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The Problems With Porting Games

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."

330 comments

  1. Ported game by smittyoneeach · · Score: 5, Funny

    Ported game,
    Crying shame.
    Like lesser lather,
    Endless flame.
    Burma Shave

    --
    Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
  2. Obligatory by elrous0 · · 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.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Obligatory by narfman0 · · Score: 1, Insightful

      Troll? Really?

    2. Re:Obligatory by Anonymous Coward · · Score: 0

      Yes.... And Flamebait. OP's comment reeks of douche.

      Posted Anon as to not take away MY flamebait rating for him.

    3. Re:Obligatory by Andr+T. · · Score: 1, Informative

      Sarcasm went waaay over the moderator's head.

      --

      Any life is made up of a single moment, the moment in which a man finds out, once and for all, who he is.

    4. Re:Obligatory by Lord+Ender · · Score: 2, 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 really could see PC gaming become superior to console gaming in all categories (except price, of course).

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    5. Re:Obligatory by Anonymous Coward · · Score: 0

      you forgot the part about the opposable thumb!

    6. Re:Obligatory by tomhudson · · Score: 1

      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.

      The Wii can use a mouse and keyboard (for surfing the net ...) as well as Wiimotes - guess that makes the Wii the uber-superior platform. (Not really - but when the next version comes out with hi-def video and a faster cpu ...)

    7. Re:Obligatory by Anonymous Coward · · Score: 0

      and boot time

    8. Re:Obligatory by Anonymous Coward · · Score: 0

      The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS)...p>

      Agreed. I was playing RE4 on my Wii the other day, and I couldn't get a hang of the aiming system at ALL! It was just completely counter-intuitive, if only I'd had a mouse instead.

    9. Re:Obligatory by lena_10326 · · Score: 1

      The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS).

      I don't think the mouse is superior to the light gun for aiming/pointing. It's just too bad the light gun isn't very common except for with coin-ops.

      --
      Camping on quad since 1996.
    10. Re:Obligatory by tepples · · Score: 0, Troll

      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 really could see PC gaming become superior to console gaming in all categories (except price, of course).

      Here are some other things that would have to happen before PC gaming can cut the console makers out of the equation:

      • Video game publishers start porting their local multiplayer games from consoles to PCs. Remember that not all shared-screen is split-screen: for example, see Super Smash Bros. series.
      • PC game manuals start coming with instructions to connect a PC to a television set or other sufficiently large monitor. At minimum, they would have to explain VGA to VGA, DVI-D to HDMI, HDMI to HDMI, S-Video to composite, S-Video to S-Video, where to buy a VGA to S-Video adapter, and various audio connections.
    11. Re:Obligatory by FCAdcock · · Score: 3, Informative

      No, the moderator just plays PC games and works for a video game store.

      --
      --Forest C. Adcock--
    12. Re:Obligatory by Desler · · Score: 2, Informative

      The big flaw in all this is an assumption that any video game publisher wants consoles to be killed.

    13. Re:Obligatory by interkin3tic · · Score: 1

      Or actually thinks ferraris are the only car to drive, and is upset that he brought them into that.

    14. Re:Obligatory by Tenebrousedge · · Score: 2, Insightful

      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!

      --
      Those who advocate genocide deserve every protection afforded by law, and none afforded by common human decency.
    15. Re:Obligatory by jedidiah · · Score: 1

      Other consumer electronics don't come with "special monitor manuals". Why should computers?

      If they machine has an HDMI port, you're set. Otherwise it's going to be a PAIN not because
      of the PC but because different vendors treat any VGA port you might find differently. Some
      allow the native panel resolution, some allow some lesser 16:9 mode and some only allow 4:3.

      Once you're using HDMI and the "monitor" identifies itself as a "TV" then the possibilities are really limited.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    16. Re:Obligatory by interkin3tic · · Score: 0, Flamebait

      Oh good, I'm glad someone actually took that as an opportunity to inform us for the hundredth time as to the benefits of PC gaming. ~

      Why exactly are PC gamers so intent on informing us of how much better in every way PCs are to consoles? I don't care, none of us console gamers do.

    17. Re:Obligatory by FCAdcock · · Score: 1

      Who wants a ferarri when you can have a lotus for less than half the price though? Hell, you can get a cesna for less than half and those really fly.

      --
      --Forest C. Adcock--
    18. Re:Obligatory by geminidomino · · Score: 1

      Yes.... And Flamebait. OP's comment reeks of douche.

      Posted Anon as to not take away MY flamebait rating for him.

      Whooooooooooooooosh!

    19. Re:Obligatory by noundi · · Score: 1

      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 really could see PC gaming become superior to console gaming in all categories (except price, of course).

      I don't know, I'm still waiting for the worlds first touchscreen adapted RTS. I think a touchscreen would be far better, especially for quick screen wise scattered operations. However I'm talking about proper touchscreens with nanosecond delay and low friction surface, not any of that iPhone bullshit.

      --
      I am the lawn!
    20. Re:Obligatory by edmazur · · Score: 1
    21. Re:Obligatory by markkezner · · Score: 1

      The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS)

      May I suggest you give Metroid Prime 3 a try?

      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. However, I will say that it has the best aiming and control for a Console FPS that I've ever seen.

      For me, the single\dual analog stick control scheme doesn't work very well for FPS games. Let the slashdot trolls call me a noob if they want, but even after hours of play, I find it hard to quickly and reliably aim where I want with dual sticks, especially while running.

      --
      Dangerous, sexy, turing complete: Femme Bots
    22. Re:Obligatory by Lord+Ender · · Score: 2, Informative

      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.

      Do you know any wiimote players who think they could take on PC gamers playing the same FPS head-to-head? I sure don't. I think that settles it.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    23. Re:Obligatory by Jesus_666 · · Score: 1

      Hell, you can get a cesna for less than half and those really fly.

      Yeah, but finding parking space downtown is a real bitch.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    24. Re:Obligatory by gbarules2999 · · Score: 3, Funny

      Linux Gaming: All One Million Source Code Revisions of Nethack, Right At Your Fingertips (TM)

    25. Re:Obligatory by tepples · · Score: 2, 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.

    26. Re:Obligatory by dicobalt · · Score: 0

      Originally I stopped playing console games at the n64/ps1 generation because the graphics were so bad I couldn't see wtf was going on. I could not understand why they would want to go away from pretty 2d to butt ugly 3d. This is when I started PC gaming. Then I got a ps2 cause it looked decent again but by this time I had become weened off of console controllers and was deep into PC gaming. Ever since I simply prefer PC games and cannot bring myself to use a console controller. This is the only reason I don't game on consoles. If console makers ever get with the program and allow mouse and keyboards for appropriate games then I will get a console again.

    27. Re:Obligatory by Yosho · · Score: 3, 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.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    28. Re:Obligatory by Fujisawa+Sensei · · Score: 1

      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.

      Poser, real gamers don't use PC, except as an emulator. The only system a real gamers needs is the original NES.

      --
      If someone is passing you on the right, you are an asshole for driving in the wrong lane.
    29. Re:Obligatory by jgostling · · Score: 1

      Every Wii comes with one. And it rocks when aiming!

      Cheers!

    30. Re:Obligatory by Lord+Ender · · Score: 1

      It seems you don't understand the boundaries between the software/game and the inputdev/conroller. Unfortunately, that means you shouldn't really be attempting to address the subject.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    31. Re:Obligatory by HornWumpus · · Score: 1

      SD TVs are pretty useless as monitors. At that many PCs have TV out (but you won't like it).

      Try running most PS3 games on a SD tv. You won't be happy.

      In every case the game art is drawn for a default (or minimum) resolution. Go below that and things become blurs.

      BTW DVI to HDMI is a simple dongle (less the audio complication).

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    32. Re:Obligatory by Anonymous Coward · · Score: 0

      Holy crap you're a moron.

    33. Re:Obligatory by Anonymous Coward · · Score: 0

      dongle? hdmi & single link dvi are the exact same protocal.... its just a pin reassignment... just get a cable with dvi on one end and hdmi on the other.

      why are they spendy? cause you have to pay a licenseing/royalty fee for each type of connector per cable!

    34. Re:Obligatory by Anonymous Coward · · Score: 0

      $300 GPU? You can get one for under $100 dollars (Radeon HD4850) that will run games better than a PS3.

      And I'm not going to get into a dickwaving contest about mouse/keyboard vs gamepad, but I don't see how anyone could suggest that the PC doesn't have superior controls for the vast majority of games. X360 controllers work with Windows as long as you have a USB port to plug them in to, and the PC has much better mouse/keyboard support than consoles do.

      That said, anyone who tries to 'claim the overall superiority' of their chosen platform is an idiot. Every platform has advantages and drawbacks, and which of those matter most and least varies greatly between people.

    35. Re:Obligatory by tepples · · Score: 1

      SD TVs are pretty useless as monitors. At that many PCs have TV out (but you won't like it).

      My point is that low-end PCs purchased at Best Buy or Office Depot tend not to have SDTV out, even for those games that work well at 640x480.

      Try running most PS3 games on a SD tv. You won't be happy.

      Try running most PS2 games or most Wii games on an SDTV. I am happy, except for one thing: as part-timers, my friends and I can't develop and self-publish video games for PS2 or Wii.

      In every case the game art is drawn for a default (or minimum) resolution.

      Games for Wii and PS2 are drawn for 640x480. So why aren't they also released on PC?

    36. Re:Obligatory by KDR_11k · · Score: 1

      Depends on how easy it's supposed to be controlled. A mouse is more accurate than a lightgun (that doesn't show the crosshairs onscreen) but it's not supposed to be more accurate in a lightgun shooter as lining the gun up with the target is one of the skills the player should possess.

      If you have e.g. a golf game the easiest way to translate the player's plans into the game is to let him mark the target position and automatically calculate the trajectory and perform the shot for him but that's not supposed to happen.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    37. Re:Obligatory by Ihmhi · · Score: 1

      The only thing the mouse tends to fail at is constant movement, i.e. a long turn in a racing game. That's where the keyboard or a joypad comes in.

      Take flight sims. Without a good keyboard, joystick, or gamepad, you can't really play them properly.

    38. Re:Obligatory by Anonymous Coward · · Score: 0

      Ah, I see. Your argument is, "You don't understand what I'm talking about and you're not allowed to talk about it!" Very insightful. Thanks for contributing that to the discussion.

    39. Re:Obligatory by markkezner · · Score: 2, Insightful

      Your combative blanket statements show that you're more interested in a pissing contest than a real discussion. You fit elrous0's stereotype so closely that I almost wonder if you're kidding.

      --
      Dangerous, sexy, turing complete: Femme Bots
    40. Re:Obligatory by coxymla · · Score: 2, Informative

      You don't even need to spend $300 on a GPU these days if your primary objective is "better graphics than a console." A Radeon 4870 is less than $150 and can display most modern PC games in greater than full HD resolutions with AF/AA and all the trimmings, something no console can currently do.

    41. Re:Obligatory by Bigjeff5 · · Score: 1

      Parody is dead.

      Insightful satire is doomed, as the youth of today cannot percieve such a simple thing as sarcasm.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    42. Re:Obligatory by Provocateur · · Score: 1

      Agreed, the clue was big enough for a Ferrari to drive through

      --
      WARNING: Smartphones have side effects--most of them undocumented.
    43. Re:Obligatory by crossmr · · Score: 1

      certain types of controllers aren't really there for PC gaming yet.

      But there is no reason they couldn't be. You can hook a wiimote up to a PC, its been done plenty. you can youtube tons of videos on it.

      That isn't a valid reason as to why the PC isn't a great system.
      There is NOTHING holding back the PC as a platform other than the publishers who refuse to publisher certain types of games for it, or who make up bullshit excuses to justify PS2 ports. EA has been shoveling the PS2 version of NHL to the PC for several years now claiming it can't do "next gen".

    44. Re:Obligatory by commodore64_love · · Score: 1

      >>>Why exactly are PC gamers so intent on informing us of how much better in every way PCs are to consoles?

      Don't know. Personally I think PCs are inferior. For one thing they cost a shitload of money, in the thousands of dollars over ~5 years time, whereas my PS2 and Gamecube cost only $199 and $50 brandnew. For another thing, PCs run Windoze which is hella-difficult to make work properly and I have better things to do with my time than dick-around with Bill Gates' stupid settings trying to make a game operate without crashing. The PS2/Cube just work.

      >>>I don't care, none of us console gamers do.

      Correct. It's just gaming, and the cheaper the cost, and the easier it is to setup, the better IMHO. One of the advantages of my ancient Commodore/Amiga computers was the "play-and-play" ease of use, and I like that today's consoles provide the same thing.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    45. Re:Obligatory by Superballs · · Score: 1

      Given that the XBOX 360 controller was available for PC 2 weeks before the XBOX 360 was released, there are more controller peripherals available for the PC at much higher quality than any console. Racing fan? If you're willing to pay the price you can have a force feedback (not rumble...force feedback) Steering wheel with gas, brake and clutch pedal and up to 7 position gear shift, made of high quality parts. Flight sim fan, pretty well the same, flight yoke with foot pedals for rudder control? Or just the miriad of Sidewinder style flight sticks available. There's much beyond crappy Logitech console knockoff gamepads out there.

      --
      Howe due yoo keap uh gramur natsee bizzy four ours?
    46. Re:Obligatory by commodore64_love · · Score: 1

      >>>Do you know any wiimote players who think they could take on PC gamers playing the same FPS head-to-head? I sure don't.

      Here's one.

      I've been gaming since the 1970s. I've used everything from those simple Atari joysticks to trackballs to lightguns to mouses and on and on. A good gamer doesn't blame his tools. I'd be happy to take on a PC gamer with his mouse/keyboard and my wiimote (and vice-versa). Which is better? I've no idea but I suspect the wiimote's similarity to a lightgun would be the better tool.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    47. Re:Obligatory by PyroMosh · · Score: 2, 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 proposed an experiment. He'd come over and play a game at our place. One of us would play one one of our PCs with keyboard and mouse, and he would play on the other with an X-Box 360 controller plugged in. He could map the controls however he liked.

      He was unable to win a match, ever.

      The controller is simply an inferior tool for the particular job of controlling a FPS. It works okay when your opponents are similarly handicapped. But against a superior control scheme against a competent opponent (even a less skilled, but still competent opponent), you have very little chance, beyond the occasional lucky shot. Occasional lucky shots don't happen enough to win matches.

      The Wii makes for some fun Light-gun style shooters. But the control scheme... well I just don't see how you could move more efficiently than a keyboard / mouse setup. Circle strafing, yaw... they would be sloppy and slow. No way you would be competitive. I'll admit this is less clear-cut than a controller though.

    48. Re:Obligatory by ToasterMonkey · · Score: 1

      The mouse is a superior controller for anything that involves aiming (FPS) or pointing (RTS)

      I disagree with the FPS part. A joystick is superior for driving and flying, while rifles (and guns in most games) with pinpoint accuracy and instant 360's are GD ridiculous for casual online play. How long did it take for online console gaming to supplant online PC gaming? Blink of the eye. There are of course console games that inherit the ridiculous aiming mechanics from console, *ahem* CoD... In the long run, I think strategy and depth will win out over "twitchiness," but there is some room for that.
      Problem is that hyper accurate pointing has too heavily influenced PC gameplay mechanics, even the RTS genre where I generally do agree with you.

      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 really could see PC gaming become superior to console gaming in all categories (except price, of course).

      PC's had an awesome range of common gaming peripherals, not very long ago, and tons of good games that used them. Alien flight sims with twisty joysticks, wheels and sticks with feedback control (like arcade cabinets!), foot pedals, throttles, vibrating gamepads with a bazillion programmable buttons, etc. What happened? 3D McDeathmatch 7.0 and Alien McRTS 4.0 happened.

      BTW - absolutely hilarious that you would look to EA and Valve for salvation. Good or bad, thank them for what you have today. PC gaming really did die. I don't mean it's horrible, just that.. if you knew it well the last couple decades *sob*, you'd cry too.

    49. Re:Obligatory by LethargicParasite · · Score: 1

      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.

      That's bad gameplay, not a bad input device.

    50. Re:Obligatory by l33t+gambler · · Score: 1

      Just to adress the cost of PC gaming. You'll want a new PC every other year, or third year, depending of how fast the CPU is, and how low the resolution you are willing to play in. Until the game have so many polygons so the setup engine in your 3d accelerator, you can get decent FPS. If you buy two games every month, and one game is an overage $16 cheaper then console games, and you pick up a good oldies you missed last year at extreme discount, you can be ahead of console games by almost $400. Three years and you are two thirds the cost of a brand new almost high end PC. Today that would be a Core i7 920, GeForcxe GTX 285 and 6 GIG ram on a decent motherboard.

