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."
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.