Xbox 360 Game Patching Costs $40,000 256
hypnosec writes "It costs developers a total of $40,000 to release a single patch on Xbox Live, making it a difficult platform for smaller developers to grow on. This revelation was made by Tim Schafer of Double Fine Studios — which recently drew a lot of charitable donations as part of a campaign to create a contemporary point and click game. He went on to say that this is just too high a fee for smaller developers to pay, making it hard for them to do well on the platform. This makes sense, since requiring just one patch could massively cut into the profits for a company."
Get it right the first time (Score:5, Insightful)
Patches are not cheap to deploy, you've got to bother your customers and pay for bandwidth. It makes a whole lot more sense to put the effort into getting the right code onto the disc before it ships.
Re:Get it right the first time (Score:5, Insightful)
Re:Get it right the first time (Score:5, Insightful)
In this case the patches also have to go through the console's usual certification process which obviously involves Microsoft or Sony employees spending time on it. Also remember that until the current generation of consoles, games were expected to work right out of the box and not need patching. Obviously that didn't always happen, as anyone who's used cheat devices like Gameshark can attest to some big sellers had many revisions over the years and games like Morrowind on Xbox had game-breaking bugs which required re-buying the "Game of the Year" edition to fix, but the idea is that console games should not be treated like PC titles where launch-day patches are almost expected.
I'm not defending the exact numbers, $40,000 does seem rather high, but between actually charging for the certification work, CDN space, and bandwidth used plus adding a "try to get it right the first time" charge it might not be unreasonable.
Re:Get it right the first time (Score:5, Insightful)
Hell, in this generation the consoles THEMSELVES are "ship now, patch later" bullshit... Xbox360, PS3, Wii, all of them constantly need "updates." And rarely do they ever improve functionality.
Re:Get it right the first time (Score:5, Interesting)
In case you think I'm joking... out of the last 10 disc games I bought for the Xbox360, 9 had a 0-day patch already sitting on Xbox Live. Out of the last 10 games I bought on Xbox Live, 7 of 10 had a patch the day I bought it. NONE of the games I currently own for the 360 has gone unpatched. Not one. And to top it off, their "interface updates" made half the dashboard themes pointless and unusable, since most of the visuals wind up hidden behind that stupid bottom-half "grey shadow" area.
The Wii games aren't patchable (which got them into a bit of trouble when Metroid: Other M turned out to have a game-breaking bug) but how often have they pushed out console updates? And what have they done with them really? Except for the one that allowed for larger SD storage and the swap-trick to "play games" off of storage (really, just leaving internal storage blank and swapping the chosen item from SD into it on the fly), what have they actually patched? It doesn't seem they've done much of anything, certainly the interface never improved.
And let's not even get started with the garbage updates on the PS3, that actually REMOVED features...
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Re:Get it right the first time (Score:4, Insightful)
Don't even get me started on Microsoft's boneheaded implementation of patching for games purchased on Live. Why the hell it downloads the original version then only bothers to patch when I want to actually play the game is mind boggling. If a title was released years ago and hasn't had a patch in quite some time, how hard can it be to make the version I'd download if I bought it today be patched right off the bat?
Re:Get it right the first time (Score:4, Insightful)
Or at least queue the patches automatically as part of the download bundle rather than not even starting the patch download process until the user is ready and waiting.
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PS3 one does same thing too.
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Wii games can be patched. Look up Zelda Skyward Sword. You can download a patch for it. It may be an exception to the rule, though. I'm not experienced enough with the Wii.
Yep, the PS3 has removed features with their patches, which I think is a horrible precedent for device updates. I definitely got burnt when they removed Linux support. I can't believe our legal systems allowed them to do it. The amusing thing is, it accelerated the attempts by hackers to crack the console. Hence, it achieved exact
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Technically the Skyward Sword patch patches the ~save game data~ of affected games, not the game software itself. It's basically just a normal Wii channel that scans for affected files and fixes them. A good thing to be sure, but not really comparable to the patching of the game software itself.
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Minor inconvenience for him
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AFAIK, the things the Wii has added:
- one or two channels (never gave a crap about them really). Not sure if channels qualify as "OS" since they are just apps like any Wii Store game.