      --
      Teasing the nobles, and rightfully so!
  3. Rob Lang speaks the truth... by Smidge207 · · 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't blame the consoles for the restrictive PC experience, blame us, we chose to make it restrictive!" Surely saying they designed it explicitly for consoles, so natrually it wouldn't work well on the PC, is the epitome of consolification? If I designed a game that only worked "as intended" on my Nokia 3210, and thus doesn't work well on anything else, claiming no-one can complain because it was originally designed for a phone is not an excuse. It's still just poor design choices.

    --
    Is it just my observation, or is eldavojohn an idiot?
    1. Re:Rob Lang speaks the truth... by moon3 · · Score: 1

      Well, some developers do not need technical feats as they franchise ability to sell is based on non-technical grounds. Does Mario or Sonic need a radiosity-like shaded environments? Nope. Or look at PopCap games and their offerings.

    2. Re:Rob Lang speaks the truth... by Jurily · · Score: 4, 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.

    3. Re:Rob Lang speaks the truth... by Anonymous Coward · · Score: 0

      One problem is that it's SO EASY that the developer sometimes leaves it up to the last minute, or puts it in the hands of interns or less-capable programmers, only to discover that it doesn't work right before they have to ship.

    4. Re:Rob Lang speaks the truth... by Jesus_666 · · Score: 1

      It's not that they couldn't have redefinable keyboard layouts. They just wanted the PC version to feel as much as possible like a console game and since modern console games usually don't have redefinable controls the PC version couldn't have them either.

      (One reason why console games don't tend to have redefinable controls anymore is that the manufacturer's licensing terms dictate things like which button has to do which common action etc.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    5. Re:Rob Lang speaks the truth... by Anonymous Coward · · Score: 0

      I don't know much about console programming

      Aha. That's why you don't know a damn thing about it. It's more work than payback to define a remappable control scheme for most console games, because you need a lot of pieces. You need:

          * A menu system that allows you to remap the controls.
          * A "user profile" slot-save that allows your custom crazy button scheme to be saved, yet still allow other players on the system to use the default or define their own.
          * All in-game menus must display the currently-mapped buttons for actions (usually publisher requirements), which is particularly important in the tutorial.. eg: "Press X here to jump".
          * All the in-game menus and text has to be translated into multiple languages, each all displaying the correct text and information for all controls. (ie: big string tables have to be built, translated, maintained and bugfixed - while retaining the button info.).

      And 95% of the users won't even bother to change the controls. Which is why console games typically don't have fully-remappable controls.

      (Addendum: forgot how absolutely terrible Slashdot's comment system was. Must be why I've not posted in years.)

  4. Don't forget Bowlderizing by Drakkenmensch · · Score: 0, Troll

    A hardcore, hard-hitting, take-no-prisoners storyline on a 360 or PS3 console would have a hard time making it past the nintendo comitees unscathed. See the Expurgation of Maniac Mansion for a famous case of this self-censorship that nobody really asked for: http://www.crockford.com/wrrrld/maniac.html

    1. Re:Don't forget Bowlderizing by KDR_11k · · Score: 1

      Maniac Mansion was more than two decades ago! These days Nintendo doesn't care anymore with games like MadWorld coming out uncensored.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Don't forget Bowlderizing by hansamurai · · Score: 2, 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!

    3. Re:Don't forget Bowlderizing by Anonymous Coward · · Score: 0

      A hardcore, hard-hitting, take-no-prisoners storyline on a 360 or PS3 console would have a hard time making it past the nintendo comitees unscathed.

      It doesn't exist on the PS3 or 360 so the Wii is really no worse off.

    4. Re:Don't forget Bowlderizing by Sockatume · · Score: 1

      You mean like the plot of MGS? Or the Resident Evil series? Or Manhunt? Nintendo's not the same company it was in the SNES days.

      --
      No kidding!!! What do you say at this point?
    5. Re:Don't forget Bowlderizing by larry+bagina · · Score: 2, Funny
      You wouldn't believe how uncensored they are. I was in Japan back in March and one evening saw the weirdest Wii game ever. It was a bukake simulator. Imagine 3 drunk japanese businessmen and pasty white guy shaking their wiimotes at a virtual girl. There was some sort of scoring system I didn't understand, but you did shoot a load on her (and theyr replayed the money shot in slow-mo) As the game progressed, she removed more and more clothes (I only played a few rounds).

      Anyhow, the box and disc looked like a legitimate, licensed wii game not some homebrew game.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    6. Re:Don't forget Bowlderizing by MobileTatsu-NJG · · Score: 1

      Hey man, let's use a more relevant example, like no blood in Mortal Kombat on the SNES while Genesis had the blood code!

      Amusing example. Nintendo listened to the complaints when that game was launched. MKII came along, full blood on the SNES.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    7. Re:Don't forget Bowlderizing by Anonymous Coward · · Score: 0

      Woah, you had to pick an example of Nintendo censorship from over 20 years ago that hasn't applied since 1994? you know, when the ESRB ratings became standard? Please mod parent down, this isn't relevant anymore. I don't know what the other moderators were thinking, but this definitely is deserving of 'overrated'.

    8. Re:Don't forget Bowlderizing by Anonymous Coward · · Score: 0

      thanks for your 20 years old anecdote.

    9. Re:Don't forget Bowlderizing by Anonymous Coward · · Score: 0

      Yeah! And Sega's still making radical consoles with games with blood and stuff and Vanilla Ice is still awesome! It's so totally tubular that it's going to stay the 80s to early 90s forever, or else your arguments would be so heinously outdated!

    10. Re:Don't forget Bowlderizing by Hellhog · · Score: 1

      Plus the SNES version was a superior port - the folks making the Genesis version totally blew it on the AI.

      --
      Your sig sucks and so does mine. Now watch my videos.
    11. Re:Don't forget Bowlderizing by geminidomino · · Score: 1

      The scary part is, I can't tell if you're kidding...

    12. Re:Don't forget Bowlderizing by fyrewulff · · Score: 2, Interesting

      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.

      --
      "We need to get over this notion, that, for Apple to win... Microsoft must lose." - Steve Jobs, 1997
    13. Re:Don't forget Bowlderizing by KDR_11k · · Score: 1

      I'll point at your sig...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Don't forget Bowlderizing by twidarkling · · Score: 2, Insightful

      That was before the ESRB. Nintendo doesn't do that any more.

      --
      Canada: The US's more awesome sibling.
  5. Punchline: by fuzzyfuzzyfungus · · Score: 5, Insightful

    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.

    1. Re:Punchline: by Smidge207 · · Score: 1, Interesting

      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.

      Sigh. See, now this is exactly the nonsense that pisses me and millions of other PC owners off. You don't hear Ferrari execs saying that they will start making sensible 4-door saloons with 80bhp because 99% of the roads in the world won't even allow you to go over 120km/h.

      I have no objection to some studios producing games for mainstream (afterall, we do need Kias and Volkswagens), but the problem is that nobody is making a Ferrari anymore. The last one was Crysis, released in november 2007. Game developers have the advantage over car manufacturers that they can produce a Ferrari for the same price a Volkswagen would cost, yet they keep being held back by investors that seem to be hellbent on mainstream. If there is nothing at all to be starry-eyed over, the mainstream will lose it's appeal too.

      As far as games go, the performance crown is still held by Crysis, which was released almost two years ago. On the hardware front, we were just marveling at our q9400's and eagerly awaiting the new g92 cards from nVidia at that time, look how far we've progressed! Meanwhile, on the software front nothing has happened to be starry-eyed about.

      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 don't understand that nobody is doing this at all, and i havent heard of any plans in the pipeline either, which basically means that Crysis will at least be able to celebrate its 30th month on the throne before it is replaced.
      The saddest bit of gamenews for me was when i read about CryEngine 3, that isn't built to finally step forwards again, but to be able to run on Xbox and PS3.

      MAJOR FAIL MONSIEUR FUNGUS. :(

      BUT: Direct X 11 is coming. A grand total of 6 (six) games have announced that they will be using it. Only one of these games is PC-exclusive, and that is a BattForge, a game that's been out for a while that will receive a graphical refresh. If I understand the article correctly, this means that all the others are watered-down for consoles. Cheers.

      --
      Is it just my observation, or is eldavojohn an idiot?
    2. Re:Punchline: by elrous0 · · Score: 1

      And Ferrari is the ONLY car to drive, you know.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    3. Re:Punchline: by kalirion · · Score: 2, Funny

      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.

    4. Re:Punchline: by Nautical+Insanity · · Score: 1

      Getting EA to give developers enough time seems to fall into the "squaring the circle with world peace" pile though.

    5. Re:Punchline: by fuzzyfuzzyfungus · · Score: 2, Insightful

      True enough, though they do seem entirely willing to take plenty of overtime from developers...

    6. Re:Punchline: by timster · · Score: 3, 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?

      --
      I have seen the future, and it is inconvenient.
    7. Re:Punchline: by kalirion · · Score: 1

      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.

      Personally, since I bought the Xbox 360 Controller, I don't mind playing ports which skimp on Mouse+keyboard :).

      The Prince of Persia: Sands of Times trilogy (haven't played the new PoP game) was awesome with the gamepad on the PC. In fact I'd say that a dual analog stick gamepad is by far the best method of control for these types of games, just like mouse+keyboard is by far the best for first person shooters. So when you port the Halo series games, you better make damn sure they work as well with mouse+keyboard as any PC-only FPS does. But for third person platform/melee combat games, don't worry to much about it. Make sure it's somewhat playable, but it doesn't need to be a transcendent gaming experience (think of a serious flight-sim with mouse+keyboard).

    8. Re:Punchline: by Anonymous Coward · · Score: 0

      Project Offset looks as if it will be stressing you video quite a bit. I've been following them for quite a while, and its shiiiney.

    9. Re:Punchline: by Anonymous Coward · · Score: 0

      I have no objection to some studios producing games for mainstream (afterall, we do need Kias and Volkswagens), but the problem is that nobody is making a Ferrari anymore.

      The problem is people who really want a Ferrari are willing to pay 10x the cost of your average car for one. People who want a fancy PC game are going to complain if it costs more than $50 - and a lot of the people who want it will just pirate it.

      Making a AAA Xbox / PS3 game costs $10+ million to make. Console games sell far more copies than PC games, so you're asking companies to spend far more making a game that they can expect to sell a fraction the number of copies of.

    10. Re:Punchline: by walshy007 · · Score: 1

      The saddest bit of gamenews for me was when i read about CryEngine 3, that isn't built to finally step forwards again, but to be able to run on Xbox and PS3.

      Has it ever occurred to you, that having your engine be portable amongst architectures/platforms is a part of good design? It improves code quality.

      Old but good example, quake 3 engine, ran on superHitachi processors (dreamcast) powerpc (mac) mips (ps2) and now after it has been open sourced sparc (sun workstations). To get those to work you have to make sure your endianness is handled, that different integer sizes per architecture don't break your code.

      You need clean separation of platform dependent code to the rest of it, which should be minimal, etc... in the end, more effort for a better product, by having the engine be portable, you get better quality.

    11. Re:Punchline: by Narishma · · Score: 1

      And we haven't heard anything about them since they were bought by Intel a couple of years ago.

      --
      Mada mada dane.
    12. Re:Punchline: by tepples · · Score: 1

      Has it ever occurred to you, that having your engine be portable amongst architectures/platforms is a part of good design?

      So how can an engine be portable from one handheld platform that uses what is essentially OpenGL ES to another handheld platform that uses a tile-map-and-sprites paradigm? The physics can be portable, but the graphics engines will probably have to be entirely separate.

    13. Re:Punchline: by krelian · · Score: 1

      Ferrari can get away with that because they can charge 5 or 10 times the cost of a KIA. Will you be willing to pay $300 - $600 for one game?

    14. Re:Punchline: by Fujisawa+Sensei · · Score: 1

      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.

      Sigh. See, now this is exactly the nonsense that pisses me and millions of other PC owners off. You don't hear Ferrari execs saying that they will start making sensible 4-door saloons with 80bhp because 99% of the roads in the world won't even allow you to go over 120km/h.

      I have no objection to some studios producing games for mainstream (afterall, we do need Kias and Volkswagens), but the problem is that nobody is making a Ferrari anymore. The last one was Crysis, released in november 2007. Game developers have the advantage over car manufacturers that they can produce a Ferrari for the same price a Volkswagen would cost, yet they keep being held back by investors that seem to be hellbent on mainstream. If there is nothing at all to be starry-eyed over, the mainstream will lose it's appeal too.

      As far as games go, the performance crown is still held by Crysis, which was released almost two years ago. On the hardware front, we were just marveling at our q9400's and eagerly awaiting the new g92 cards from nVidia at that time, look how far we've progressed! Meanwhile, on the software front nothing has happened to be starry-eyed about.

      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 don't understand that nobody is doing this at all, and i havent heard of any plans in the pipeline either, which basically means that Crysis will at least be able to celebrate its 30th month on the throne before it is replaced. The saddest bit of gamenews for me was when i read about CryEngine 3, that isn't built to finally step forwards again, but to be able to run on Xbox and PS3.

      MAJOR FAIL MONSIEUR FUNGUS. :(

      BUT: Direct X 11 is coming. A grand total of 6 (six) games have announced that they will be using it. Only one of these games is PC-exclusive, and that is a BattForge, a game that's been out for a while that will receive a graphical refresh. If I understand the article correctly, this means that all the others are watered-down for consoles. Cheers.

      Companies stay in business by selling games that run, not games that don't run.

      --
      If someone is passing you on the right, you are an asshole for driving in the wrong lane.
    15. Re:Punchline: by KDR_11k · · Score: 1

      25 million actually, 10 million is for Wii games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Punchline: by KDR_11k · · Score: 1

      I think 3D platforming with kb+m works just fine as long as the mouse can move the camera freely so you can line it up with the jump and make sure you're actually moving straight towards the next platform when you start running.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:Punchline: by twidarkling · · Score: 1

      No, it's the game that kicks your CPU in the cycles the hardest while bending over your GPU and having its naughty way with it.

      --
      Canada: The US's more awesome sibling.
    18. Re:Punchline: by walshy007 · · Score: 1

      So how can an engine be portable from one handheld platform that uses what is essentially OpenGL ES to another handheld platform that uses a tile-map-and-sprites paradigm?

      If you are talking about the PSP vs DS, the DS 3d hardware is pretty much like an openGL state machine just with some different implementation details (the thing has no floating point unit, it's all fixed point arithmetic). The datasets would have to be changed to support the new format or on the fly conversion would have to be done, and it would take a severe graphical hit to be able to run at playable speeds etc.

      Portability should be done within reason, I mean, you aren't going to try to get Doom3 running on your c64 are you? If you are then I commend you but it is out of the scope of what is technically feasible.

      Also, last console to solely use tile maps and sprites? gameboy colour, trying to port a full 3d game from psp to gameboy colour is in the realm of 'silly'.

    19. Re:Punchline: by tepples · · Score: 1

      If you are talking about the PSP vs DS, the DS 3d hardware is pretty much like an openGL state machine

      I'm talking about the PSP vs. the DS's 2D core. Remember that the DS can't do 3D on both screens without cutting texture resolution and frame rate in half.

      Also, last console to solely use tile maps and sprites? gameboy colour

      Game Boy Advance. And still the second screen of the DS.

    20. Re:Punchline: by walshy007 · · Score: 1

      Stuff like this clouded my judgement Unless you count severe mode7 scaling and rotation abuse as 3d you're right.

      so.. even though you could get it going on one screen, you'd rather try something it really wasn't designed for and use both for 3d?

      As far as the DS is concerned, if you want it to be a polished game that uses the touch screen/mike etc anyway there would have to be serious platform specific additions. But the base features of what the engine was already doing should work well with a little effort.

      Having an engine be easily portable does not entail supporting every single little thing weird ass hardware does, it's easily supporting enough to get the game/engine going, letting the porters put in the effort for the tiny platform specific details.

      Example, do I expect a random pc game to support wiimote gestures? not really, it is beyond the scope of the original design and superfluous for what they intended.

      If the engine was designed well it could run on the wii with graphical reduction, but supporting the platforms unique weird ass controller would have to be done by the porters, and that part would be platform specific.

      Back to the psp vs ds thing, your app for PSP would have been made for single screen, analog joystick, by trying to do it with two screens, and a touch input, you are changing the engine requirements, changing engine requirements means rewriting parts of it... amazingly enough.

    21. Re:Punchline: by Rebelgecko · · Score: 1

      Well, just about everyone who has been playing World of Warcraft or similar MMOs with a monthly fee for a few years has paid hundreds already, just not all at once.

      --
      CATS/Diebold '08- All your vote are belong to us!
  6. 4 letter words I don't like by Anonymous Coward · · Score: 1, Funny

    ...RTFA?

  7. Link is missing by Anonymous Coward · · Score: 0

    I am afraid something went wrong with the href to this 'large lexicon of monosyllabic, four-letter words'. And I was finally tempted to read the article!

  8. Dead space no remappable keys by zaibazu · · Score: 5, Insightful

    Having trouble making a good conversion from pad to keyboard is one thing, but not being able to remap the keys is just stupid.

