Valve's Gabe Newell Speaks on Console Development
DelitaTheFridge writes "Gabe Newell, of Valve fame, criticizes Microsoft and Sony on how difficult it will be for next-gen developers to produce games on their upcoming hardware. He is especially critical of Sony's model, where code written to run on Cell will be very hard to port to other systems, and vice versa. Will this bring upon a new era of PC Game superiority? Only time will tell. In the meantime, Newell says he believes that Steam-like systems will be extremely helpful for developers on the new consoles due to their ability to provide updates and new content."
I don't think systems like Steam are viable in the long run. They'll be successful for a bit while they manage to force them on us, but in the long run they're just too restrictive. The market is (hopefully) going to reject them.
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In other news, Sony criticizes Gabe Newell and Microsoft how difficult it is to have decent security.
There's the actual video interview.
I spoke to some people at Microsoft, and as I said, I can't point to a single feature in Vista that I care about that solves problems for us.
I can't see a single feature in Vista that solves any problems I've had with Windows on the consumer's side either.
And I totally see why Sony wants people to write code that runs on seven SPEs and a central processing unit, because that code is never going to run well anywhere else
You can say the same about DirectX. You can never run DirectX on anything but Windows. (WINE doesn't count). This is common practice, it happens with proprietary formats, why wouldn't it happen with game consoles?
In the meantime, Newell says he believes that Steam-like systems will be extremely helpful for developers on the new consoles due to their ability to provide updates and new content.
I'm sure that's the kind of thing Microsoft loves to hear after spending the lifetime of the Xbox being absolutely rabid about games not being allowed to patch themselves. MS has put a lot of effort into trying to keep their console running finished products, not hack jobs that aren't playable until three patches down the road, and now Valve wants to foist bug fests upon console players.
Maybe -- just maybe -- this type of plan will finally beat Valve over the head with a clue stick. After the abortion that was Half-Life 2 and the abomination that is Steam (interesting idea, crap execution), I'd be really happy to see them get back to the ground they seemed to be breaking with Half-Life.
On top of it all, on what planet is Gabe living where everyone has broadband enough to want to patch their Valve console games over and over? I can do other things on my computer while it downloads patches. On a console, you get to stare at a progress screen until it's done. No good. Especially not at 50 bucks a pop for console games.
Apparently the solution to consoles being difficult to program for is to use Valve's proprietary, slightly sucky, extremely annoying Steam content delivery service. I don't get how that works, sorry. And I'm a console developer working on next gen.
To meet some of the other points he's raised doesn't take too much effort either:
Apparently nothing in Vista helps him out at all? What a shame. I fail to see how that is particularly relevant, especially since it really doesn't make anything worse. XNA might change things for Valve, but that's not the same thing. Valve only target one OS. If that OS changes under them, perhaps they should have practiced cross-platform development to cover that eventuality...
I'm not really surprised he says Xbox 360 makes his life worse - a lot of the planned online functionality MS have in store renders Steam somewhat irrelevant.
And I think he's being a touch cynical about the reasons for Sony's Cell architecture (disclaimer - I work for Sony). But I suppose he could be correct. Again, though, there are techniques for cross-platform development which Valve hasn't bothered its ass using.
If you stick with writing games for x86 Windows, I don't feel much sympathy for teething troubles when you start hitting the console hardware. Mainly because (shock) it really isn't all that different for the majority of the coders! Yes, you'll need specialists. But huge chunks of stuff won't need to change at all - game logic, frontend, scripts/scripting. This isn't rocket science, and many companies have been releasing titles near-simultaneously on multiple, drastically different hardware platforms for years.
Sour grapes from a Win32 codeshop. Who'd believe it...
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Yeah, I really hate it how it automatically, within notime (on a decent DSL connection) brings me my updates to my game(s) : I much rather go back to the good old days to connecting to a server, only to discover there's a new patch out I which I have to download.
Then I will have to find that patch with a decent download and no ridiculous artificial ques (yes, I am talking about you Fileplanet), and then install it. And all do this within half an hour... max.