- SDHC memory card support... sorta.
- "Play game from memory card"... works sorta, only if you keep enough of your Wii's tiny 512MB internal storage free to allow for swap space.
- Control drivers for the "Wii MotionPlus", which is the cheapest, chintziest way of adding gravity sensing using a tuning fork gyroscope... I mean ser
Re:Get it right the first time (Score:5, Informative)
Minor inconvenience for him, slightly annoying to me, and an absolutely shitty thing to do to a kid who wants to play his legally-purchased game on his console but isn't fortunate enough to have a wifi connection to update.
If a Wii game requires a certain version of software, it is on the disc of the game. So while it is true you need to update to play, it's not true that you need the Internet to do so.
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$40,000 is approximately what it would cost to store and deliver 150 MB to 14 million people with Amazon CloudFront.
That's Call of Duty MW3 numbers using a 3rd party CDN at regular pricing.
I think it's safe to say MSFT is gouging on patch delivery.
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May I suggest that microsoft does more then serve as a pipe? Things like QC cost money.
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Things like QC cost money assuming it's actually being done rather than the vendor taking your money.
It's kind of like that whole "support" thing.
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If QC actually happened, would there be so many patches to begin with?
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You're so cool for disliking popular things.
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I'm not saying the number isn't still high for most titles, but the console manufacturers do significant testing on all games and patches as well.
Add in a few hundred man-hours of work for the various mastering, verification, certification, and functional testing steps and that could easily be in the low 5 figures of labor cost...
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$40,000 is approximately what it would cost to store and deliver 150 MB to 14 million people with Amazon CloudFront.
That's Call of Duty MW3 numbers using a 3rd party CDN at regular pricing.
I think it's safe to say MSFT is gouging on patch delivery.
As of January 9, 2012, 66 million Xbox 360 consoles have been sold worldwide
If your target market is more than a quarter of the sold 360's (16.5 million), then MSFT are undercharging, by your figures. And your cost analysis doesn't include any compatibility, QA, or security testing. It's also meant as a disincentive for releasing broken games first then patching later. I think it's safe to say MSFT is doing the right thing on patch delivery, as much as that will unfortunately hurt small developers. Perhaps they could introduce some kind of "rate-based" patch charge instead - Patche
Re:Get it right the first time (Score:5, Informative)
about 25% of 360's and PS3's don't have internet. http://www.gamasutra.com/view/news/28058/Study_PS3_Has_Highest_Percentage_Of_Connected_Consoles.php
But Xbox and PS3 still require updates to play new games, so you're getting system software via disks one way or another. Game updates, well, your game might just not work as well. But, a lot of the updates pushed are specifically about multiplayer or DLC anyway, and if you don't have internet you don't care about multiplayer or DLC.
The big thing is that the console makers have testing guidelines you have to meet for your game, and design requirements (non interactive loading screens can only be so long that kind of thing). They force you to do a lot first, or you don't get to sell your game with them. With the PC if you run out of money release what you have, use the money you make to patch in fixes and start the next one. That's a sad commentary on the business but these things happen.
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When they're old enough for this to not concern me, I'll get them a PC and they can play real online games.
Re:Get it right the first time (Score:5, Funny)
Re:Get it right the first time (Score:5, Insightful)
Patches are not cheap to deploy, you've got to bother your customers and pay for bandwidth. It makes a whole lot more sense to put the effort into getting the right code onto the disc before it ships.
Epic first post. I was going to suggest that he not think of it as a "Patching Fee", he should instead consider it a "Don't fuck up" fee... It does sound exorbitant, but that's life in the big city.
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Bother customers - Free
Distribute Patch - Free if you TORRENT IT. Many game companies do this. Hell ID was king of posting patches on MegaUpload and FileFront. Again FREE.
Patching is a fact of life for games, but it is not expensive at all to get the patch out to players. MSFT is simply gouging developers hard.
I'm guessing that cost is why Fallout III and New Vegas were bug riddled And Skyrim seems to be a bugfest as well.