    1. Re:Dead space no remappable keys by Anonymous Coward · · Score: 0

      âoeThe UI producer was also in charge of the PC SKU,â says Beaver, âoeso he was in charge of making sure that the controller mapped well to the keyboard. When he was working on that he found that we couldn't really keep keyboard remapping, which is pretty traditional on games â" you can claim whichever keys you want. We had to have a separate keyboard layout in place and lock it in because the controls are very specific, and we had a lot of unique things happening on the controller, and once we mapped them to the PC keyboard they needed to stay in place. But it was very successful so I think it worked.â

      ^^sounds like absolute BS

    2. Re:Dead space no remappable keys by KDR_11k · · Score: 1

      Sounds like they wanted to keep the layout so they could force quicktime events on the player. I think dropping the QTEs would have been a perfectly acceptable "conversion error".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Dead space no remappable keys by twidarkling · · Score: 1

      once we mapped them to the PC keyboard they needed to stay in place. But it was very successful so I think it worked.â

      ^^sounds like absolute BS

      Doesn't SOUND like BS. It IS BS. I played the PC version. And I gotta tell you, any game where you use wasd, and need to hit z, x, or c on a regular basis is a poorly mapped layout. If a game wants me to move, then let me keep my fingers free on the movement keys.

      --
      Canada: The US's more awesome sibling.
    4. Re:Dead space no remappable keys by angel'o'sphere · · Score: 1


      And I gotta tell you, any game where you use wasd, and need to hit z, x, or c on a regular basis is a poorly mapped layout.

      Erm, I beg to differ! If you had to hit o, p, l, k on a regular basis, then it would be a bad layout. The keys you mention are easy to hit ... dont get what your problem is.

      angel'o'sphere

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  9. I'd be Rich by Monkeedude1212 · · Score: 1

    If I had a nickel for every time someone purchased a terrible port...

    Oh wait, someone IS making that... and making alot of Nickels...

    1. Re:I'd be Rich by Anonymous Coward · · Score: 0

      Yeah, but these days it's not hard to find cheap wine that's also good.

    2. Re:I'd be Rich by Anonymous Coward · · Score: 0

      If you had a nickel for every time someone buys a crappy port, you would be Ubisoft.

  10. On the issues of port by superphysics · · Score: 3, Informative

    And I thought port was just some kind of wine... :|

    --
    Life is too good to waste... Read!
    1. Re:On the issues of port by Anonymous Coward · · Score: 3, Funny

      neither one is an emulator?

  11. The Cavestory wiiware port looks promising, though by The_mad_linguist · · Score: 1

    Oh course, I suppose having the entire original PC dev team involved along with some Wiiware developers helps.

  12. disappointing article ... by neonprimetime · · Score: 1

    There's a large lexicon of monosyllabic, four-letter words for describing something you don't like ...

    i glanced at 1st sentence of the summary, and got all excited to read the article ... only to be disappointed because it is lacking heavily in four-letter words for describing something you don't like. now that would make a great article.

    1. Re:disappointing article ... by cheftw · · Score: 1

      what do you think ask /. is for?

      --
      Always back up, never back down. ---- Think you're cool 'cos your uid is prime? Take mine, modulo the one digit integers
  13. It makes sense... by LitelySalted · · Score: 1

    Unfortunately, porting games these days is almost necessary considering the recent economy and downward spiral of the gaming environment.

    That being said, it makes sense that some of the ports are poorly done â" a company is only going to put effort into a product they expect to do well. For example, an ultraviolent game would not, or should not expect to do particularly well in the Wii environment given the restrictions of the console (lower graphics) and the demographics of the people who use the said console.

    Thus, I would expect the total effort on the developer and QA side would be focused on the platform where it WILL perform well and is why we have disparagements between platforms.

  14. Split across six pages by The_mad_linguist · · Score: 0, Redundant

    It's split across six pages for no good reason. (and no printer friendly version)

    /. should have better standards for posted articles.

    1. Re:Split across six pages by Anonymous Coward · · Score: 1, Funny

      It's tough porting articles from the back of a napkin into HTML, clearly.

  15. Re:Don't forget Bowlderizing (sic) by WillAdams · · Score: 1

    I believe you mean ``bowdlerizing''....

    spelling aside, Nintendo has eased the reins a bit, and one can find ``mature'' titles for the Wii now, even including WiiWare (though I'd be inclined to describe ``Sexy Poker'' as immature, puerile drivel).

    A quick search reveals quite a few M-rated games:

    Alone In The Dark
    Brothers in Arms: Road to Hill 30
    Call of Duty: World at War
    CSI: Crime Scene Investigation: Hard Evidence
    Dead Rising: Chop Til You Drop
    Driver: Parallel Lines
    Escape from Bug Island
    MadWorld
    Manhut 2
    Mortal Kombatâ: Armageddon
    No More Heroes
    Obscure: The Aftermath
    Onechanbara: Bikini Zombie Slayers
    Resident Evil 4
    Resident Evil: Umbrella Chronicles
    Target Terror
    Tenchu: Shadow Assassins
    The Godfather: Blackhand Edition
    Tom Clancy's Splinter Cell Double Agentâ
    &c.

    William

    --
    Sphinx of black quartz, judge my vow.
  16. I disagree with the first paragraph! by King_TJ · · Score: 4, 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.....

    1. Re:I disagree with the first paragraph! by El_Muerte_TDS · · Score: 5, Informative

      Mac is also a PC.

    2. Re:I disagree with the first paragraph! by Minwee · · Score: 2, 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?

    3. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0

      yet another reason to not buy a Mac

    4. Re:I disagree with the first paragraph! by brandonman · · Score: 1

      Quick question: Why in the hell is a "PC" only considered to be a Windows Based computer after those retarded Mac-PC ads? I would imagine Macs are also a Personally used Computer, thus a PC. Damn you Steve and your reconstruction of acronyms, damn you!!!

    5. Re:I disagree with the first paragraph! by aaaaaaargh! · · Score: 1

      Absolutely true. The last of these "ports" to OS X that I tried was Spore. Be it a port or not, in any case it never worked on my OS X and crashed immediately to the Finder. EA Support ignored my mails entirely and instead replied with automated responses. For a short time I was considering to sue them, but then just decided to install it on Windows XP using Bootcamp. Needless to say that it was crap anyway and I stopped playing after a short time....

      To summarize, I'd say that OS X is pretty much dead as a gaming platform.

    6. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0
    7. Re:I disagree with the first paragraph! by Yvan256 · · Score: 2, Funny

      OS X is pretty much dead as a gaming platform.

      Isn't Mac OS X based on BSD?

    8. Re:I disagree with the first paragraph! by dyingtolive · · Score: 1

      You forgot that they also change just enough of the networking code to make it completely unusable with the "real" PC versions. Rainbow Six 3, I'm looking at you.

      --
      Support the EFF and Creative Commons. The war is coming, and they're supporting you...
    9. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0

      Absolutely true. The last of these "ports" to OS X that I tried was Spore. Be it a port or not, in any case it never worked on my OS X and crashed immediately to the Finder. EA Support ignored my mails entirely and instead replied with automated responses. For a short time I was considering to sue them, but then just decided to install it on Windows XP using Bootcamp. Needless to say that it was crap anyway and I stopped playing after a short time....

      To summarize, I'd say that OS X is pretty much dead as a gaming platform.

      Horseshit. Macs don't crash. Or have any other problems. Steve told me so.

    10. Re:I disagree with the first paragraph! by Gryle · · Score: 1

      Linux users are in the same boat. While there are some good original games written for Linux, if you want to play something originally written for Windows, you're limited to Cedega or WINE. The latter's been a crap-shoot for me for the last few years.

      The usual argument against ports I hear is that it's too much work for too small a market. Apparently Linux pirates are way more damaging to the industry that Windows pirates.

      --
      Only two things are infinite, the universe and human stupidity, and I'm not entirely sure about the universe - Einstein
    11. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 3, Informative

      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 several other incompatible systems that were available at the time. You could also not run "PC" software on Macs or any of the other systems, and vice versa, aside from emulation software that didn't work very well.

      You have an interesting point- that Macs are pretty much PC's these days, but its only partly anything to do with the OS, its roots are meant to distinguish between different hardware/software architectures and what software you can run on them (back in ye olde days, there were several vendors offering a DOS, or Disk Operating System). Since Apple now uses the same hardware as "PC's" and bootcamp put an end to any real barriers to turning your Mac into a PC, there really is no difference anymore.

      However, any reasonably experienced computer person will probably always call a machine made by Apple a Mac, until one can buy OS X and just put it on any old PC they have laying around without jumping through hoops.

    12. Re:I disagree with the first paragraph! by TheRaven64 · · Score: 1
      I tend to buy the PC version anyway, if I want games to run on the Mac. It's likely to get better long-term support and work under WINE on a platform I'm using in the future. I can still play old DOS and Windows games under DOSBox / CrossOver Games / WINE. I have one game which came with both MacOS 8 and Windows binaries on the CD, but I can only play the Windows version on my Mac.

      For a game, it's not like it matters if it's using the native platform look and feel, so don't care if it's using X11 or emulated Windows APIs, I just care if it's fun. If copy-and-paste doesn't work properly, it's not going to detract from my enjoyment.

      --
      I am TheRaven on Soylent News
    13. Re:I disagree with the first paragraph! by bonch · · Score: 1

      To summarize, I'd say that OS X is pretty much dead as a gaming platform.

      Not as long as Blizzard makes Mac versions of its games.

    14. Re:I disagree with the first paragraph! by Tubal-Cain · · Score: 1

      How can anything that runs on The Holy Mac be bad?

      Bootcamp

    15. Re:I disagree with the first paragraph! by aaaaaaargh! · · Score: 1

      Sure, at least to some extent. See this paper for more information. Why?

    16. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0

      The price of thinking different is that nobody else thinks like you, nor are they obligated to come along for the ride.

      Use an OS that has the games on it if you care about gaming so much.

    17. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0

      I thought that was a way of taking down the sugar interface and letting people tinker with a big boy OS.

    18. Re:I disagree with the first paragraph! by hydroponx · · Score: 1

      Ahhh, the days of the 2/386 with green screen and 5 1/4" floppy boot disks... and that's not even the oldest ....

    19. Re:I disagree with the first paragraph! by StikyPad · · Score: 1

      To be fair, the stated goal of both Cider and the publishers who implement it is to enable same-day releases coinciding with Windows releases. Also, Cider dynamically translates Windows API calls to OS X system calls, which has a relatively low overhead and allows roughly 80-90% of Windows performance. It's more of a VM than an emulator, since the hardware architecture is the same. It's really the best of both world for a Mac lover -- you get the UI, security, and software available on a Mac, and you can still run what are essentially Windows games without booting into Windows itself. The alternative is to try to convince developers to make a large investment into porting games to, or writing them for, a platform with a relatively tiny market share.. and good luck with that. If/when the marketshare of OS X approaches 30%+ of the overall PC market, then I would expect that dynamic to change rapidly, but until then, don't hold your breath for native Mac games.

    20. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0

      Linux runs on EFI, tyvm

    21. Re:I disagree with the first paragraph! by Jesus_666 · · Score: 1

      That was also the case before the ads. Many people (essentially everyone who's not familiar with non-Windows OSes) define a PC as a home computer using a descendant of the Intel 8086 (or a compatible processor) running Microsoft Windows. Yes, the very same computer running Linux is already considered "not a PC". This is extremely prevalent in gaming, where a game can very well have different versions for Linux, OS X and "PC".

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    22. Re:I disagree with the first paragraph! by Jesus_666 · · Score: 1

      Perhaps because that gives Netcraft authority to confirm its vital status.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    23. Re:I disagree with the first paragraph! by amoeba1911 · · Score: 1, Informative

      "Apple Inc., incorporated on January 3, 1977, designs, manufactures, and markets personal computers..."
      From their company profile

      Just in case you're too stupid to know: PC stands for Personal Computer.

      Marketing is bullshit? Shocking!!! Bill Hicks was right? Sorry to burst your bubble.

    24. Re:I disagree with the first paragraph! by Stormwatch · · Score: 1

      Because BSD is dying, Netcraft has confirmed it!

    25. Re:I disagree with the first paragraph! by KDR_11k · · Score: 2, Insightful

      Hell, my C64 has the words "personal computer" printed on it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:I disagree with the first paragraph! by twidarkling · · Score: 3, 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."

      --
      Canada: The US's more awesome sibling.
    27. Re:I disagree with the first paragraph! by hh4m · · Score: 1

      young sir... might i point out, politely, that you have a choice. buy a gaming pc :)

    28. Re:I disagree with the first paragraph! by Anonymous Coward · · Score: 0
      "Hi, I'm a Mac.
      And I'm a PC...."
      From their web site.

      Just in case you're too stupid to know: the accepted in-context definition of "PC" has changed over the years. You're like the nimrods who complain about the misuse of the term "hacker."

    29. Re:I disagree with the first paragraph! by Tronster · · Score: 1

      I work in the AAA game space... even though I'm typing this on a MacBook Pro, with an iMac to my left and an (old) MacMini hooked up to my TV in front of me, there is not a large enough market share for most AAA studios to support the time/effort for a native port. Those that do so, do it out of the goodness of their heart. (Thank you 2dBoy for "World Of Goo")

      I didn't believe this myself until someone told me to look up the #s and a few short Googles later showed the sad truth. I could have sworn they were wrong, as half of the computers used by attendees at the Game Developer's Conference (GDC) the past 2 years have been Mac based, but 3.36% is small ( SOURCE http://community.winsupersite.com/blogs/paul/archive/2009/04/22/mac-market-share-in-q1-2009-3-36-percent-apple-earnings-strong.aspx )

  17. Doc, it hurts when I port! by Applekid · · Score: 1

    Isn't a poor port evidence of a poorly engineered original software product? There ought to be a separation of the game logic layers from the actual hardware implementation of the details.

    I'm not in that industry, but, I've come across hearsay that game development these days is pretty shoddy for the average title since all the money is poured into asset development (sound and visuals) and the software part of it is an afterthought.

    --
    More Twoson than Cupertino
    1. Re:Doc, it hurts when I port! by Sockatume · · Score: 2, 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 therefore don't code well. PC games find themselves on a platform without the horsepower to run properly with a serious rewrite to add those sorts of tricks. Again, middleware can eliminate this sort of issue by dealing with the resource-squeezing in advance.

      --
      No kidding!!! What do you say at this point?
    2. Re:Doc, it hurts when I port! by Desler · · Score: 1

      Essentially the console is dramatically underpowered versus contemporary PCs.

      A tri-core 3.2ghz PowerPC powered Xbox360 is underpowered? Yeah, maybe compared to PCs that cost 10 times as much, but it's far more powerful than most desktops people are buying even today.

    3. Re:Doc, it hurts when I port! by Bat+Country · · Score: 1

      The structure of the engine itself might vary considerably - consider the situation of the PS3 vs the PC.

      With the PS3, you know every user has around 6 free cores, each of which is somewhat less powerful than one core of a C2D for certain kinds of data. So if you want a high end product that performs well, you parallelize. Massively.

      Now consider the PC, where you can't even guarantee the user's got 2 cores, and even if you do, they might have 2-4, you've got a division of labor problem. You could spawn tons of threads, but cross-thread communication has its gotchas on every platform as well.

      Consider also that any optimizations you do for data storage and speed of loading could suffer from endianness problems on various platforms, so you need to document very carefully every single time you use optimizations like that (or might be using one) or have some code which assumes endianness in information coming from some middleware.

      You've got storage constraints - the XBox 360 is limited to a couple of DVDs whereas you've got the vast storage of Blu-ray on the PS3 and the unlimited patience for multi-disc installs for PC and Mac users. Also if you want multiplayer, you've got to worry about the differences in PSN, XBL, and whatever platform you decide to go for on PC and Mac.

      Consider texture size restraints, shader characteristics, differences in hardware across PC which make it MUCH harder to target the PC or Mac as a platform (even Macs vary widely in the capabilities of their video hardware) and you're getting into nightmare territory

      Adding Linux into the mix just complicates matters - binary distributions of closed-source software (due to licensing restrictions resulting from) relying on binaries for closed-source middleware that you don't even have the source for.... Eesh.

      The software side of things in the games industry is very much not an afterthought, but the average multimillion dollar title is fast approaching the complexity of what entire operating systems were ten years ago - and these guys put these out on a 1-2 year development cycle. Your hearsay may be right about how shoddy things are, but it's not from lack of consideration but a simple mismatch between time constraints and the complexity of the product.

      --
      The land shall stone them with the bread of his son.
    4. Re:Doc, it hurts when I port! by tlhIngan · · Score: 2, Informative

      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 therefore don't code well. PC games find themselves on a platform without the horsepower to run properly with a serious rewrite to add those sorts of tricks. Again, middleware can eliminate this sort of issue by dealing with the resource-squeezing in advance.