Ohwait, I forgot to add the sarcasm tag.
If you're talking about the online activation ; Yes. it sucks : But over here on Slashdot the tendency seems to be to focus on those 'negative' points (and no, I am not losing -any- of my privacy by using Steam), rather than the few great things Steam added (eg. IM-messaging/playing chess ingame, ingame server browsers, automatical updates, a-way-to-say-f*ck-you-to-the-publishers)
I bought HL2, the first game in a few years.. Why? Steam..
I didn't have to buy a DVD-drive, i didn't have to leave my room, i ordered it via steam with my creditcard, preloaded the content, and played at the day of release.. I now enjoy patches without having to pay for fileplanet to download it, I enjoy being able to setup a dedicated server simply by running a simple commandline steam tool on my linux server, I enjoy valve doing hardware surveys to make it easier for everyone developing games, since you will get an idea of what the average gamer has in his machine, I enjoy valve releasing new models, maps and hotfixes on the run wihtout having to wait to gather it all in one patch...
And what i really enjoy? Valve getting my money when i buy their games, and no Vivendi, EA or whoever publish their games..
From TFA:
Newell was equally harsh, if not more so, on Sony for its design of the PS3 architecture and programming environment. "There are incredibly few programmers who can safely write code in the PlayStation 3 environment. And I totally see why Sony wants people to write code that runs on seven SPEs and a central processing unit, because that code is never going to run well anywhere else," he said.
What he seems to not understand/want to pretend isn't the case is the fact that the architecture of the Cell is a reflection of longstanding trends in computer architecture, not an exotic thing that Sony dreamed up to be troublesome.
In particular, there has been a longstanding disconnect between the growth in the amount of memory bandwidth available to chips versus the amount of computation that can be done on them. Computational capacity is growing much more quickly than memory access. Over enough years, this disconnect makes a big difference! Nowadways, processor architects will tell you that computation is basically free while communication is what is expensive.
Architectures ranging from GPUs to multicore CPUs to Cell take advantage of these trends in various ways, deliving much more computational capacity than standard CPUs. All of these architectures are deeply inherently parallel. There just isn't any other viable way to take advantage of all of this computation.
John Owens has a nice chapter in GPU Gems 2 on this topic.
If Newell (or whoever) doesn't want to program the SPEs on the Cell, he's free to just use the PPC CPU on it. And his game will be much slower than someone who uses it well. But there aren't going to be very many performance gains in the future to be had from single-threaded code running on CPUs. So while Cell is not trivial to program, none of the other choices are any easier. (Note that there are C/C++ compilers for the SPE instruction set, etc, so they're not *that* hard to program.)
(I'd like to hope that Newell actually knows all this and is just posturing in he middle of his Steam pimping and that this doesn't reflect reality in Valve's world!)
-matt
It's only a pain if developers want to use the hard drive as more than a glorified memory card. Otherwise, there's no problem. Developers have said that Microsoft has been telling them for a while now to design their games to work without the a hard drive. If developers choose to ignore that advice (and it's questionable whether that's just advice or if it's part of the certification program required to release a game for the platform), they have no one to blame but themselves. Consumers have every right to feel screwed by Microsoft making the hard drive optional, but developers have no right to complain. Besides, doubling the RAM from 256MB to 512MB is a much more useful change for developers than a standard hard drive, so they can't complain that Microsoft isn't listening to their feedback either.
The PS2 is "different enough" as well, and yet that hasn't stopped anybody from building cross-platform games. Frameworks that abstract out the underlying implementation details will pop up soon enough. The real question is whether or not Sony is going to provide a good SDK to get new developers started. They didn't do that with the PS2, which really hurt their launch line-up and had the effect of removing smaller developers from the market because they couldn't afford to take the time to build their own framework or to buy one from someone else. Microsoft has always been very developer-friendly, and one would expect that to continue with the 360. With the next gen consoles being relatively equal in power, providing a good SDK and developer support will be a key factor in getting good games on the new platforms and in winning exclusive third-party games for their respective consoles.
