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Why Is It So Difficult To Allow Cross-Platform Play?

cookiej writes "I just got the most recent version of the Madden franchise ('10) for the PS3. Can somebody explain to me why EA has separate networks for the different platforms, only allowing players to compete with people using the same console? Back in the day, there were large discrepancies between the consoles, but these days it seems like the Xbox and the PS3 are at least near the same level. After so many releases for this franchise, they've got to have a fairly standardized protocol for networking; it seems arbitrary not to let them compete. Or am I just missing something obvious? Is it just a matter of Xbox Live and the PlayStation Network not working together?"

389 comments

  1. Why would they... by tacarat · · Score: 2, Insightful

    ... sell you one copy of a game when they can potentially sell you two or three?

    --
    "Common sense will be the death of us all"
    1. Re:Why would they... by tacarat · · Score: 2, Interesting

      Ignore the fact that you'd have to get Sony, Nintendo and MS to cooperate with their matchmaking systems and such first.

      --
      "Common sense will be the death of us all"
    2. Re:Why would they... by MrKaos · · Score: 1

      ... sell you one copy of a game when they can potentially sell you two or three?

      Except they did and they still wouldn't talk (then ps2 vs xbox), I had a copy of the game (star wars battlefront) for each platform and they would not f*!k^%g talk to each other on my local network. v.annoying and v.lame!

      I also had the game on a pc and was about to experiment to see if the pc could host the game and the xbox and playstation join in. I even asked at the games store and they said 'they use a different network protocol', I just sighed and left.

      Makes you wonder if open sourced games would have the same restrictions if hosted on the consoles.

      --
      My ism, it's full of beliefs.
    3. Re:Why would they... by KDR_11k · · Score: 2, Insightful

      Sony and Nintendo don't seem to care much, you run the servers, you do the matchups (though a PS3/Wii crossplatform game would likely have major version differences that would prevent multiplayer anyway). AFAIK MS is the problem with their paid-for XBox Live service.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Why would they... by Jurily · · Score: 0, Redundant

      Also, platform-independent network protocols are not really high on their feature list.

    5. Re:Why would they... by Archimagus · · Score: 1

      I don't think it's about payed for XBL either. I don't think it would have too much to do with the consoles not being compatible either. Look at "Final Fantasy XI" it is on PS2, PC, and XBox 360, and they all play in the same world. Yes it may have taken a lot of work on the part of square, but it's not impossible.

    6. Re:Why would they... by Anonymous Coward · · Score: 1, Insightful

      You know what else is annoying? People who abbreviate "very" with "v.".

      I mean, come on! It is only a four letter word for fuck's sake!

    7. Re:Why would they... by mujadaddy · · Score: 2, Funny

      You're p cool.

      --
      Populus vult decipi, ergo decipiatur...
      "Force shits upon Reason's back." - Poor Richard's Almanac
    8. Re:Why would they... by morari · · Score: 1

      Because clearly, people working at "game stores" know what they're talking about. Heh.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    9. Re:Why would they... by tepples · · Score: 1

      Sony and Nintendo don't seem to care much, you run the servers, you do the matchups

      Nintendo reportedly doesn't allow text or voice chat in games for its platforms unless all players have mutually exchanged friend codes out of band. Sony has no such restriction.

    10. Re:Why would they... by tepples · · Score: 1

      Because clearly, people working at "game stores" know what they're talking about. Heh.

      It is the job of video game publishers to make sure that their sales people know what they are talking about.

    11. Re:Why would they... by ground.zero.612 · · Score: 1, Interesting

      Ignore the fact that you'd have to get Sony, Nintendo and MS to cooperate with their matchmaking systems and such first.

      Hi! Welcome to 2009! You may notice a new technology named ARPANET, colloquially known as "the Internet." The Internet allows you to communicate across vast distances at high speeds, and was designed with a set of protocols to facilitate these communications. These protocols are platform and computer architecture independent, and as such, said protocols may facilitate communication between two very different systems. /sarcasm

      Seriously though, the only reason is to sell PS3 hardware, since their standard means have not led to great success on this generation of the Playstation. I point you to the case of Quake3 on the Dreamcast being fully compatible with all other ports of Quake3 as proof that Sony is just trying to sap your wallet of $300+ to play the same fucking game and alienate all of your Xbox owning friends.