      Not so much on current-gen consoles, where you have multiple GHz level CPUs and somewhat copious amounts of RAM (I'm excluding the Wii for the moment). The Xbox360 has three 3GHz PowerPC cores and 512MB of shared memory (CPU-GPU), while the PS3 has 2 3GHz PowerPC cores, 7 DSP cores, and 256MB of system RAM plus 256MB of VRAM for the GPU. This is enough so that they actually run an OS. The original Xbox ran everything in kernel mode, but the Xbox360 is powerful enough that the kernel-user mode switching isn't a big deal. Heck, it's probably multiprocess capable too, though you probably only have your game application, and the OS shell application (the one that handles the Guide button when you press it). I would expect the PS3 to have a similar architecture as well - an OS ("GameOS") that runs the games but is effectively a multitasking OS and the game runs in usermode.

      Heck, horsepower wise, these consoles don't hold a lick to a gaming PC, but are probably fairly competitive to the usual sub-$500 PCs bought today, or more powerful.

      Which may be why PC gaming is as bad as it is right now - it's hard writing a game to run on a $300 netbook with Intel graphics. Or a budget $500 PC, again with Intel level graphics. You pretty much have to step up to a $700+ PC if you want the hint of ATI or nVidia graphics. That and the quality of drivers most of these computers have.

      The Wii is a special case - it's console design is similar to previous generations - software developers have full access to hardware, and its firmware basically is just hardware device drivers. It's why software updates are kinda wierd on the Wii - every game library release (IOS) isn't binary compatible, so when you start a game, it's gotta load the right version for each game, and your Wii has copies of every version up to that point. Honestly, I'm not sure why Nintendo doesn't just have the developer ship the IOS library with the game to save storage space in the flash.

    5. Re:Doc, it hurts when I port! by Sockatume · · Score: 1

      The CPU's pretty nippy, still, but RAM is comparatively limited and the graphics card's showing its age. It's just the tradeoff you get for the benefits of a fixed platform.

      --
      No kidding!!! What do you say at this point?
    6. Re:Doc, it hurts when I port! by Desler · · Score: 1

      It still blows the pants off of the average desktop that most people are using to play games. This whole thing comparing gaming rigs to consoles neglects the fact that a gaming rig costs anywhere from 2 to 3 times as much as a console.

    7. Re:Doc, it hurts when I port! by drsquare · · Score: 1

      Bear in mind, a 'contemporary' PC is six years old with on-board graphics. And that the biggest selling PC titles are things like WoW and the Sims which don't use much graphical power at all.

      Maybe PC gaming would be in a better state if they made more games like those, and fewer like Crysis and Oblivion which are pretty much just graphic-card bench-tests.

    8. Re:Doc, it hurts when I port! by tepples · · Score: 1

      Also if you want multiplayer, you've got to worry about the differences in PSN, XBL, and whatever platform you decide to go for on PC and Mac.

      Why not just "controller 1", "controller 2", "controller 3", and "controller 4"?

      Consider texture size restraints, shader characteristics, differences in hardware across PC which make it MUCH harder to target the PC or Mac as a platform

      Is it safe to target Intel GMA 950 as a minimum system requirement? If not, why not?

    9. Re:Doc, it hurts when I port! by Stormwatch · · Score: 1

      Because the GMA 950 is a sad joke of a video card? :P

    10. Re:Doc, it hurts when I port! by tepples · · Score: 1

      Because the GMA 950 is a sad joke of a video card?

      Compared to ATI or NVIDIA chipsets on discrete cards, I'd agree. But is GMA 950 more of a joke than the ATI Hollywood GPU in the Wii?

    11. Re:Doc, it hurts when I port! by Bat+Country · · Score: 1

      Also if you want multiplayer, you've got to worry about the differences in PSN, XBL, and whatever platform you decide to go for on PC and Mac.

      Why not just "controller 1", "controller 2", "controller 3", and "controller 4"?

      That's fine, if all your friends have nothing better to do than sit on your couch.

      Consider texture size restraints, shader characteristics, differences in hardware across PC which make it MUCH harder to target the PC or Mac as a platform

      Is it safe to target Intel GMA 950 as a minimum system requirement? If not, why not?

      I don't think anybody who has any interest in doing anything in 3d would be satisfied with the GMA 950. It has absolutely no support for hardware T&L, which makes it unsuitable even for accelerated previews in rendering software, let alone any game made more recently than 2000.

      Essentially targetting a GMA-950 is no different than targetting the Voodoo3.

      --
      The land shall stone them with the bread of his son.
    12. Re:Doc, it hurts when I port! by Bat+Country · · Score: 1

      Infinitely so, yes. The Wii's GPU is favorably comparable to the low-to-mid Radeon X1000 line.

      The GMA-950 is far closer in capabilities to the early pre-1999 cards which lacked hardware T&L, offloading geometry processing to the CPU, meaning it's practically a souped-up Voodoo3.

      --
      The land shall stone them with the bread of his son.
    13. Re:Doc, it hurts when I port! by coxymla · · Score: 1
      A sub-$500 PC these days will probably have a Core 2 Duo or equivalent of reasonably frequency. It's vastly faster than the cut-down custom PPC processors used in consoles.

      You're absolutely correct about the graphics situation, though. If it's going to have integrated graphics, you at least want something like the NVidia 9400 which is at least comparable to the GPU in a console.

    14. Re:Doc, it hurts when I port! by tepples · · Score: 1

      Why not just "controller 1", "controller 2", "controller 3", and "controller 4"?

      That's fine, if all your friends have nothing better to do than sit on your couch.

      Lucky for me, this is the case. If they already live with me, or they're visiting for other reasons, why should I have to buy multiple computers for all of us to play?

      I don't think anybody who has any interest in doing anything in 3d would be satisfied with the GMA 950. It has absolutely no support for hardware T&L, which makes it unsuitable even for accelerated previews in rendering software, let alone any game made more recently than 2000.

      Essentially targetting a GMA-950 is no different than targetting the Voodoo3.

      Would it be safe to say "GMA 950 == N64 level graphics"?

    15. Re:Doc, it hurts when I port! by Bat+Country · · Score: 1

      Not exactly. The N64 had hardware T&L, but it also had a far inferior available texture memory and bad texturing functions on board.

      The GMA 950 is essentially not a 3d accelerator - it's a windowed graphics accelerator. You can push through a lot of OpenGL or DirectX quads pretty quickly with some decent texture resolution and a good fill rate, but with the lack of onboard transform and lighting it's totally unsuitable for applications wherein the entire scene changes every frame - whether that be a live preview in Maya or 3D Studio Max, or a modern video game.

      Without T&L it's hard to compare it to the N64, as it'll have a vastly superior texture support but essentially the amount of polygons you can process per second is entirely tied to the power of the CPU. Considering that in most implementations using a GMA950 you're using shared memory as well, the performance is almost completely tied to the CPU and rambus speed.

      --
      The land shall stone them with the bread of his son.
  18. Depends on the category, depends on the dev by Andy+Dodd · · Score: 1

    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.

    --
    retrorocket.o not found, launch anyway?
    1. Re:Depends on the category, depends on the dev by slyrat · · 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...

    2. Re:Depends on the category, depends on the dev by Anonymous Coward · · Score: 0

      Someone created an Opengl driver that fixes some of those issues with FFVII PC. I believe it even works in Wine now.

      http://forums.qhimm.com/index.php?topic=8306.0

      Then of course there's this http://sourceforge.net/projects/q-gears/develop

    3. Re:Depends on the category, depends on the dev by Lunzo · · Score: 1

      You should be able to change the controls in any PC game. Especially since not all keyboards are QWERTY (e.g. Germany has QWERTZ). No amount of testing will cover every input device.

  19. RE4 by wisnoskij · · Score: 4, Informative

    The PC port of RE4 did not even contain a option to exit the game and even though it was a FPS did not allow mouse control.

    --
    Troll is not a replacement for I disagree.
    1. Re:RE4 by SheeEttin · · Score: 1

      There was a patch that enabled mouse support... But all it did was map the mouse XY to the stick's XY.
      Personally, I wish that more console games allowed button remapping...

    2. Re:RE4 by Ezel · · Score: 1

      RE4 isn't a FPS. It's a Third Person Shooter (TPS?). Mouse control should still be an option even if it's a TPS I think.

      --
      Prosp long and liver.
    3. Re:RE4 by wisnoskij · · Score: 1

      But the combat is aim + shoot exactly like a FPS (not the lock on of many TPS). You have to stop to shoot but that only makes a quick accurate aiming device more important.

      --
      Troll is not a replacement for I disagree.
  20. it's only a port because it plays like one... by wild_quinine · · Score: 1
    If a game is released on PC, Xbox, and PS3, and you can't tell which platform it was developed on, because all three are so well implemented... then only a pedant would think of it as a port.

    If it feels like it should be on a console, then one is likely to consider it a port, even if the development was done primarily on a PC, for a PC.

    In other words, whilst not being particularly technically accurate, 'port' is a word that gets thrown around precisely because it is obvious that not all the pieces fit.

    1. Re:it's only a port because it plays like one... by natehoy · · Score: 1

      Correct.

      The common usage of the term "Port" in gaming implies that few, if any, changes were made for the intended new platform. If you "Port" something in the gamine world, it means you are taking it largely as it is, recompiling it, slapping a few changes in to make it run on the new hardware maybe, and putting a sticker on the packaging that says "THIS VERSION IS FOR (name your platform here)".

      It's not a correct usage of the term, the disparaging term should be "hacked" or "reworked" as opposed to "ported", since "ported" is supposed to mean that the game was originally designed to be moved from one platform to another "portable", and if a game is not "portable" then you can't "port" it.

      But you just gotta love vernacular, in which words rarely mean what the dictionary says the words SHOULD mean. (grin)

      "This word, inconceivable, I do not think it means what you think it means."

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
  21. Valve and EA by mrdoogee · · Score: 1

    If you want to see porting done wrong, you should look no further than Valve's partnership with EA. I don't think anyone can argue that Valve makes some very good games. Half life 2, L4D, TF2, Portal, etc... are all excellent games. But their console versions are a crying shame. They range from passably mediocre (Orange box for 360) to downright awful unsupported shovelware (Orange Box for PS3). The only product that actually can be called good is L4D on the 360, and even that is a pale imitator to the PC version.
      Much of this can be laid at EA's feet. They focus on hitting the maximum market spectrum and don't really care much about "after purchase support" Something that Valve (the L4D2 debacle notïwithstanding) is usually very good at. However you have to give some of the blame to Valve for licensing their product to a publisher who has a well known reputation for the slap-dash "screw the customer" business approach.

    1. Re:Valve and EA by kurzweilfreak · · Score: 1
      Can you explain some of the differences that make The Orange Box only "passably mediocre" for the 360 to horrible for the PS3? I've throughly enjoyed The Orange Box on my 360 and really have no complaints at all about it, but I haven't tried it on a PC or PS3, so I'm curious as to what you think makes the difference. Obviously, I can see that the ability to load user maps and mods is one difference, but I'd say that's more of a difference of the nature of the platform rather than the port itself.

      I'm genuinely curious as to the differences that make the PC version superior, in your opinion.

      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    2. Re:Valve and EA by twidarkling · · Score: 1

      The PS3 version has received absolutely none of the content updates, while the 360 version has received few, and for pay. Meanwhile the PC version has lots, for free.

      For instances, TF2 on PC has only 3 classes left to receive updates. Last I heard, the 360 version has about half left.

      --
      Canada: The US's more awesome sibling.
    3. Re:Valve and EA by kurzweilfreak · · Score: 1

      Gotcha, thanks. I hardly ever play TF2, so it's no wonder I missed stuff like this. Even still, that's only one game of the Orange Box, it would hardly qualify it for "passably mediocre" compared to the PC in my opinion, but to each his own. :)

      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    4. Re:Valve and EA by mrdoogee · · Score: 1

      In my opinion, and that's all it is, the console versions of the Orange Box (and specifically Team Fortress 2) suffer from a few major problems:

      360: The lack of all the free expansion packs(updates)*. With almost a dozen "Official" and community maps as well as the "sidegrade" extra weapons for 6 of the 9 classes, most PC users consider this a by far inferior product. Not to mention the omission of the entertaining (but ultimately useless) Hats and Medals. Additionally there has been minimal patching of the game itself so only the most egregious hacks and exploits are prevented. Additionally, the central server architecture of the console versions means that only Official XBox Live servers are available for gameplay, as opposed to the PC version that lets anyone with the bandwidth and the VAC** software running host games.

      PS3: All of the above problems with the addition of EA publishing only 1 patch in the lifetime of the game, allowing some of the most silly, infuriating, game-breaking hacks and exploits. Even fewer available servers ( last time I looked they were down to 3, Europe, West US and East US) allowing only 16 players per server. And no overtures of eventual downloadable content, both EA and Valve have said PS3 DLC is a no-go.

      Finally, I prefer Mouse and Keyboard for control of FPS games.

      *Both Valve and Microsoft have made promises to provide the Updates as DLC, but several issues have prevented it from showing up. 1) With a few exceptions, Live prefers to charge for expansion packs to games, and Valve wants it to be free. 2) The RAM limitations of the 360 are such that the un-updated game is pushing the limits of the 360's abilities. Valve says they are working toward making the 360 version of the game less RAM dependant to alleviate this problem.
      **valve anti-cheating

    5. Re:Valve and EA by metamatic · · Score: 1

      The other games in the Orange Box are built on the same Source engine, so they suffer from the same problems as TF2.

      For example, Portal on PS3 has horrible glitchy sound and terrible loading times. Still a great game, but I hope Portal 2 has a decent PS3 version.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  22. DX? by msormune · · Score: 2, Insightful

    How can DirectX games be hard to port between PC and XBox as they use DirectX for pretty much everything?

    1. Re:DX? by Quarters · · Score: 1

      DirectX doesn't handle the streaming of data from the disc. DirectX doesn't handle threading, DirectX doesn't handle physics, DirectX doesn't handle file I/O, DirectX doesn't handle (etc...). Outside of audio (which most devs forgo for other solutions), graphics, and controller input DirectX does nothing to help you develop a game.

    2. Re:DX? by msormune · · Score: 1

      Do game developers really file I/O operations including streaming themselves? I always thought that stuff is for the OS and it's libraries. Is there a point in doing that stuff yourself? Are you saying if you develop for XBox 360, you have to code your own I/O code? And is physics engine code tied to a certain platform? Why?

    3. Re:DX? by Anonymous Coward · · Score: 0

      The PC and XBox aren't even related to each other on a hardware level -- they have radically different best practices in almost every area you can name. Having a common API (and remember that the vast majority of work that goes into a game isn't graphics) lets you get your game limping along on the secondary platform relatively quickly, but after that you've got months of problem-solving to make it actually work well.

    4. Re:DX? by Anonymous Coward · · Score: 0

      There is barely any "OS" on a console. The SDK gives you super low level access, and maybe a few sample applications to start from. You have to roll your own code for most basic operations. And once you start doing that, it's very easy to become reliant on the specific way that your own code works, which makes it difficult or impossible to "drop in" the Windows OS libraries as replacements on the PC platform.

      The XBox 360 can open files and read them, sure. But if you try to read from two large files at once, you might as well go out for a lunch break while the drive head bounces around making that scritcha-scritcha grinding noise. You need to schedule the IO and keep track of where the physical drive head is yourself, so that you read things that are physically close instead of reading things in random order.

      Physics code deals with thousands of potentially simultaneous interactions, and it needs a ton of RAM and is often written in very low-level language primitives to get the most performance possible. If you write your own, you can probably share a code base, but you're going to have poor performance on one of the platforms until you rewrite a specialize version. If you license your library from another company like Havok, you probably need to shell out another hundred grand to buy a license for the new platform.

    5. Re:DX? by mdarksbane · · Score: 1

      The actual DirectX code is only a very small part of a video game engine, let alone an entire game.

    6. Re:DX? by msormune · · Score: 1

      Yes, my original question was a bad. But isn't most of the other stuff anyway already provided by the platform, or the game code is non platform specific code that can be reused pretty much without conversion?

      It would seem odd to me game companies looking to port would not use tools and code which was easy to port to begin with.

    7. Re:DX? by CrashandDie · · Score: 1

      Yeah, and how can a heart be hard to transplant between Man and Pig as they use the heart for pretty much everything?

    8. Re:DX? by mdarksbane · · Score: 1

      They do to a large extent. That's what game engines like the Unreal engine, or lower-level middleware solutions like different sound or physics libraries are for. Using someone else's engine has its own problems, though. They can be expensive, it can be hard to fix their bugs.

      And there are issues where you just want to use an entirely different algorithm on different consoles that the engine may not be able to abstract away. Libraries definitely do help, though, and they do have tools to automate quite a bit, as mentioned in the article.

    9. Re:DX? by Quarters · · Score: 1

      Absolutely file I/O is very specific. Given the limited amounts of RAM in a console the game is constantly streaming data off disc. The streaming requirements for an open-world game will be very high due to the fact that the player can go anywhere at any time. The requirements for a corridor shooter, racing game, or platformer will be much less since the game can predict what will be needed next based on the player's current position. A standard fileI/O mechanism in the console dev libraries will be to general to be a perfect fit in all cases.