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Re:Get it right the first time (Score:4, Insightful)
I'm guessing that cost is why Fallout III and New Vegas were bug riddled And Skyrim seems to be a bugfest as well.
You probably haven't played many Bethesda games then. Bethesda in general release incredibly buggy titles. 90% of the bugs fixed in the PC versions of Fallout:NV, Fallout 3, Oblivion, Morrowind, and earlier Bethesda titles have only been patched because people in the mod community got so fucking fed up with Bethesda's incompetent patch division that they did the patching themselves and released it to the community at large.
I'm all for pointing out that Microsoft gouges developers on the cost to issue patches over Xbox Live, but blaming Microsoft for Bethesda's shitty coding is just being blatantly ignorant of history.
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Unfortunately for the consoles(and pretty shamelessly on Bethesda's part) it is rumored that some of the nastier issues with Skyrim on the consoles are more or less unfixable; because 512MB of RAM just d
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Re:Get it right the first time (Score:5, Informative)
What about for games that are downloadable games in the first place... like, I don't know... EVERY SINGLE GAME ON XBOX LIVE ARCADE, WHICH IF YOU READ THE ARTICLE, YOU WOULD KNOW THAT'S EXACTLY WHAT HE WAS TALKING ABOUT.
I'd like an apology from MS for all the updates I didn't get to Live Arcade games because Microsoft wants to charge the developer for the update, in addition to charging the gamer for the game (MS takes 30% off the top) and charging the gamer for the Live subscription (pure MS profit).
Yes the massive data centers, the tens of thousands of servers, and the multitude of very fast internet backhauls were all discovered lying out back of the MS headquarters late one night; ever since then, it's been all profit! sigh. This is just one data point so for all we know, it was one figure quoted to an individual who had no particular bargaining skills and was interested in publishing a patch to a game with an install base of 50 million copies.
You could say that the cost of the update should be baked into the cut that MS takes for distributing, but you can't really say that the expense is, or the cost should ever be, negligible.
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That's kind of like whining that it cost millions to produce 63 minutes of music when the people running things are actively encouraged to waste money like it's going out of style.
Instead if hiring and then firing a producer and spending millions in the process, just don't bother to hire that guy to begin with.
It's like that.
Monopolies suck at seeking economic efficiency.
Re:Get it right the first time (Score:5, Insightful)
If only Microsoft had had the foresight to collect fees from the gamers using their Xbox 360 console. You might think of it as a subscription, even, and you might even give them silly names like Gold or Silver. They could use it to support the infrastructure, that way silly $40,000 fines on developers wouldn't exist. It'd be a stable source of income that could keep data centers up and running.
Ah, if only they had thought to do it. I guess it makes sense why they resort to these sorts of fines instead.
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In the PC world, developers often patch in additional content or features. New levels, new guns, new costumes, better UI. Balance patches, emergent gameplay tweaks (who knew rocket jumping would spawn entire game types/play style?). Adding additional language support, tutorial levels, user made levels. Special holiday events/levels. If you're already paying $60/yr for online console access, wouldn't you want these things? Valve pretty much blew the concept out of the water that "release it, patch it once" i
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both of which are presumably being applied towards handling the same set of expenses
I think that this presumption is wrong. First, there obviously is some set of services that do not overlap, like testing and certifying patches. So Microsoft has to hire personnel to do the certification and make sure the patch won't destroy your console.
But even if we ignore that, I see it as a simple supply and demand issue. If Microsoft were to pay for all the infrastructure, data centers, and certifiers with your Live subscription, leaving no cost for the developers, Microsoft would simply be flooded wi
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No, you're conflating issue for no reason other than to attempt to Microsoft bash and it just makes your argument look silly. You're pursuing a line of argument that simply makes absolutely no sense just for the sake of trolling a company.
You can complain that Microsoft is making a profit off it's paying customers, you can complain that it's charging developers to release patches which have to be certified and distributed, but to imply that one should pay for the other or vice versa just doesn't make any se
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Patches are not cheap to deploy, you've got to bother your customers and pay for bandwidth. It makes a whole lot more sense to put the effort into getting the right code onto the disc before it ships.