Yeah, I really look forward to playing (for example) Final Fantasy, seeing it getting patched and next thing I know, the game balance got changed and my last savegames got useless, because I leveled the wrong character. You guys are way to fixated on multiplayer FPS games to see that this isn't a universally good thing. It might be nice in special cases like Counter-Strike, but please, don't force it onto people that don't want it. Else they might not want to spend their money on it.
Just so people know exactly what it is that Newell is complaining about: Cell architectural info.
You mean disadvantages like these?
- having to have an internet connection to play the single player game, and spending several hours waiting for it to decrypt when I bought it release day
- how they first required both steam activation AND a dvd check for the store-bought version
- that I can't resell my copy of HL2 when I get bored with it
- that when steam goes belly-up, I can't play (had that problem at a LAN party, massive counter-strike problems for lots of people as the net connection couldn't handle steam logins for 200 ppl)
- if valve goes out of business, I lose the ability to play the game I paid for
- mandatory patches tying up my internet connection unexpectedly, a real problem for dialup users
- piracy protection that does nothing to stop hacked copies showing up on torrent sites, but makes me jump through hoops
-randomly losing my installed game files, forcing me to spend hours downloading and reinstalling the game via steam (happened to me twice now)
I'm sorry, but these far outweigh any good points of steam. I for one won't be purchasing any new games from valve that require it. I'm a customer, not a damn lab rat. Make steam optional so you can use it for the handy features, such as easy patch download, and purchase games through it if you wish. But don't sell something in a box in a retail store, then turn round and treat it like a rental.
Remember kids, it's all fun and games until someone commits wholesale galactic genocide.
"But what's your response to new content? What's going to happen to things like free levels and, for example, the free ninja gaiden update that was made available."
Sega managed to run new levels off a memory card just fine, for example in the Dreamcast version of Skies Or Arcadia.
"And honestly, what's wrong with FIXING something? I see no problem with updates."
I _do_ see a problem with shoving a broken, disfunctional product out the door. I very much like it that when I buy a game, it actually works. I _do_ see a problem with paying to be a beta-tester for EA's, Vivendi's, etc, buggy unfinished crap.
And especially I _do_ see a problem with patches that screw up my saved games directly (I can thing of a dozen games, starting with Fallout 2, where applying the patch forced me to restart the whole damn game from the start), or indirectly (yay, for some RPG patches where they randomly altered the game balance and made all my character's skills useless, _and_ made a bunch enemies immune to physical damage... when I'm playing a fighter. What am I supposed to use there? Bad language? Time to start a new character again.)
That's what I liked about console games so far: when I buy a game it's a _finished_ product. I can think of only exactly _two_ console games that ever needed a patch, out of the literally _hundreds_ I own. (And out of those two, one had a free replacement from the publisher, and the other "only" had multiplayer exploits, but was otherwise rock-solid and enjoyable as a single-player game.) The rest just worked.
That's it. When I buy a console game, I _know_ it will work. From day one. I can randomly pick any game off the PS2 aisle, take it home, pop it in, and _know_ that it'll never crash, never fall into the void, and generally just work.
You know why? Because the publisher knows it can't be patched, so they'll test the _hell_ out of it before release. And if they're running out of time or budget, they'll cancel a game, but never shove an unfinished piece of crap out the door.
Yes, no software is perfect, but there's a _massive_ difference between having some minor exploit in an obscure sidequest (like being able to claim your reward twice) in a console game, and the utterly broken stuff that gets shipped on the PC on account that it can be patched later.
That's what's wrong with "FIXING something" in the PC world. It's something that sounds _great_ in theory, but in practice it's what caused the deluge of unfinished buggy _crap_ shoved out the door untested. It just caused the "ah, it shows the starting menu, let's ship it. We can patch it later" mentality to run rampant.
It caused such crap as, say, the German version of Victoria which literally could only show the startup menu as released. _Literally_. If you actually tried starting a campaign, the game threw a script _syntax_ error. Yes, a _syntax_ error. Not something even remotely blamable on drivers or hardware. It had a typo in the scripts and couldn't run on _any_ hardware.
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