    10. Re:DX? by Anonymous Coward · · Score: 0

      That does this explain why the XBox lack's Net Hack - no DirectX ASCII graphics?

    11. Re:DX? by Anonymous Coward · · Score: 0

      You honestly think that the rendering system is the only thing that makes porting difficult?

    12. Re:DX? by msormune · · Score: 1

      Ok thanks... I didn't think about the amount of RAM in consoles, now it makes a lot more sense.

    13. Re:DX? by acoster · · Score: 1

      The Xbox 360 doesn't use DirectX, but rather a similar API. Also, one has to account for other hardware differences (e.g., unified memory).

      --
      "Go forth, and be excellent to each other" --Bill & Ted
  23. PORT to Linux!! by notanatheist · · Score: 3, Informative

    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!!

    1. Re:PORT to Linux!! by abigor · · Score: 0

      Game companies are not charities.

    2. Re:PORT to Linux!! by Anonymous Coward · · Score: 0

      Game companies are not charities.

      Okay, I'll grant that the GP does not grasp the business reality that a Linux port means only a marginal increase in sales compared to consoles, but you're a flat-out dick.

    3. Re:PORT to Linux!! by Rockoon · · Score: 1

      And will you grant me my observation that the Linux video card driver ecosystem is complete and utter shit, that the only decent 3D API (OpenGL) happens to be one the market ran away from just about everywhere else, that the audio API ecosystem is worse than the graphics API ecosystem, and that Linus has this nice habit of fucking over existing binaries by changing the ABI.. an attempt to *force* open source?

      Yeah.. Linux will never be a major gaming platform until these things are resolved.

      --
      "His name was James Damore."
    4. Re:PORT to Linux!! by Desler · · 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.

    5. Re:PORT to Linux!! by Desler · · Score: 2, Insightful

      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.

    6. Re:PORT to Linux!! by Delwin · · Score: 1

      There's no money in linux games. You need to sell enough copies to pay for the dev time to port it.

    7. Re:PORT to Linux!! by Anonymous Coward · · Score: 0

      They already are porting to Linux.
      Check out Linux Game Publishing.
      I'm playing X3 right now on Ubuntu Jaunty Jackalope.
      Just fininshed Sacred Gold.

    8. Re:PORT to Linux!! by BikeHelmet · · Score: 1

      The linux market is actually significantly larger than that. Some indy developers have reported thousands of sales. It's not millions, but thousands is several orders of magnitude larger than 15 sales per year.

      For a high quality commercial game, 25-100k per year wouldn't be an unreasonable estimate.

    9. Re:PORT to Linux!! by BikeHelmet · · Score: 1

      There's no money in linux games. You need to sell enough copies to pay for the dev time to port it.

      Which isn't really a problem, unless your engine is DirectX based. Then you're almost looking at an entire rewrite.

    10. Re:PORT to Linux!! by Desler · · Score: 1

      The linux market is actually significantly larger than that.

      Yeah, it was almost as if I was being overly hyperbolic for sarcastic purposes!

      Some indy developers have reported thousands of sales. It's not millions, but thousands is several orders of magnitude larger than 15 sales per year.

      Wow. Thousands of sales? Gee, that really is a sign that game companies should ignore the consoles for Linux. Hahaha, yeah right.

      For a high quality commercial game, 25-100k per year wouldn't be an unreasonable estimate.

      Wow you've convinced me. Bungie clearly should have thrown away 99% of their sales from that "poor little console" in order for them to instead port it to Linux!

    11. Re:PORT to Linux!! by abigor · · Score: 1

      A high-quality commercial game costs tens of millions of dollars - GTA IV cost in the neighbourhood of $100 million. Sales of 100,000 units a year would mean nothing. I doubt it would even cover the cost of porting.

    12. Re:PORT to Linux!! by Anonymous Coward · · Score: 0

      It's not like linux doesn't run great on high end hardware or anything.

      That depends on what you mean by "high end." Go buy a "high end" ATI card for your Linux box while I laugh at you. The open source drivers suck, badly. The closed drivers will make you run old kernels and hard lock on you nonstop.

      Look kid, compiz really isnt much more of a stress test than fglxgears. But that's about as far into "acceleration" most graphics cards (and their shit for drivers drivers) get on Linux.

      Of all the the graphics solutions out there NVIDIA comes closest to matching their Windows drivers. Beyond that there is no "high end" on linux.

      Ok how about that high end audio... go buy a Creative card and I'll still laugh at you. Now, when you give up and settle for your on-board sound, I'll pause and then continue laughing at you because pulse really is that fucking slow and I can hear your motherboard noise (yes even on those $20 speakers that you think are high end).

    13. Re:PORT to Linux!! by notanatheist · · Score: 1

      Kid? Get out of your mother's basement would you. I work in the PC industry. My own rig runs Sabayon but has run Gentoo and Arch perfectly well over the years as well. I've bought a number of commercial games for Linux and run a few under WINE. UT2003, 2004, ETQW, X-Plane, Descent 3, to name a few and plenty of free games to boot. I don't run Compiz or any other silly eye candy outside of E17. I like my computer FAST.

      My rig is anything but run of the mill. It certainly isn't cream of the crop but it isn't a slouch either. FWIW: Intel DX58SO motherboard, Core i7 940, 6GB DDR3, Nvidia GTS250, 80GB Intel SSD, 146GB 10K Raptor, assorted other drives, DVDRW. And sound? Yeah, most Audigy cards work just fine. Pair with the Klipsch speakers on my desk they sound even better. Oh, and no working installation of Windows outside of Virtualbox.

    14. Re:PORT to Linux!! by BikeHelmet · · Score: 1

      Wow you've convinced me. Bungie clearly should have thrown away 99% of their sales from that "poor little console" in order for them to instead port it to Linux!

      I disagree. The console market is far bigger than the linux gaming market. It makes sense to try and tap in on the larger player base.

      But if they had developed the game using OpenGL, porting it would be far simpler than it would be for a DirectX game. If you use cross-platform APIs when designing the first time around, the whole porting process might even be unnecessary.

      But commercial games usually use APIs or engines locked to a single platform, which is where ludicrous costs and 1000-hour estimates for porting come into play.

    15. Re:PORT to Linux!! by MrSands · · Score: 0

      There's also the fact that most linux users that are likely to play games on their linux PCs are open-source fanboys that want everything for free and will not touch proprietary software.

    16. Re:PORT to Linux!! by acoster · · Score: 1

      Lokigames did that, and look how much good it did to them.

      --
      "Go forth, and be excellent to each other" --Bill & Ted
    17. Re:PORT to Linux!! by ToasterMonkey · · Score: 1

      They already are porting to Linux.

      *They* being the third party that assumes the risk of the port not covering licensing/porting costs. Who knows, maybe Internet distribution would have saved Loki? I'm thinking... the Linux market is still not there yet.

  24. It depends on where you start by malevolentjelly · · Score: 4, 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.

    1. Re:It depends on where you start by Anonymous Coward · · Score: 0

      I agree with everything the parent poster said.

      I'd also like to point out that modern AAA games have huge codebases -- millions of lines of source code. It typically contains hundreds of thousands of lines of code for rendering, streaming, decompression, managing system memory, handling textures, and so on. All of which is somewhat platform dependent and has to be reworked or rewritten when porting to a different console or to PC. And don't forget the hundreds of thousands of textures, animations, sound files, etc. that will have to be converted into different formats for the new platform. Yes, this is done by an automated build process--but if the resulting data doesn't fit in the target platform's RAM, or exceeds the size of the DVD the game will ship on.. then you have a lot of work cut out for you to downsize or reprocess assets to make everything fit.

      Also, the certification requirements for Microsoft, Sony and Nintendo are each different and quite complicated and specific. Menus must work in exactly such-and-such a way. When the player yanks their memory card out while the game is saving, it has to display a friendly error message. etc. There are dozens and dozens of rules for each platform along those lines. Porting might mean you have to rework other parts of the codebase in order to comply with those rules. And those who think its easy to replace a console user interface with a custom one for PC... keep in mind that these games often ship in 10 to 15 different languages. Reworking a UI is not as trivial as it might seem. These UIs take about a man-decade of labor to create. Making a new UI for the PC version might take a couple of people several months. Shipping the existing console UI saves a lot of man hours.

      Lastly, people underestimate the amount of optimization for specific hardware that goes on. Everything for SPU on PS3, all sorts of GPU tricks for either PS3 or 360, etc. Sure the 360 is DirectX but its not the same as your PC DirectX! A lot of hardware stuff is exposed more directly, and the programmers try to take advantage of it when they can. So a lot of that stuff ends up being not-really-portable to the PC. And for AAA titles that also put out a PC release (like most first-person shooters for example), they often optimize quite a bit for specific hardware. I've worked on PC games that had a database of over 20 supported graphics cards and information about dozens of different driver levels. It would detect what hardware and drivers you had, and adapt its rendering engine to take the best advantage of your graphics card while trying to avoid any known driver bugs etc. We also did specific optimizations for wimpy two-core machines, giving them a different code path compared to four-core machines...

      Anyways... Shipping multi-platform games is a huge job that involves people working full-time on the version for each platform during pretty much the whole production. And after-the-fact ports are a difficult ninja-like job too. Its easy to underestimate how much effort is required to do these things, when you know nothing about it.

    2. Re:It depends on where you start by Anonymous Coward · · Score: 0

      Yes pay no attention to 'facts' like frames rendered, polygon counts, or size and quality of textures. Oh and the fact that you have to learn the ins and outs of controlling the special hardware directly. Then yeah consoles are as good as full sized computers.

      Snarkyness aside, if pc game developers took the time to interface more directly with popular hardware the required specs would drop like a stone. Consoles are, and cannot be anything else, smaller, lower powered computers.

  25. Radically different CPU[s] ? by OrangeTide · · Score: 1

    They are all PowerPC variants.

    Some of us have to ship the same product on x86, MIPS, PowerPC and ARM from the same source base. ex: Cisco's CUE. While I admit the APIs for the graphics architectures of the different consoles are radically different, sometimes I can't help but wonder if some of the complaints from game developers are the typical exaggerations that everyone makes about how hard their job is.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:Radically different CPU[s] ? by Rockoon · · Score: 1

      The API arguement between consoles and Windows-based PC's rings hollow, because game developers use game engines.. a further API abstraction beyond specific architectural issues.. the PC's graphics hardware has all the capabilities of the consoles, plus a whole hell of a lot more.

      --
      "His name was James Damore."
    2. Re:Radically different CPU[s] ? by OrangeTide · · Score: 1

      Someone has to write the game engine, if it is shit on certain platforms because it wasn't ported well then the games using it will suffer obviously. Even between the three game consoles the ports can be pretty dramatically different, not even compared to a PC port.

      PCs have a bunch of additional problems in that you cannot easily predict what combination of features customers will have on a PC. Many popular PC games run on video cards that are inferior to the capabilities of the Xbox360 and PS3. Inferior in terms of performance and in terms of features. and while you can specify some minimum requirements and not bother supporting systems that can't provide a certain level of features. Most PC games seem to support inferior machines pretty well.

      --
      “Common sense is not so common.” — Voltaire
    3. Re:Radically different CPU[s] ? by Rockoon · · Score: 1

      Someone has to write the game engine, if it is shit on certain platforms because it wasn't ported well then the games using it will suffer obviously.

      You realize that a very large majority of high profile games use one of four different game engines? and that all have been extensively developed for all platforms?

      Doom3/Quake4 Engine (Now called 'ID Tech 4')
      Gamebryo
      Unreal
      CryEngine

      These all work very well cross-platform, not counting the Wii.

      --
      "His name was James Damore."
    4. Re:Radically different CPU[s] ? by SanityInAnarchy · · Score: 1

      Indeed, referring to the Cell as a "CPU" made me facepalm a bit. Ok, yes, you're going to want to use the Cell if you want any performance out of the PS3, but you're still using a PowerPC CPU.

      --
      Don't thank God, thank a doctor!
    5. Re:Radically different CPU[s] ? by mdarksbane · · Score: 1

      It's based on PowerPC, but the architecture is so radically different from any other Power PC you'd develop for that you can't just write code for a G4 and expect it to run well at all. It also apparently took a very long time for IBM/Sony to release decent libraries to do basic, standard things for you on the processor.

    6. Re:Radically different CPU[s] ? by mdarksbane · · Score: 1

      It actually has very little to do with API's and quite a lot to do with memory and architecture limitations. When your architectures are so vastly different as to require entirely different algorithms to extract speed from them, you run into some difficulties.

      Take something like level streaming. On a PC you can probably just load the whole thing into system memory and go. On an Xbox you can stream it from the hard drive, but on the PS3 you've got to hide it well enough to handle loading from optical.

      Or something really standard for all games - vertex skinning. You've got to process thousands of vertices by the bones of their models, what's the fastest way to do it? The available memory you have on your stream processors, the speed of transfer from main memory to stream processor memory, and how good your stream processor is at handling this sort of thing will completely change how you store the data, and where, and what parts of your algorithm you handle at each step.

      Just to give you an idea, on relatively modern PC hardware, moving your skinning into an entirely GPU based model can give you a 10x boost or more over doing it on the main processor. This usually requires rewriting a fair bit of that code. However, on slightly more dated hardware, it will actually be slower to put it on the GPU. And if you're doing it on a multi-cored system with a slow gpu, you really want to be handling this in a separate thread from your rendering. And where is the data stored? on a console, you have a small amount of memory, but fast transfer from GPU to main memory and back, if they aren't the same thing. On a PC you have ton of memory, but if you move it all down at once you'll have a giant pause.

      So... no one's saying that writing C++ that compiles for both systems is hard, or even that learning the different assembler is wasting their time. It's the fact that large portions of your engine can require a complete rewrite because the basic algorithm that made sense on one system is *completely* wrong for another.

    7. Re:Radically different CPU[s] ? by SanityInAnarchy · · Score: 1

      My understanding was, it's similar to the PS2. One PS2 Linux developer compared it to "programming on a giant video card" -- the idea was that you have a very slow traditional CPU, and a couple of very powerful but very specialized coprocessors.

      In other words, my assumption was that they threw the cheapest PowerPC CPU they could at it, and that the Cell was something accessed in addition to this weak, but general-purpose CPU.

      But you sound like you know what you're talking about, so tell me: Am I entirely wrong about that?

      --
      Don't thank God, thank a doctor!
    8. Re:Radically different CPU[s] ? by Anonymous Coward · · Score: 0

      And three of those runs like shit on Wii. Also, you missed a few other major commercial game engines. (Crystal, SAGE/W3D, 3DGS, RAGE, Source, and Unity)

    9. Re:Radically different CPU[s] ? by mdarksbane · · Score: 1

      Sort of like that... the wikipedia article explains it better than I can. Essentially you have a bunch of stream processors, and a central unit that is mostly in charge of keeping those stream processors busy, but doesn't do much by itself. And because they want you to be able to optimize completely for what you're doing, a lot of basic memory access and caching that processors normally do for you you now have to do yourself. It made writing decent compilers for the thing really really hard, and even then, you still need to be able to restructure your code and data to be able to be handle by all of these stream processors instead of a normal CPU that can handle out of order execution well. Some things are a natural for this sort of model (like drawing triangles - that's why they did it) but some things don't work mesh quite as naturally (like AI).

    10. Re:Radically different CPU[s] ? by Rockoon · · Score: 1

      And three of those runs like shit on Wii.

      I said that. Do you always take the last thing someone says, and then repeat it yourself like it was your own idea?

      Also, you missed a few other major commercial game engines. (Crystal, SAGE/W3D, 3DGS, RAGE, Source, and Unity)

      This is some new definition of the word 'major' that I wasnt previously aware of.

      --
      "His name was James Damore."
  26. we want native linux builds !! by Anonymous Coward · · Score: 0

    why can't games be ported to run natively in linux ? is it / more / same / less difficult to port a game to linux than it is to port, say, PS3 to PC ?

    1. Re:we want native linux builds !! by Desler · · Score: 1

      why can't games be ported to run natively in linux ?

      Probably because most companies see little incentive to do so because they estimate a small amount of sales that won't make them a profit for the effort. The failing of Loki Games, despite the fact that it was mostly a self-inflicted implosion on Loki's part, probably doesn't help make a case to these companies to put out any effort.

      is it / more / same / less difficult to port a game to linux than it is to port, say, PS3 to PC

      More difficult in many cases from the experiences I've seen. There are some frameworks developed that help ease this, but for most of these companies developing against DirectX and it's video/audio APIs is usually far easier than trying to port something to the mess of the video/audio stack on Linux systems.

  27. Re:Don't forget Bowlderizing (sic) by PitaBred · · Score: 1

    Dude. You forgot "House of the Dead: Overkill". Every other motherfucking word is motherfucker, gore out the wazoo, explicit sexual talk... it's an awesome game. It aims for "bad B-Movie video game" and hits it dead-on.