Having worked on porting the Unreal and UT Series to consoles, I know just how much testing takes place, and it really is done to a very high level. But having said that, once a product is in the wild, well, anything is possible especially with the way that folks generally try to do the "silly" things. In most games, achievement systems even reward many of those things that players years ago would have never gone through and done.
I agree with "Get it right" for console games, but I also agree that if a prob
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Re:Get it right the first time (Score:5, Informative)
Double Fine? (Score:2)
Does this guy pay all his parking tickets twice?
Re:Double Fine? (Score:4, Informative)
No, but you're not far off [doublefine.com]. Go to their FAQ [doublefine.com] and scroll down to Where does the name “Double Fine” come from? - apparently Tim thought that the "double fine zone" sign would make great free advertising.
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Actually, the name came from a speeding sign on the Golden Gate Bridge... he was pretty close :)
Why? (Score:2)
Is this inclusive of a fee for bandwidth costs? What is the reason for the fee to be so large?
Microsoft is pushing cloud computing now right.. why not charge based on how many users download patches?
Re:Why? (Score:5, Informative)
That said, they're shooting themselves in the foot making it hard for people to develop for their platform. Indie developers need access. And the whole expensive and drawn out certification process means that PC gamers get patches for games weeks or even MONTHS before console gamers see them, even if they're for the same game. Its not that they do PC first, they do both simultaneously (or console first) but PC goes out as soon as PC is ready.
If they embraced the 360 as more of a general purpose computer that can do gaming well for cheap, then they could skip the certification process and be more like PC. But right now they're shooting for a perfect, controlled console environment.
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no it is more like Microsoft treating the Xbox like IBM does with Mainframes. Or sun used to do with Sparcs.
For every step you have 12 managers who need to sign off of it.
Or you can do it like apple, or google and just let it go through. If it breaks it is the developers fault.
Re:Why? (Score:5, Informative)
That said, they're shooting themselves in the foot making it hard for people to develop for their platform. Indie developers need access.
That's exactly what Xbox Live Indie Games [wikipedia.org] is for. Now this has its own associated problems, but it's not as expensive to develop for due to a less stringent review process.
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No ports to XBLIG (Score:3)
If you develop with Microsoft XNA the fees are all much less. But you also get special restrictions. *shrug*
One of them being that you can't have characters speaking a constructed language. Another being that you can't port a game from another platform; you have to write it from scratch in C#. I've been told that the best-practice workaround for the latter is to develop single-player games solely for other platforms and multiplayer games solely for Xbox 360.
games also needs mods / user maps and PC rocks (Score:2)
games also needs mods / user maps and the PC rocks at that!
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Just so I get it, how exactly is it the game maker's fault if MS is too dumb to calculate and sell their consoles above production cost?
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arbitrary decisions on whether your app is either good enough, cool enough or "tasteful" enough
At time I wish they were doing this, but evidenced by some of the bad, lame, untasteful apps on the appstore, they are not.
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http://www.engadget.com/2010/09/09/apples-app-store-review-guidelines-we-dont-need-any-more-far/ [engadget.com]
This more or less confirms the GP.
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They just need to have more licencing options available for indie developers. Have it
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That said, fair enough.
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Why do you think Microsoft should eat the cost of distributing patches?
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Funds from Every patch goes to buy more chairs for Steve Ballmer.
That's the point (Score:5, Interesting)
Microsoft has said that they don't want their reputation as a retailer ruined by games requiring numerous patches that not all users can get. They say they consider it a fine on premature releases. It's also to "encourage" dlc to be charged for through their store system, so they can get a cut. If you release the content through a patch then use some sort of exterior store to unlock it, MS doesn't get a piece of the action. Part of the idea is good: companies pay for the "deliver first, make it work later" attitude that has been a little to prevalent. Part of it is money grubbing. I'm pretty neutral on the concept.
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They say they consider it a fine on premature releases.
Careful, lest you give hookers any ideas...
Re:That's the point (Score:4, Insightful)
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Indie devs don't have the luxury of being able to afford thorough QA. More often than not the team consists of an art guy and a programmer who set some money aside to work on their project full-time for a few months. They'll do their best to find and fix bugs, but holding them to the same standards as AAA multi-million projects is entirely stupid.