      --
      "Be prepared, son. That's my motto. Be prepared." --Joe Hallenbeck
    12. Re:Why would they... by Seraphim1982 · · Score: 1

      That's true, but it doesn't apply to the situation. But the salesperson at the game store isn't the publishers sales person.

    13. Re:Why would they... by dhasenan · · Score: 3, Informative

      It's short for "verisimilitudinously".

    14. Re:Why would they... by tepples · · Score: 1

      But the salesperson at the game store isn't the publishers sales person.

      I contend that a major video game publisher that doesn't make quality training materials available to sales staff at its biggest specialty retailers isn't doing its job.

    15. Re:Why would they... by Reapman · · Score: 1

      Yet oddly apparently Live is a stumbling block for Square with FF14. Apparently they're in talks but haven't figured out how to do it with Live. What I'm wondering is if Microsoft has a clause about interoperability with current generation consoles?

      If they've done it before what's the deal I wonder this time...

    16. Re:Why would they... by Bert64 · · Score: 1

      Makes you wonder how they fuck it up so badly...

      Games like quake would handle cross platform play just fine, i used to play on the amiga, sgi irix, linux, windows and mac without issues...

      All of these systems are using TCP/IP to communicate, and the consoles don't even have the excuse of endian issues (since they are all PPC) or bitness issues.

      I have found open source games are generally very good at cross platform play, tho early versions often have issues when played on different endian or bitness architectures.

      --
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    17. Re:Why would they... by Bakkster · · Score: 1

      The salespeople actually reading it is another matter. They have little motivation, since they will sell as many games whether they know what they're talking about or not. The publisher has little leverage to motivate with, either, since they don't directly influence the employee's paychecks.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    18. Re:Why would they... by tacarat · · Score: 1

      I point you to the case of Quake3 on the Dreamcast being fully compatible with all other ports of Quake3 as proof that Sony is just trying to sap your wallet of $300+ to play the same fucking game and alienate all of your Xbox owning friends.

      Quite the contrary. It's proof that MS is trying to sap your wallet and alienate all of your PS3 owning friends. Or Nintendo. Either way. Just stop thinking and buy more.

      --
      "Common sense will be the death of us all"
    19. Re:Why would they... by tepples · · Score: 1

      The publisher has little leverage to motivate with, either, since they don't directly influence the employee's paychecks.

      Ideally, dealers that provide better service get better trade discounts.

    20. Re:Why would they... by Bakkster · · Score: 1

      Ideally, the largest game retailer in the US wouldn't be Walmart. ;)

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    21. Re:Why would they... by ground.zero.612 · · Score: 1

      I point you to the case of Quake3 on the Dreamcast being fully compatible with all other ports of Quake3 as proof that Sony is just trying to sap your wallet of $300+ to play the same fucking game and alienate all of your Xbox owning friends.

      Quite the contrary. It's proof that MS is trying to sap your wallet and alienate all of your PS3 owning friends. Or Nintendo. Either way. Just stop thinking and buy more.

      Citation needed.

      --
      "Be prepared, son. That's my motto. Be prepared." --Joe Hallenbeck
    22. Re:Why would they... by tacarat · · Score: 1

      It's in the EULA.

      --
      "Common sense will be the death of us all"
    23. Re:Why would they... by ground.zero.612 · · Score: 1

      It's in the EULA.

      No it isn't.

      Why can't you just accept the fact that Sony doesn't want you to have friends? The technology not only exists, but has been proven. It is being intentionally blocked by Sony to make you have less friends! Think of the children!

      --
      "Be prepared, son. That's my motto. Be prepared." --Joe Hallenbeck
    24. Re:Why would they... by tacarat · · Score: 1

      Children scare me. If not having friends is the price I have to pay to keep them away, then I guess I'll have to accept that.

      Jolly good show.

      --
      "Common sense will be the death of us all"
    25. Re:Why would they... by ground.zero.612 · · Score: 1

      WOOOOSH much?

      --
      "Be prepared, son. That's my motto. Be prepared." --Joe Hallenbeck
    26. Re:Why would they... by tacarat · · Score: 1

      Nope. Wooooshes scare me too.

      --
      "Common sense will be the death of us all"
    27. Re:Why would they... by Yvan256 · · Score: 1

      The Xbox 360 version of FF XI, however, STILL requires you to sign-in onto Xbox Live before you can log into the Square-Enix servers.

