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."
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
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.
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.
Having trouble making a good conversion from pad to keyboard is one thing, but not being able to remap the keys is just stupid.
And I thought port was just some kind of wine... :|
Life is too good to waste... Read!
"...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.....
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.
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.
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...
Am I the only one here wanting that? Seriously!! It's not like linux doesn't run great on high end hardware or anything. So, don't worry about the poor little consoles for a moment and PORT to Linux!!
It's 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.
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.
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.
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.
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!
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.
They're often called "rail shooters."
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.