There's a reason the indie scene is thriving on PC.
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C# only (Score:2)
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Lets be honest with ourselves. XBLIG is definitely a step in the right direction but Microsoft treats it little more than a novelty. You are required to use C#/XNA with the .NET Compact Framework, something never designed for the kind of programming you will inevitably be doing and as such you will be fighting it every step of the way. Microsoft put absolutely no thought in how people will find your games, and there's absolutely no quality control. I've dealt with XBLIG and outside of a few miracle games, i
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It's how games have tended to work for a while. I guess it's probably online play (which I would guess tends to require matching versions to work well) a
The Law Of Unintended Consequences (Score:2)
Quality control is fine but then why take weeks and cost so much to get a rejection due to bugs or low quality? When a game crashes I don't believe many blame Microsoft but instead point fingers at the ISV (example: Bethesda). Why do this? To strictly control and squeeze all the money they can from the supply chain where quality seems to not be secondary.
Instead this seems like "The Law of Unintended Consequences". In an effort to control the system Microsoft has put in place a barrier to entry, they've
Neutral? (Score:2)
Multi-million dollar marketing, forcing release into a window is not always conducive to a completed product getting shipped.
I presume $40k is the only possible reason that somebody might decide to delay a much-fanfared release until it's ready.
Looking at it the other way, if patching was free, I suspect a shit-load more shoddy stuff would appear.
I'm not having a go at iterative development (minecraft), DLC etc - and I appreciate it when a publisher/developer pushes out a patch to correc
If only... (Score:5, Funny)
Microsoft would pay small rebates for every patch for Windows they released...
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I care a bit more about unpatched OS exploits than unpatched game exploits.
Quality Control (Score:5, Informative)
Microsoft has a pretty stringent testing requirement for patches. It's not as simple as slapping up a new binary to download. It costs them money to test patches against technical requirements. There is bandwidth involved for downloading patches as well. The developers have to pay for the bandwidth and testing costs. Charging for patches also discourages sloppy software with lots of patching after the fact. Not all XBOX 360's even have hard drives so patches have to be relatively minor and fit on memory cards if necessary.
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Microsoft has a pretty stringent testing requirement for patches. It's not as simple as slapping up a new binary to download.
Clearly, you're only referring to patches provided by companies outside of Microsoft.
PC: the fourth console (Score:2)
erm because (Score:2)
Always thought they were missing a trick by not embracing benchmarking though. Your PC gets a steam score/analysis and it tells you how a particular game should run on your system before you buy it.
They could then make a few dollars off certifying platforms - i.e. you buy all these bits, it should be fine - but if you buy this complete Alienware system, then we can tell you right now, you'll ge
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I completely fail to see how they'd manage to undercut every single existing PC/component manufacturer out there.
If nothing else, they'd be able to buy and build in bulk, without adding a ton of parts that aren't needed for their particular design. They also could aim to be revenue neutral, making up the difference in game sales.
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They are doing pretty well...hard to argue with success. I just worry that PC gaming is ultimately on the way out (hope I am wrong).
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I worked for Odyssey software back in the day... (Score:3, Interesting)
We didn't need API's for physics. We were kids then. There was a coder then that was a genius in his day. It's been a while, It was the early 90s. Back when
writing code for a nintendo meant just compiling code and downloading to a cartridge that plugged into a conventional nintendo. We coded for amiga too.
ahh... and the original port of Mad Dog McCree. I tell you if had to pay $40k to code for a target platform, we just wouldn't do it. We would write a killer app for another platform that will help propel our games platform popularity. I think what happened is game coders are tied to the API, and no longer write hardcore code. Because if Microsoft was screwing me over I'd write code for an alternate platform. I'd write code that was so damn good it would actually encourage gamers to buy the platform my game is written for. Now Microsoft is locking the xbox so you can't sell your old game to gamestop and buy something else. well I hope this kills the the xbox.
I think it's time to develop a killer open gaming platform. The technology is here to do it. Imagine a world of no more DRM.
I
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I think it's time to develop a killer open gaming platform.
Attempts to develop an open console or handheld have been tried many times. But no one has ever succeeded at it. Good luck.