  28. Let us use a damn mouse and keyboard by Yvan256 · · Score: 4, 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.

    1. Re:Let us use a damn mouse and keyboard by jdgeorge · · Score: 1

      Or if you have a PS3, you can use a Bluetooth keyboard and mouse. Either way, it would be nice to see keyboard/mouse support in more games.

    2. Re:Let us use a damn mouse and keyboard by BrentH · · Score: 1, Offtopic

      Damnit, my car has a USB port, let me use my goddamn arrow keys to steer my car!

    3. Re:Let us use a damn mouse and keyboard by FrozenFOXX · · Score: 1

      That's a good point to bring up. From what we've seen this generation it's really a failing of the dev studio, not the console manufacturer as well. Unreal Tournament 3 for PS3 for instance had no problem using a mouse and keyboard but inexplicably Epic decided not to do the same thing for the 360. Anyone with a 360 knows it already accepts a keyboard hookup (I use one myself) and should have no problem accepting mice (or other devices) even, it's in the studio's hands.

      To a degree I understand why you'd want to not let people use something other than the gamepad. Part of the benefit of multiplayer games on a console is that every player has the same hardware which creates a sort of balance, none of that Doom 3 "turn off shadow effects to see players hiding in the dark" crap or similar. The same philosophy follows for the input hardware. On the other hand it may not be so bad an idea as long as it's well-advertised with the game and/or recommended for input.

      Unfortunately there's no silver bullet [yet] for input. I think we're going to continue to see this sort of issue crop up for quite awhile.

      --
      "Just a fox, a whisper."
    4. Re:Let us use a damn mouse and keyboard by PPalmgren · · Score: 1

      My thoughts are that the incompatibility is intentional. There is a large camp of users that don't know about the glass ceiling a controller gives vs. a mouse in FPSes, or think mouse+kb is unfair against controllers (which it kinda is). Its like racing a Ferrari against a Camry.

      Introducing KB + Mouse to Halo and COD4 would create extremely large tears in the console community comparable to allowing steroids in sports. It would also introduce the sheep to a stronger control scheme and may move them off the platform to a PC. This is a lose-lose for console manufacturers.

      There is still a large debate over an unofficial mouse for the XBox 360, it creates very large flame wars. I'm sure you can find some angry youtube comments about it. On a side note, I've always felt that it was very smart of them to keep separate consoles multiplayer experiences apart because of the mouse. I can't imagine the epic QQ that would follow if 360's played against PC in CoD4.

    5. Re:Let us use a damn mouse and keyboard by geminidomino · · Score: 1

      That's a good point to bring up. From what we've seen this generation it's really a failing of the dev studio, not the console manufacturer as well. Unreal Tournament 3 for PS3 for instance had no problem using a mouse and keyboard but inexplicably Epic decided not to do the same thing for the 360. Anyone with a 360 knows it already accepts a keyboard hookup (I use one myself) and should have no problem accepting mice (or other devices) even, it's in the studio's hands.

      I read somewhere (on the internet. Grain of salt and all...) that Microsoft explicitly forbids the use of keyboard/mouse input on the 360, and won't "approve" (i.e. digitally sign so it can run) any game that has it... If that's the truth, it's just idiotic, not inexplicable. :)

    6. Re:Let us use a damn mouse and keyboard by langelgjm · · Score: 1

      But see, if your car's steering wheel plugged into the car via USB, that'd probably be a legitimate demand.

      --
      "Anyone who [rips a CD] is probably engaging in copyright infringement." - David O. Carson
    7. Re:Let us use a damn mouse and keyboard by Anonymous Coward · · Score: 0

      You can use a mouse and keyboard with Unreal Tournament on PS3. I wish more games would allow that.

    8. Re:Let us use a damn mouse and keyboard by PhotoGuy · · Score: 1

      The console makers keep a pretty tight reign on game development guidelines; you play by their rules, follow their guidelines, adhere to the licensing terms they set, and then you can have your game digitally signed and sold. If you don't have their approval and they don't sign the disc, your game won't run on the console (unless it's hacked).

      Given the fact that a USB keyboard/mouse combo can be had for $10-$20, from any vendor, and a console remote can cost you a good chunk of $100, to the console maker, it's pretty easy to see why more games don't allow keyboard/mouse.

      On the other hand, most games that would benefit from keyboard/mouse, are single-player FPS type games; single a single controller comes with each console, allowing keyboard/mouse isn't really that big of a threat.

      I'm only familiar with the WII; three extra remotes plus nunchuks cost more than the console. And now WII Motion Plus is going to be used by more and more games, there's another $100. I still like the system, and the features/quality of the controls do seem to justify things to a degree, but I still feel *slightly* gouged. (Third party controllers are available, and really aren't that much cheaper, which kinda indicates that maybe the tech involved in the remotes is a bit pricey to start with.)

      --
      Love many, trust a few, do harm to none.
    9. Re:Let us use a damn mouse and keyboard by Anonymous Coward · · Score: 0

      There was actually a Starcraft for the N64, so you did use the gamepad.

    10. Re:Let us use a damn mouse and keyboard by Anonymous Coward · · Score: 0

      Learn to skill up on gamepads, data entry devices for games? Get with the times gandpa.

  29. From the porting cave... by tylersoze · · Score: 5, Interesting

    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.

    1. Re:From the porting cave... by Anonymous Coward · · Score: 2, Interesting

      I'll back you on that. I worked on a port of a PC game to the DS a few years ago. Basically the budget and schedule was the minimum possible to get a successful project. For about half the project we were doing 70+ hour weeks. The lead programmer did significantly more than the rest of us. The final candidate milestone was about a week after the beta milestone. We basically got everything working in the minimum acceptable state just days before we hit the beta milestone. We had enough time for just a little bit of polish after that. We were happy with the end result, but even just another 2 weeks on the project would've made a huge difference in the final quality.

    2. Re:From the porting cave... by Anonymous Coward · · Score: 0

      So you are one of the guys to blame for the crappy ports? Lets be honest, there is no such thing as a good game that is ported from one console to another. There are a few examples of decent "cross platform" games that were developed simultaneously but even those are mediocre. Games like Gears of War 2 and Killzone2 are exceptional games because the developers took the time to optimize the game to their specific platform.
      The only reason a company ports the game, is to sucker some poor fool into buying it for "their console" . Lets take Madden last year, it was OK on the xbox360 and sucked rocks on the ps3. Ill be honest it seems that very few games get ported from "original ps3" games to Xbox or PC games. My guess is that most PC and Xbox developers have no idea how to take those Cell Processor pieces of code and get them to run on a few PC or Xbox cores.
      I respect your skill set, but feel like your job is to trick me into dropping my 60 hard earned bones, on the crappy port, hopping that it will be as good on my Xbox as it was on the ps3, (or vice versa)

    3. Re:From the porting cave... by wererogue · · Score: 1

      I used to be in the same kind of company as you (at least, a lot of our work was ports). I find that it's not the porting itself that takes the time - that, at least, people find easy to schedule for, because they know it's going to be tough to port from Atari to PSN, or from XBox360 to Wii. It's the features that kill you. The project gets scheduled as "It'll be easy - it's only a port" or "It'll be tough, but at least you only have to port it". But then later everybody always wants you to jam console-specific features on that really add no value to the game but take as much effort as the port itself - think of every re-released platformer on the DS that now has a little map on the bottom screen. If the game didn't have a map before, you basically have to hack one in. And then they want touchscreen, and some kind of camera and microphone feature for the DSi, and it has to upload gameplay data to some kind of central server... I don't think I've ever seen a straight port to a modern console. I'd like to see how well it sells compared to one with all the bells and whistles added. After all, the biggest target market is people who already own the game - why spend more time and money on messing up their memories?

  30. I For One by popeye44 · · Score: 1, Flamebait

    Would as soon see 10 great pc games a year as another 100 ports with absolutely SHITTY controls. I can live with poor graphics. occasional bad camera. Controls MUST be designed well and with ALL options for a PC.

    For example. I believe Devil May Cry "or a similar port" Had a GAMES FOR WINDOWS logo on it. I attempted to play it with Keyboard/mouse and it was horrid "unable to play game breaking." So I got my PS3 controller and plugged it in. The Assholes who developed it only allowed a Xbox Controller scheme not a PS3 or another Standard Game Controller. So rather than being able to at least try playing the game I was immediately turned off it.

    Good thing I didn't pay for it. If you want to design for Consoles then by all means do so. Unless you have prior experience making PC games with great controls. Then please stay the fuck away.

    --
    Inane Comments are Generously Disregarded
  31. I blame greedy publishers, and FPS's by Joker1980 · · Score: 1

    When i was growing up i always had consoles, i always had PC's but i never saw them as competitors. I saw them as complimentary to each other, action/arcade style games and sports title have always been console go to's. For something with a little more depth, complexity and dare i say it maturity it was PC all the way. I would play a few games of mario or sonic on my snes/megadrive, get bored then shift over to my pc for a bit of xcom, syndicate and dune 2. They were different platforms that catered for different tastes and i enjoyed both.

    Fast forward a few years and FPS become the big thing, suddenly consoles are being built around their ability to play shooters. At this point the greedy publishers step in, they think to themselves these games are popular we must make boatloads of them. From there it was a short step to design them for consoles as its more profitable, its at this point the PC became their enemy. Now we have lost the level of depth that PC games used to specialise in, and i think thats what vexes the PC crowd. There are very few true PC games made anymore they are mearly console games that get ported, and regardless of the quality of the port they lack (in their very design) that special something that used to set PC games apart (fallout3 is a prime example of this, while a good game its not truely a fallout game).

    --
    Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
  32. PC = Personal Computer by I'm+not+really+here · · Score: 0, Offtopic

    PC = Personal Computer.

    It does not, nor has it ever meant "Personal Computer with Microsoft Windows Operating System installed".

    In fact, Atari and others had created many personal computers before Windows even existed. IBM also had put out personal computers prior to this. The Apple I actually was released in 1976, fully 5 years before IBM and Bill Gates got together to discuss creating an operating system for the IBM PC.

    The first paragraph wasn't about Windows ports... it was about PC ports, many of which just happen to be Windows ports.

    Many games I see come out in Windows, Mac, and Linux all at the same time (PC games, that is). Some even come out on a console at the same time as on various PC operating systems.

    Games ported from game consoles, on the other hand, work from highest market share to lowest. Windows is the highest market share, so the most money is made from porting to this OS. Some companies find that there is a sufficiently large market in the Mac portion of PCs to port their game to that, and make some additional money. Linux generally gets the shaft because of it's very small market share in the PC gaming industry. It's simple economics. It costs money to rewrite the game so that it works on other hardware - why spend that unless you will get a good return on profits from that market?

    --
    Before commenting on the Bible, please read it first
    1. Re:PC = Personal Computer by Anonymous Coward · · Score: 0

      Words mean what people use them to mean. Definitions of words aren't really definitions. They're descriptive, not prescriptive.

    2. Re:PC = Personal Computer by Desler · · Score: 4, 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.

    3. Re:PC = Personal Computer by KrimZon · · Score: 3, Funny

      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!

  33. They are easier to program but ... by GarryFre · · Score: 0

    The big attraction for console games is that the hard ware is so standardized. With the PC the possible combinations of hardware is probably in the thousands maybe even millions. Sure there is a standard and when everything conforms to that standard, everything "Should" work but not always. Companies writing drivers tend to rush-job it, or soup up the performance, pushing things to the limit and simple human error occurs and suddenly things don't work quite well as planned. With the console, writers for a particular console write the game, and if it works for one console, it works for them all because they are virtual clones of each-other. I have a problem with save points in games. I won't play nor buy nor even accept such games even if they gave them to me for free!! The number one biggest problem with save-points is that you are about to die and your death is saved. Sometimes it takes hours to get from one save point, to another in this one game and it would crash, or I'd get a phone call and have to interrupt the game to use my computer. After a few days of this I uninstalled and never ever bought another game from that company again and that was 14 years ago. The thing that folks who make save points don't realize is that folks do not want their computer held prisoner to one thing and that save points are not convenient. People need to be able to save the games when THEY need it saved, not when they don't want nor need it to be saved. how useless would a time machine be if the only point you could go back to was AFTER you made the mistake and never before? It would be a waste of airspace.

    --
    www.Migrainesoft.com - Computer giving you a headache? We can fix that!
    1. Re:They are easier to program but ... by tepples · · Score: 1

      The thing that folks who make save points don't realize is that folks do not want their computer held prisoner to one thing and that save points are not convenient. People need to be able to save the games when THEY need it saved

      Would you rather have the game auto-save in the background every time you enter a room?

    2. Re:They are easier to program but ... by twidarkling · · Score: 1

      yes. yes I would.

      --
      Canada: The US's more awesome sibling.
  34. How would Wii Remote support be worth it? by tepples · · Score: 1

    I don't think the mouse is superior to the light gun for aiming/pointing.

    But how many PC gamers are going to buy a Bluetooth adapter, a Wii Remote (the only widely available light gun that works with LCD monitors), and a wireless sensor bar? And given that figure, would it be worthwhile for major label video game developers to spend the time==money to support them? I'm not too optimistic.

    Besides, how do you use a light gun to turn your character from side to side in order to shoot off-screen targets?

    1. Re:How would Wii Remote support be worth it? by lena_10326 · · Score: 1

      I suppose the light gun is better for FPS games with controlled movement along a path.. and not so much for games with full freedom of movement.

      --
      Camping on quad since 1996.
  35. Ports by Wowsers · · Score: 1

    The only game port I know about are when companies say they will port a game for Linux, may as well send the announcement straight to /dev/null ! http://en.wikipedia.org/wiki/Duke_Nukem_Forever

    --
    Take Nobody's Word For It.
  36. Feature Loss by solios · · Score: 1

    One of the reasons I stopped taking the Mac even remotely seriously as a games platform - the butchered ports of Baldur's Gate and Neverwinter Nights.

    BG lost multiplayer and voice sample customization, required all four CDs and swapped continually, even on fast-for-the-time hardware.

    Bioware or whatever company was subcontracted to do the dirty work couldn't be bothered to port the DM toolset.

    iD and Blizzard games are feature-complete between platforms. The problem is obviously on the developer (or the porting company's) end.

    If you won't take the time, you're not worth my money.

  37. Port shmort by hugg · · Score: 1

    Cry me a river .. Back in the day we had to port arcade games with real sprites and dedicated sound chips to computers with 1 bit per pixel graphics and 1 bit sound (seriously). Oh, and controllers? You'd get the "key down" but not the "key up". Now get off my lawn :)

  38. MSFT's market cap is over 2*10^11 USD by tepples · · Score: 1, Informative

    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.

    Microsoft has a blanket ban on the use of USB keyboards as game controllers in Xbox 360 games; any game that does so doesn't get digitally signed for use on retail consoles. If step 1 involves hostilely taking over the parent company of the console maker so that it will make an exception to this ban, would that be an excuse?

    1. Re:MSFT's market cap is over 2*10^11 USD by Stupendoussteve · · 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.

    2. Re:MSFT's market cap is over 2*10^11 USD by Jurily · · Score: 1

      My comment was about porting to PC. Sorry.

  39. The PC game is already adjusted to console by cycler · · Score: 0

    I've stopped playing Rainbow Six after they made the same PC version for console as well.

    Rainbox Six: Las Vegas only has a 4 player co-op while the old games had more.

    I have more friends than 3!!!

    All this to comply lame consoles that only have 4 pads.

    /C

    1. Re:The PC game is already adjusted to console by Anonymous Coward · · Score: 0

      I have more friends than 3!!!

      So that's your mom, dad, grandma and grandpa?

  40. How did Loki do it? by WheelDweller · · Score: 1

    I think it's safe to say there's a number of differences between the DirectX nature of Windows (98 and family) verus Linux of circa 1995-2000.

    Yet in JUST TWO MONTHS, this company would get a title, and in about the time it took to get the boxart produced, the game was running under Linux. Now this isn't a simple process, but they did it, and they did it quickly.

    Best yet, it didn't require the game getting watered down. Remember UnrealTournament? Now, remember UnrealTournament for XBox? See what I mean?

    That wasn't the case in any of the Lokisoft games I bought before the turn of the century. I'm still amazed.

    --
    --- For a good time mail uce@ftc.gov
    1. Re:How did Loki do it? by El_Muerte_TDS · · Score: 1

      Now, remember UnrealTournament for XBox?

      Not really. I do remember Unreal Tournament for Windows, Mac OS9, Linux, PlayStation 2 and Dreamcast. But can't remember ever seeing Unreal Tournament for the XBox.

    2. Re:How did Loki do it? by JustNiz · · Score: 1

      Unreal Tournament already had a Linux client on the original CD which worked fine as far as I recall.

