggest problem in porting tends to be when someone tries to bring a game developed for consoles to the PC, or vice versa. Essentially the console is dramatically underpowered versus contemporary PCs. So console games are developed "close to the metal" to gain as much power as possible from coding tricks, and therefor
Re: (Score:3, Informative)
Re: (Score:3, Informative)
If done right, almost any FPS should be portable from console to PC, and be FAR better on PC. (Mouse + keyboard is a superior control mechanism for FPS games.)
Most RPGs aren't too bad either, especially if you plug in a joypad to the PC.
Of course, frequently ports are NOT done right - the PC port of Final Fantasy VII is a notorious example of a port being done so lazily as to break compatibility very rapidly within about a generation of hardware releases. Nowadays it's often easier to get the PSX version running in an emulator than to get the PC port working.
Even after you just use these game types you still end up with far too many good games that you can't change the controls. The most recent example of this is the pc version of Arkham Asylum (batman game). A standard usb analog stick logitech pad messes up and has the up be down, down be up. And there is no way to fix it. Every pc game should either have customizable controls or tested well enough so they know that all devices are going to work with it. Sigh...