Re:I worked for Odyssey software back in the day.. (Score:4, Informative)
The thing is, yes, gaming used to be cheaper. Uh... so? It used to be you could make a video game with 2 programmers and 4 artists, Doom and Mortal Kombat both had barely more than that. But these days? 50+ developers for some projects? And you're targeting a gaming console that is sold at a loss? You have to understand the business model involved. Consoles are consoles, not PCs. (as much as I might wish otherwise).
Big screens (Score:2)
Consoles are consoles, not PCs. (as much as I might wish otherwise).
Then why do only consoles tend to have large (over 24") monitors connected to them? I'd drop consoles in an instant if developers started making PC games that could use several game controllers, but for various reasons, it appears there aren't enough people willing to connect a PC to a TV big enough to fit two to four people around it. Nor are the kind of people who used to crowd around a 19" bedroom TV willing to crowd around a 21" PC monitor for some even odder reason.
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Yes, DRM is bad... and... some other things you said are points too... but none of it makes sense together.
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Isn't the PC an open gaming platform?
~S
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OK, Let us compare. (Score:2)
Most people don't write hard-core code, well mainly as somebody else has done it for them, allowing them to get on with something more productive.
Console patches have led to relaxed standards (Score:3)
In the PS2 / Gamecube era, patching a console game just did not happen much. It was the XBox that introduced the notion by having a built in ethernet port, the Xbox Live service, and the built in hard drive. On the plus side this has led to certain egregious problems being fixed.
On the downside, it has become a crutch. Getting through Lotcheck used to be more difficult. It is still an unholy pain in the ass, but the big publishers can afford to drop a patch, and the revenue gained by being able to hit a launch date mandated by a marketing campaign will make up for it. If the company is big enough (EA, Ubisoft), and the title has the potential to move the needle for hardware sales, a great deal of completely terrible bugs can be forgiven if a launch day patch is forthcoming.
Smaller developers need to anticipate that they wont be able to patch the game at launch simply due to the financial constraints though.
END COMMUNICATION
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On the downside, it has become a crutch.
Amen! The quality of console game software has gone way way down since patching became standard and I'm tired of it.
Seriously? (Score:2)
This makes sense for smaller houses but a title that rakes in more than a million in sales on the first day of launch this wouldn't be that much of an issue. If your studio is making niche games then yeah.
Where did this number come from? (Score:2)
The sole evidence presented is the statement "I mean, it costs $40,000 to put up a patch – we can’t afford that!". The second article simply refers to the first.
What is this $40K? Are developers literally getting an invoice for $40K from Microsoft, or is that one of those "that's X number of hours @ so much per developer hour" kind of multiplications? If it's an invoice, is it really a flat fee in that nice round number or is he just pulling this number out of the air?
For a bunch of people wh
Subbing can be risky as well (Score:2)
Mind you, this $40k is the SUBMISSION fee. It is entirely possible that whatever patch you submitted just does not pass. If that happens you don't get your money back - fix what they cited and resubmit, cash and all.
I worked for a videogame publishing company for a period of time and we had one submission that actually failed due to botched paperwork by someone higher up. This, of course, led to a week of office wide griping about how a fuck up that cost the company more than a year of our wages was done by
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This post is a joke, right? There were numerous buggy games released 10 and 20 years ago. This notion that buggy software is something new is pure, unadulterated bullshit. Back in the DOS says it was not uncommon for games to crash the OS frequently due to bugs. For example, games like Duke3d, Doom, Quake, etc has numerous bugs that were squashed when their source code was released. There are plenty of shit programmers today (see java weenies and ruby tards as prime examples) but there were plenty of progr
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Since programs were first run on a computer there have been bugs, they continue to this day in most games be they some random video glitch or full blown crashes to desktop (pc gamer here, one that suffers Dead Island crashes atm). Bugs are everywhere.
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player 2 must use a separate copy of the game (Score:2)
hook up you computer to your tv and play the game with a xbox controller
I own a pair of Xbox 360 controllers. A lot of PC games won't recognize both of them. Why? Greed: they want families to buy two copies [cracked.com].