      I wish Epic would fulfill their original promise to eventually provide a Linux client for UT3. 2+ years and still waiting, (well I've given up hope really).

      http://www.phoronix.com/scan.php?page=news_item&px=NzQzMw

    3. Re:How did Loki do it? by WheelDweller · · Score: 1

      No? I could have sworn that's what my ex-wife's new child was playing that on...could be something else. The point being, it's not the same game on all platforms, unless it was on PC or Linux.

      --
      --- For a good time mail uce@ftc.gov
    4. Re:How did Loki do it? by Desler · · Score: 1

      Platform(s): Dreamcast, Linux, Mac OS, Mac OS X, PlayStation 2, Windows

      http://en.wikipedia.org/wiki/Unreal_Tournament

  41. You appear to call Duck Hunt a FPS by tepples · · Score: 1

    I suppose the light gun is better for FPS games with controlled movement along a path

    As I understand the common understanding of the term "first-person shooter", games like Duck Hunt, Area 51, and Time Crisis series are called "light gun shooters" or "shooting galleries", not "first-person shooters". Taken literally, they would qualify, but ordinarily, FPS encompasses "games with full freedom of movement" at least to the extent seen in Battlezone (1980).

    1. Re:You appear to call Duck Hunt a FPS by Sancho · · Score: 3, Informative

      They're often called "rail shooters."

    2. Re:You appear to call Duck Hunt a FPS by geminidomino · · Score: 1

      I suppose the light gun is better for FPS games with controlled movement along a path

      As I understand the common understanding of the term "first-person shooter", games like Duck Hunt, Area 51, and Time Crisis series are called "light gun shooters" or "shooting galleries", not "first-person shooters".

      Actually, Duck Hunt excepted, they're "Rail Shooters" (as if the avatar were seated on a train/roller-coaster or similar rail-based, single-pathed vehicle)

    3. Re:You appear to call Duck Hunt a FPS by Anonymous Coward · · Score: 0

      There's a gallinule mod for duck hunt?

  42. Wanting to kill consoles by tepples · · Score: 4, 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 and this story.

    1. Re:Wanting to kill consoles by Desler · · Score: 1

      Nothing in either of those posts show that any major video game maker wants consoles to die.

    2. Re:Wanting to kill consoles by tepples · · Score: 1
      First post:

      any video game publisher

      Second post:

      any major video game maker

      What is every video game maker before it becomes major? It's indie, and indies as a whole tend not to qualify for console licenses. But besides:

      Nothing in either of those posts show that any major video game maker wants consoles to die.

      From the summary of Financial Issues May Force Changes On Games Industry: "the lack of console users 'meant developers there did not have to pay royalties to console makers.'"

    3. Re:Wanting to kill consoles by Desler · · Score: 1

      First post: any video game publisher Second post: any major video game maker

      Yes, it was a clarification. Just because you can find some obscure studio with 5 sales to it's name that wants consoles to die doesn't mean EA, Vivendi, Activision/Blizzard, aka pretty much all the major players in the industry, want consoles to die considering how much money they generate for them.

      What is every video game maker before it becomes major? It's indie, and indies as a whole tend not to qualify for console licenses. But besides:

      There is no "qualification" for a console license. It's something you purchase. There are a number of indie publishers that have had and currently have licenses with Nintendo, Sony and Microsoft.

      From the summary of Financial Issues May Force Changes On Games Industry [slashdot.org]: "the lack of console users 'meant developers there did not have to pay royalties to console makers.'"

      Which does not translate to "We want consoles to no longer exist".

  43. Ports by bobbuck · · Score: 1

    I know it sucks to port games to a new platform with nothing in common, but I hope that someday the game developers can port some Windows games to Vista. And yes, I've tried Wine but sometimes it has as many problems as Vista.

  44. Development cost by tepples · · Score: 1

    Game developers have the advantage over car manufacturers that they can produce a Ferrari for the same price a Volkswagen would cost

    Since when does Crysis, your example of a Ferrari, cost the same amount to develop as something like Animal Crossing: City Folk, which had a similar day-one MSRP?

  45. Please allow me to clarify by tepples · · Score: 1

    Then let me clarify what I believe Anonymous Coward meant:

    Words mean what sufficiently large groups of people use them to mean. Definitions of words aren't really definitions. They're descriptive, not prescriptive.

  46. Dead Space Dead Controls by dousk · · Score: 1

    Well, they seem to mention Dead Space alot in the article and from personal experience I can tell you that this game has one of the shittiest control schemes i've seen in quite a bit. Every time you switch to target(aim) mode, the mouse sensitivity goes to bollocks which makes aiming really really hard and forces you to up the general sensitivity just to properly play the game.

    I can see why reducing sensitivity in consoles while targetting makes it easier to chop off limbs from the baddies as intended but there was no reason whatsoever to keep this feature enabled on the mouse+keyboard setup.

    The general feel of the controls was more horrifying than the game could ever be, you never felt in control of your character. And it doesn't have to be this way. There are no excuses. Gears of War PC has the same 3rd person view carried over to the PC, but the controls and camera work is near-perfect. My 2c anyway.

    1. Re:Dead Space Dead Controls by JackAxe · · Score: 1

      Yeah, their intentional crippling of the PC's controls was complete crap. I still loved the game once I got it all figured out, so their vsync issue which locked the game at 30 fps(WTF?) and of course what you mentioned about the mouse. I ended up buying a Logitech G9 just for this game.

      Anyways, if not for RE4 on the Wii, which is a game that eventually grew on me, I would have never considered even buying Dead Space, let alone had the patients to to get it all working where I was happy with its controls. I really hope that Dead Space two won't suffer from the same BS and that they'll ramp up the difficulty for the PC, as it was way to easy, even on impossible, and I didn't use stasis on anything killable.

  47. Correct me if I am wrong... by hesaigo999ca · · Score: 1

    Wasn't the whole hoopla of JAVA to be cross platform development?
    I thought the whole deal was code in JAVA, and everyone will be able to run your app no matter what platform...
    what a scam THAT turned out to be!

    1. Re:Correct me if I am wrong... by Anonymous Coward · · Score: 0

      No, it works pretty well actually.

      Also, Java is not an acronym, so stop capitalising it.

      Finally, what does Java have to do with an article on porting games? Porting has almost nothing to do with the language involved.

    2. Re:Correct me if I am wrong... by SanityInAnarchy · · Score: 1

      Wasn't the whole hoopla of JAVA to be cross platform development?

      No, the point of Java was "compile once, run anywhere". So that's actually a small part of this:

      I thought the whole deal was code in JAVA, and everyone will be able to run your app no matter what platform...

      The rest of it is done with cross-platform libraries that abstract away the differences -- but you can do that in any language.

      And it does work, mostly. I can, in fact, take little Java programs written and tested exclusively on 32-bit Windows, and run them on 64-bit Linux without any problems.

      Games don't fit this bill because they tend to need to squeeze as much performance as possible out of each platform. While I think it's past time for games to be targeting something like Java or .NET, people who actually develop game engines will still occasionally dig into assembly for a specific platform -- preferring to squeeze that last 2% performance rather than develop a more stable, more easily portable game.

      what a scam THAT turned out to be!

      Oh, bullshit. It worked, and worked well. In fact, aside from the mobile area, where Java is still rampant, the main area Java tried and failed was the web, and that's only because people realized that JavaScript was good enough and didn't take ten seconds to start. And guess what? Web apps do run anywhere, without needing to be "ported", unless they go out of their way to depend on something that only exists on one platform.

      So, the Java idea is alive and well, it's just not using Java.

      And while people seem to be enamored with Flash lately, it's still quite easy to find Java applets, written back when it was popular. They even have a few advantages -- using real, native threads. And they work just fine on Konqueror on Linux, even when I doubt their authors had anything in mind beyond IE (or maybe Netscape) on maybe Windows 95 or 2k. So while Java applets may be slow to start, and annoying, they're certainly as portable as they promised.

      And by the way, it's spelled Java, and not JAVA.

      --
      Don't thank God, thank a doctor!
    3. Re:Correct me if I am wrong... by Anonymous Coward · · Score: 0

      Your mum said you were "special" and look how YOU turned out to be!

    4. Re:Correct me if I am wrong... by hesaigo999ca · · Score: 1

      >>what a scam THAT turned out to be!
      >Oh, bullshit. It worked
      Ummmm.....have you looked out the window lately, I don't really see much of the JAVA run stuff except on small phones where they have no choice but to use it because everything is so limited and the JAVA modules are pretty robust in being self sustaining.

      When compared to python, php, ruby, .NET any language, or even Perl, the language seems to have been stagnating. The lack of further enhancement on the many modules available is the best gauge we can use. .NET is 4.0 already, PHP have pushed the boundaries with the modules available,
      yet JAVA seems to be in the background ....like that plump little kid in school that strill thinks he might have a chance to make it to the finish line, although many others have crossed it a long time ago!

    5. Re:Correct me if I am wrong... by SanityInAnarchy · · Score: 1

      Ummmm.....have you looked out the window lately, I don't really see much of the JAVA run stuff

      You know, I love Ruby. I use it almost exclusively now. But if you think Java is "stagnating", try looking for a job.

      Indeed, one of the recent major improvements of Ruby was version 1.9. One of the large improvements this brought was a 2x improvement in speed. That doesn't tell me that Ruby is evolving so much faster than Java, it tells me that even when Ruby doubles in speed, it's still far slower than Java -- it tells me that there's far less that can be done to squeeze every drop of performance out of Java, mostly because Java is actually pretty optimized already.

      In fact, JRuby has been one of the best and fastest implementations of Ruby for awhile now.

      .NET is 4.0 already,

      Because version numbers mean so much. You know what? Java is on version 6 already, and depending on how you're counting, version 7 is due soon.

      Regardless, as much as you seem willing to spew meaningless hate -- there are plenty of legitimate reasons to hate Java, yet you haven't cited one -- you also didn't address the actual point. That is: You claimed "cross-platform" was a scam. I called bullshit. And indeed, Java is cross-platform -- every phone except the iPhone, every Blu-Ray player, and every major OS on every major architecture used on the server.

      And, you didn't learn your lesson. It's Java, not JAVA. It's not an acronym. I noticed you didn't apply the same treatment to PYTHON or RUBY -- why is that?

      --
      Don't thank God, thank a doctor!
    6. Re:Correct me if I am wrong... by hesaigo999ca · · Score: 1

      >Because version numbers mean so much. You know what? Java is on version 6 already, and depending on >how you're counting, version 7 is due soon.

      Yes, what I meant by they are at 4.0 already, is each version brought MAJOR improvements
      to the framework, each with a small notion of what they were aiming for in the next
      one to follow. They also (shamelessly) copy everything the add-ons for a previous version comes up with, so that all the cool add-ons (ie- like re factoring) is standard in the next version.

      M$ as greedy as they are have a viable vision of what they see the market going. They ask their
      developers how they can improve on the product to render even more functionality available.
      JAVA as I like to call it, seems to have been stagnating for awhile. No new REAL improvements...
      the interpretation is slower, although I heard there was a major overhaul on the way they implemented the interpreter, so that now code runs much much faster.

      I am not an M$ fan, trust me, I am just someone who likes job security and with .NET, well...
      I don't need to show you how many jobs are out there, you can see it for yourself.
      I liked java for awhile back when I was learning programming, I also liked Perl very much
      for its text based manipulations. The first real dvd ripper was done in 9 lines of Perl code.

      I liked JAVA back in the day also because it was my first OO language. Then I went into
      M$ with J++ and then C# then now J#, really no difference at this point, a language syntax being only diff. between languages today...or is it?

      RUBY, (yes I capped it) is a modern day 3rd level language, a language for a language.
      The way assembler is created by the c++ code, to then be further changed into binary...is the same as RUBY is more of a module creator, to which upon sits on top of C++, in a nutshell.
      Ruby has a great future ahead...with so much development being taken out and put into
      a core module process, as with F#.

      Java (for you ...no caps) is on its way out, because the language is at the furthest it can be.
      It does not belong to a company to that has a market share of the OS in use today. It is much slower then others amongst its kind (I have read numerous benchmarks to support this, too lazy to site them all, however I am sure you can goggle it) and there is no real inter relationship with a major Office application like Office from M$.

      I hate M$ with a passion, for what it stands for...greed. I hate Java for what it stands for...
      a missed opportunity to give M$ a great competitor. Yes you can still use direct assembler on most chips too (for microwaves etc) does not mean the future is going to let you keep being able to do this...and JAVA's reason for not evolving with the times are silly. Invest in your self...
      make new major advancements, or fall behind...and it is lagging right now.

      As for JAVA vs. Java...at first it was a pure inside joke from way back in school (12 years ago)
      and stuck, so no real reason why the caps...other then habit, but if it really irks you that much, then I would have to recommend you not apply for a job at most companies, where they MIGHT have different coding standards then you...such as variable naming conventions different then your own.

      JAVA, _JAVA, jAva, Java, oJava, JV....hope these don't offend you too much.....lol

    7. Re:Correct me if I am wrong... by SanityInAnarchy · · Score: 1

      JAVA as I like to call it, seems to have been stagnating for awhile. No new REAL improvements...

      The open sourcing of the language and the interpreter, and the other languages that have been developing for it, should help.

      I wonder... How do you define a "real" improvement?

      I'm no Java fan, but you are coming off as the kind of zealot who, given different circumstances, might dismiss .NET out of hand because it's associated with M$ and has something to do with DRM.

      RUBY, (yes I capped it) is a modern day 3rd level language, a language for a language.
      The way assembler is created by the c++ code, to then be further changed into binary...is the same as RUBY is more of a module creator, to which upon sits on top of C++, in a nutshell.

      You realize Ruby is written in C, not C++, right? And deliberately so?

      Java (for you ...no caps) is on its way out, because the language is at the furthest it can be.

      Really?

      It does not belong to a company to that has a market share of the OS in use today.

      How does that help? Java runs on Windows, as on pretty much everything else. Explain to me how Microsoft's monopoly makes .NET a better choice than anything else that targets the Windows platform.

      It is much slower then others amongst its kind

      Citation needed. Yes, I can "goggle" it (and I can spell, too!), but it would've helped to point to at least one benchmark that supported your position.

      Oh, and Jruby means Java the platform is not irrelevant, nor is its cross-platform-ness irrelevant, even if the language itself becomes irrelevant.

      I wish Java the language would die. I also wish we had a better VM, but right now, Java is actually one of the better cross-platform VMs -- and .NET is still fairly patent-encumbered, so unless I was working for Microsoft, I wouldn't risk it on a cross-platform project.

      there is no real inter relationship with a major Office application like Office from M$.

      Oh, you mean like OpenOffice and Java? Sun is behind both of them, and OpenOffice does use Java for several things. I'd be surprised if there wasn't a Java API.

      I hate Java for what it stands for... a missed opportunity to give M$ a great competitor.

      Then call it that.

      Calling it a scam isn't just insulting, it's dishonest, and you know it.

      if it really irks you that much

      It mostly just makes you look like you have no understanding of the subject. It's a bit like a misspelling -- it's not that I get offended that you can't spell "Google", it's that it makes you look like you either have trouble typing, or you're too lazy to spellcheck, or you actually are that misinformed about Google.

      Not a big deal -- you misspelled Google once. But you've been saying JAVA repeatedly, so...

      MIGHT have different coding standards then you

      Irrelevant -- the point is that JAVA is actually not correct.

      That would be like suggesting single-quoted strings as a "coding standard" in C. A different style is one thing; blatantly incorrect is another.

      --
      Don't thank God, thank a doctor!
    8. Re:Correct me if I am wrong... by hesaigo999ca · · Score: 1

      >How does that help? Java runs on Windows, as on pretty much everything else.
      >Explain to me how Microsoft's monopoly makes .NET a better choice than anything
      >else that targets the Windows platform.

      Because of the interoperability between apps is a lot more robust, and what I did NOT know is that you claim that OpenOffice was created by Sun and therefor should be able to tie into Java nicely..
      if this is the case, I thank you for at least informing me of one new tidbit I did not know, this might change my point of view a little bit, giving Java a much longer lifespan then I first thought
      however, I still think they are too far behind and might go semi-extinct in 5 years...with a few harcode fans still using it..

      >Calling it a scam isn't just insulting, it's dishonest, and you know it
      I wasnt calling Java a scam, I was calling the fact that it states it is cross platform a scam,
      and still is, because you need to download the VM for each type of environment, might as well just download wine and the linux framework, and can port all my .NET apps over to linux !

      Citation for benchmarks here
      http://gmarceau.qc.ca/blog/2009/05/speed-size-and-dependability-of.html
      and here to start
      http://www.osnews.com/story/5602/Nine_Language_Performance_Round-up_Benchmarking_Math_File_I_O/page3/

      but I do not have the time to be showing you all the listings, this is something that takes research and long hours to accumulate, as you can see these are very extensive benchmarks,
      and need to be done properly.

    9. Re:Correct me if I am wrong... by SanityInAnarchy · · Score: 1

      you claim that OpenOffice was created by Sun and therefor should be able to tie into Java nicely..

      Well, no, I didn't say "therefore". OpenOffice and Java are both created by Sun -- but I also have noticed that OpenOffice has some heavy dependencies on Java, so I'd be very surprised if it doesn't tie in nicely.

      I wasnt calling Java a scam, I was calling the fact that it states it is cross platform a scam, and still is,

      Well, no, it still works.

      might as well just download wine and the linux framework, and can port all my .NET apps over to linux !

      Wine is working from a largely undocumented spec which was never designed to be cross-platform. It sometimes works well, and sometimes fails utterly.

      Wine also is not an emulator -- you can't run Windows apps on a PowerPC processor without combining Wine with an emulator. But you can run Java apps on any architecture, and as it was designed for this purpose, it's going to be much faster than trying to emulate a real architecture.

      And finally, the only way something can be cross-platform without requiring a download is if every platform already supports it -- for example, Javascript apps are relatively cross platform, as are Flash apps, but only because you've already installed a browser and the Flash plugin. And Java was preinstalled on plenty of systems.

      No, if there's anything whose "cross-platform-ness" is a scam, it's .NET, because of how easily and frequently people use p/invoke, because of how patented it is, and because of how little Microsoft puts into either releasing the .NET engine itself under a more permissive license, or improving Mono to the point where we really could use Mono+Wine instead of Windows.

      --
      Don't thank God, thank a doctor!
    10. Re:Correct me if I am wrong... by hesaigo999ca · · Score: 1

      There you had the last word, happy now? ; )

  48. Cost of multiplayer on top of that by tepples · · Score: 1

    It still blows the pants off of the average desktop that most people are using to play games. This whole thing comparing gaming rigs to consoles neglects the fact that a gaming rig costs anywhere from 2 to 3 times as much as a console.

    And the fact that you typically need four PCs and four copies of the game for four players. Given a random PC multiplayer game and a random Wii multiplayer game, the PC game is less likely to provide for 4 gamepads and a 32" monitor. In fact, the only Wii game I know of whose multiplayer is online-only is Animal Crossing: City Folk.

    On the other hand, some people who only play single-player would prefer to compare the price of a gaming PC to the price of a console plus a "business" PC.

  49. Another outsourcing problem by billcopc · · Score: 1

    I'm going to be blunt: the problem with console ports is that the conversion process is usually outsourced to a 3rd party developer, usually a small shop desperate for work (otherwise they'd be busy with their own projects). The result is that the job is often done hastily by a group of moderately skilled programmers bound by small budgets and poor communication with the original developers.

    It's the software equivalent of Leonardo Da Vinci painting the Mona Lisa, then hiring some kid down the street to make a black-and-white version. 99.44% guaranteed the kid will do a half-assed job and not show the same level of dedication and rigor as the original artist. Once in a blue moon, you might get lucky and find a guy who does remarkable work, but most of the time they just go through the motions and collect the cheque.

    If these game companies had their own in-house platform experts, I think the quality would go up, waaaaay up. If your PC, PS3 and X360 gurus work in the same building, pile into the same car to go grab lunch, or partake in any other social engagement, they will be far more likely to cooperate successfully. Even better if they're all friendly with the UI expert, so they can voice their concerns over the utter lack of a remappable control scheme for the PC, or the clumsiness of having to hold 3 buttons to do a rocket jump on the Wii. A 3rd party developer will just do the work, whether it makes sense or not, according to the paper specs - nothing more, probably less.

    --
    -Billco, Fnarg.com
  50. This is why OSs exist! by VincenzoRomano · · Score: 1

    Of course the gaming industry still goes on working on bare metal ...

    --
    Maybe Computers will never be as intelligent as Humans.
    For sure they won't ever become so stupid. [VR-1988]
  51. Anti-homebrew by tepples · · Score: 1

    Honestly, I'm not sure why Nintendo doesn't just have the developer ship the IOS library with the game to save storage space in the flash.

    That's what Nintendo did on the DS, and Wii games also come with IOS on an "update partition". But this time, to avoid homebrew-enabling bugs like the ones on the DS, Nintendo wants to be able to patch holes in IOS, such as the one used to start unsigned discs (see System Menu 3.3-3.4). That way, if a game uses IOS16, but it's vulnerable, Nintendo can patch it to IOS16.1 in an update to Wii Shop Channel.

  52. Convergence. by MaWeiTao · · Score: 2, 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.

    1. Re:Convergence. by Gizzmonic · · Score: 1

      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.

      PC tech doesn't stop progressing. However, specific PC *does* in fact stop progressing the minute you take it out of the store. With consoles you never have to experience that frustrating feeling of games getting progressively slower and slower on your once-bleeding-edge hardware. If anything, performance improves over the life of the console because developers learn the ins and outs of the hardware. Meanwhile, on the PC, developers target a narrow range of high-end PCs and if you're out of spec, you just have to deal with spending hours tweaking settings, downloading drivers, huge framerate drops when you enter a new room, etc. And if you decide to upgrade, you have to worry about screwing up your Windows installation, or creating some other unforeseen incompatibility with your older games. I'm too old to mess around with that stuff anymore, I prefer to grab the ol' Wiimote and start gaming immediately.

      --
      (-1, Raw and Uncut is the only way to read)
  53. Then what's Pokemon Snap? by tepples · · Score: 1

    [Time Crisis and the like are] "Rail Shooters" (as if the avatar were seated on a train/roller-coaster or similar rail-based, single-pathed vehicle)

    "Rail shooter" sounds to me more like Pokemon Snap, where the player can freely rotate the camera while translation is automatic. Or it's like Star Fox for Super NES and Star Fox 64, where the player can't rotate the camera or translate it in depth but can translate it in width and height.

    1. Re:Then what's Pokemon Snap? by PrescriptionWarning · · Score: 1

      i think the star fox example is still rail shooter, just slightly better since you can dodge stuff

    2. Re:Then what's Pokemon Snap? by Deosyne · · Score: 1

      In a rail shooter, movement and view control is removed from the player, except perhaps to choose a path to proceed, although even that dynamic is rare. Think Area 51 or House of the Dead.

    3. Re:Then what's Pokemon Snap? by geminidomino · · Score: 1

      In a rail shooter, movement and view control is removed from the player, except perhaps to choose a path to proceed, although even that dynamic is rare. Think Area 51 or House of the Dead.

      Wow... for some reason, I just remembered "Sewer Shark..."

    4. Re:Then what's Pokemon Snap? by hairyfeet · · Score: 1

      Sega should have to apologize to all of us that bought that damned CD for crap like Sewer Shark and Night Trap. When I bought mine I had dreams of Phantasy Star games that made Phantasy Star 3 look short, fighting games with hundreds of contestants with huge move lists, and all the other things that could come from a 16 bit console with huge storage, and what did we get? Digital Pictures and Make My Video...eeeewww!

      Of course I hold out as much chance of getting an apology from them as I do Bill Gates saying he was sorry and handing me a copy of Win2K for the horror that was WinME. Apologize you rich bastard! WinME sucked ass and you KNOW it!!!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  54. Hollywood vs. GMA 950? by tepples · · Score: 1

    Bear in mind, a 'contemporary' PC is six years old with on-board graphics.

    I agree. So here's something I want to get straight: Which is more powerful between the Wii console's ATI Hollywood GPU and the Intel GMA 950 found in a lot of low-end PCs?

  55. Flavors of Windows by tepples · · Score: 1

    You don't have to be a charity to treat Wine as an extra "flavor" of Windows in addition to 98 or XP (back in the day) or XP, Vista, and 7 (now).

    1. Re:Flavors of Windows by abigor · · Score: 2, Informative

      Agreed, but targeting Wine is not "porting to Linux".

    2. Re:Flavors of Windows by tepples · · Score: 1

      Agreed [that using Wine is cheaper than porting to a *n?x-exclusive toolkit], but targeting Wine is not "porting to Linux".

      Users care about the end result, not so much how it got there. If a game runs well in Wine on a user's machine, then the game runs on the user's machine. There are several application platforms that run on top of X11 and Linux, such as wxWidgets, GNOME/Gtk+, KDE/Qt, and Wine. Just because Wine uses a different executable format (PE instead of ELF) doesn't make it any less of a valid platform.

    3. Re:Flavors of Windows by abigor · · Score: 1

      I agree 100%. However, I don't believe that was the spirit in which the original post was made, or at least that's not how I interpreted it.

  56. Xbox 360 lockout chip blocks USB WASD by tepples · · Score: 1

    Unreal Tournament 3 for PS3 for instance had no problem using a mouse and keyboard but inexplicably Epic decided not to do the same thing for the 360. Anyone with a 360 knows it already accepts a keyboard hookup (I use one myself) and should have no problem accepting mice (or other devices) even, it's in the studio's hands.

    It's explicable. Unlike Sony, Microsoft lot check will FAIL any game for Xbox 360 that uses a USB keyboard other than to enter text. And without a PASS rating from any console maker's lot check, a game won't run on retail consoles.

  57. Microsoft says NO by HannethCom · · Score: 1

    Microsoft does not allow keyboards or mice to be used on their consoles. You are not allowed to make Mice and Keyboards for the Xbox and games are not allowed to support them.

    --
    Microsoft, Apple, Google, Amazon what's the difference? All steal money from devs and control with walled gardens.
    1. Re:Microsoft says NO by Rebelgecko · · Score: 1

      A USB keyboard isn't that useful for almost all games*, but Microsoft does allow you to use a keyboard- they even sell a little miniature keyboard that plugs into the controller.

      *But it really comes in handy when you're setting up accounts, entering account info at a friends, etc.

      --
      CATS/Diebold '08- All your vote are belong to us!
  58. Oh noes, not the shaders! by MostAwesomeDude · · Score: 1

    Seriously, you're going to complain about shaders? Shaders can be written by hand by anybody that knows basic algebra. It's not that hard.

    Or, if you're a big bad gaming company, you can probably afford a license for AMD and nVidia's shader compilers, which do all the maths for you and do some optimizing too.

    --
    ~ C.
  59. biggest disaster ever by ILuvRamen · · Score: 0

    The worst one I've seen is Fable The Lost Chronicles. They spent all that time adding like 20 hours more content to the game with new graphics and voices and quests and towns and yet they still left the entire engine and graphics system in such a non-working form that about 1 in 25 times that you tried to load a new area, the game simply crashed. They released absolutely zero patches for it too!!!! How do you release what's practically a version 1.5 of a game and not support it at all afterwards?! The people responsible for that atrocity should be shot.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  60. Monkey Island? by Darinbob · · Score: 1

    I don't care about any of this. But a new Monkey Island Game! And it's for PC! Stop the presses!

    1. Re:Monkey Island? by JohnnyBGod · · Score: 1

      Welcome to two months ago.

  61. The problems with porting games... by HikingStick · · Score: 2, Funny

    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...

    --
    I use irony whenever I can, but my shirts are still wrinkled...
  62. Re:The Cavestory wiiware port looks promising, tho by Jesus_666 · · Score: 1

    Thst's not too difficult when the entire original PC dev team is one person.

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  63. NOT just games by dpbsmith · · Score: 2, 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."

  64. Qualification for a console license by tepples · · Score: 0

    Just because you can find some obscure studio with 5 sales to it's name that wants consoles to die doesn't mean EA, Vivendi, Activision/Blizzard, aka pretty much all the major players in the industry, want consoles to die

    My hypothesis: In general, major players want consoles to live, and minor players want consoles to die.

    There is no "qualification" for a console license.

    Nintendo Developer Qualifications would disagree with you. Executive summary: People who have a day job outside the mainstream video game industry and develop video games part-time would find it hard to qualify.

    1. Re:Qualification for a console license by Desler · · Score: 1

      My hypothesis: In general, major players want consoles to live, and minor players want consoles to die.

      I would disagree with that too. The numerous indie developers that have gotten their games onto the Xbox Live Arcade, WiiWare and PSN would probably disagree.

      Nintendo Developer Qualifications would disagree with you. Executive summary: People who have a day job outside the mainstream video game industry and develop video games part-time would find it hard to qualify.

      One word: WiiWare. Plenty of indie games get put up their just like with the Xbox Live Arcade and the PSN has something similar.

    2. Re:Qualification for a console license by tepples · · Score: 1

      One word: WiiWare.

      Nintendo requires that developers work from a central office, not from their homes. I don't see how a team of part-timers who have unrelated day jobs could qualify: either it's your full-time job or you're limited to PCs.

    3. Re:Qualification for a console license by Desler · · Score: 1

      Fine, then develop your games for the Xbox Live Arcade, as I already mentioned, that only requires you to buy a membership to the XNA Creators Club.

  65. Meh by Anonymous Coward · · Score: 0

    The problem with this article was demonstrated using the latest Sandbox development tools from Cyrtek. They clearly show how easy it can be with real time changes to the games on all three platforms at the same time. Developing cross platform games should be considerably easier in the future as developer's tools get better.

  66. re: best of both worlds (Cider)? by King_TJ · · Score: 1

    In theory, you might be right, but Cider hasn't really proven to live up to ANY of those promises you mention.

    1. Enabling same-day releases? E.A. failed miserably at that with practically all the Cider-enabled titles they announced last year. Madden Football '08 for OS X? Nope... not same day as the Windows version release. Red Alert 3? Nope, had delays.... Ubisoft hasn't fared much better. Shaun White's Snowboarding was out for Windows first.

    2. 80% to 90% of Windows performance? Again, maybe ideally - but I don't think Mac gamers are seeing anywhere near that on the titles they're putting out. Things like keyboard response and screen updates are far worse than with the Windows counterparts. I played NFS Carbon for OS X, for example, and on a 2.8Ghz octo-core Mac Pro with 8GB of RAM and an nVidia 8800GT video card, it was laggy/jerky and just all around not that fun to play. I tried it later on a PS3 and it was a night and day playability difference.... I'm pretty sure the Windows version isn't THAT much worse than the PS3 version.

    3. Yeah, developers ALWAYS say the Mac doesn't have enough market-share, but that seems like a double-edged sword to me. Windows ALSO has so many more titles to choose from, you'd think you'd have far fewer buyers for any one game release, because the money gets spread out over so many more options. If you release a really good OS X native Mac title, practically EVERYONE interested in gaming on a Mac may well buy your game.

  67. Re:Cultural Differences by HomelessInLaJolla · · Score: 1

    In order to develop the meme of "whoosh" it is necessary for some mods to practice anti-modding.

    --
    the NPG electrode was replaced with carbon blac
  68. TF2 on PS3 by metamatic · · Score: 1

    Yeah, TF2 on PS3 is plagued by glitchers, because none of the maps have been updated with fixes. It's particularly bad with Dustbowl and Gravel Pit.

    The server situation has stabilized a bit. For a while, the US East servers went down, and many of us were unable to get connected--US West and Europe servers were too laggy, when they weren't going down because of load. I spent a couple of months pestering EA (and arguing back when they told me it was Valve's problem) until my support call reached someone who was able to reboot the affected machine(s). US East servers are back now.

    But yeah, the limit of 16 players per server is still there, which sucks because some of the maps are just too big to work well with only 8 players per team.

    Oh, and the sound bugs are still there. Headsets randomly stop working, sound from the game has crackling.

    I've probably gotten my $20 worth, but I'd buy it again if Valve actually did a proper port and fixed the bugs. As it is, I've sworn off of buying anything from EA. (Downloaded the Battlefield 1943 demo, saw it was from EA, and deleted it. Really.)

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  69. Williams Arcade Defender! by NSN+A392-99-964-5927 · · Score: 2, Informative

    Well I love all the old Williams arcade games and playing defender is very hard on anything apart from the layout on the old Arcade machine. The ergonomics of this can only be slightly improved. Bring back Williams arcade games. Every other games sucks!

    --
    All cows eat grass!
  70. Just forget about consoles. by kulawend · · Score: 0, Troll

    All these games should be made for the PC only because it's the only good gaming platform. Here's why: 1. Consoles are becoming more and more like computers, but in a half-baked and proprietary sort of way. 2. The Wii is only powerful enough to play watered down versions of today's demanding 3D games. 3. If developers don't have to port the PC game to consoles then you save costs and can afford to offer the game at a lower price. That can in turn bag more sales and save people money. 4. Computers offer freedoms that consoles cannot ever compare to. 5. Why buy a console for play and a computer for work when you can just buy the computer and save the money you would have spent on the console? 6. Games for the PC can be modded, extending gameplay and enjoyment. 7. Computer games are universal. You can't go over to your friend's house and play your PS3 version of Unreal Tournament on his Wii, but you can play your computer version on his computer! 8. Computers can play games, why should you spend more money on a console when you already have a machine that can (perhaps with a few upgrades) play games. 9. Playstation 3 = $300, 8800GTX = $100 10. You can build, upgrade, and repair a computer yourself. Try that with a console.

  71. RTFM by Anonymous Coward · · Score: 0

    What's all the fuss? Game porting is a solved problem... there's even a book on the subject (cross-platform game programming) that taught me how to do it for my last job.