      If Xbox Live is down but the FF XI servers are up, no Xbox 360 user can sign in.

    28. Re:Why would they... by Yvan256 · · Score: 1

      I think you just on AC's nerves.

  2. vendor lock in by spiffmastercow · · Score: 5, Insightful

    That was most likely the decision of MS and Sony respectively. EA is evil, but you can't blame them for everything!

    1. Re:vendor lock in by EdIII · · Score: 3, Insightful

      I don't think you can blame anybody. It does not make sense for those two networks to allow people to play with each other. If I was making a purchasing decision, and most of my friends were playing some game on XBL, I would be more inclined to purchase the XBOX360 to play with my friends on XBL. Now, if the the PSN and XBL were linked, I could buy the PS3 instead.

      Same logic works the other way to Microsoft's advantage.

      So why would either of those two companies want to make it easier to buy the competitor's product?

    2. Re:vendor lock in by Anonymous Coward · · Score: 0

      I don't think you can blame anybody. It does not make sense for those two networks to allow people to play with each other. If I was making a purchasing decision, and most of my friends were playing some game on XBL, I would be more inclined to purchase the XBOX360 to play with my friends on XBL. Now, if the the PSN and XBL were linked, I could buy the PS3 instead.

      Same logic works the other way to Microsoft's advantage.

      So why would either of those two companies want to make it easier to buy the competitor's product?

      Well, if you analyse my post, you'll see that I never said you *could* blame Sony or MS, only that you *couldn't* blame EA.

      That said, I find your definition of blame specious. By the same line of reasoning, you couldn't blame the bankers who sold bad mortgages for the financial crisis, because it was in their best interests to make as much money as they could, while they could (remember, I'm not talking about the banks themselves, but the individuals who made the decisions).

    3. Re:vendor lock in by spiffmastercow · · Score: 1

      I don't think you can blame anybody. It does not make sense for those two networks to allow people to play with each other. If I was making a purchasing decision, and most of my friends were playing some game on XBL, I would be more inclined to purchase the XBOX360 to play with my friends on XBL. Now, if the the PSN and XBL were linked, I could buy the PS3 instead.

      Same logic works the other way to Microsoft's advantage.

      So why would either of those two companies want to make it easier to buy the competitor's product?

      I don't know if I agree with your definition of blame.. By the same logic you can't blame the bankers who ruined the world economy because it was in their best interests to make as much money as they could while they could. It's a slippery slope.

    4. Re:vendor lock in by EdIII · · Score: 1

      That's a pretty harsh characterization. I don't think that logic applies. There is a difference between greed to the point you don't care who you are hurting and not deliberately creating an equal opportunity environment.

      Do you think it is a right for XBL users to interact with PSN users? I don't think you are entitled to it. You bringing up totally unrelated issues and demonizing them for what is really not an issue.

      Microsoft and Sony deserve a LOT of criticism, but not for locking in their customers to their respective networks.

      P.S - You would be forcing Microsoft and Sony to create a pretty complex system. Additional costs in merging those networks and deciding just how much of the financial responsibility lies with whom. It won't be a fifty/fifty deal. It's hard to justify forcing them to do that.

    5. Re:vendor lock in by amRadioHed · · Score: 1

      If it works both ways then it seems like the companies are just as likely to be losing customers as they are to be gaining them.

      OTOH, if the games were all compatible customer frustration over not being able to play with their friends will go down which could translate into more sales and a win for both customers and vendors alike.

      --
      We hope your rules and wisdom choke you / Now we are one in everlasting peace
    6. Re:vendor lock in by Anonymous Coward · · Score: 0

      because it's what the customer wants.

    7. Re:vendor lock in by anti-pop-frustration · · Score: 3, Insightful

      That's a bullshit excuse.
      Street Fighter 4 has been released on both xbox 360 and PC. It's the same *exact* game. On PC, online play is enabled through "live - games for windows" (or whatever the hell it is called), bottom line: microsoft provides online gaming for both platforms.

      Not only that, but they are explicitly trying to market their pc and xbox online services as a single, unified product... Yet, they still won't allow cross-platform play.

    8. Re:vendor lock in by ImNotAtWork · · Score: 2, Interesting
      I pretty much agree with but reading your post I came up with a hypothetical question.. What if desktops of different manufacturers dell/hp/etc. would refuse to talk to each other on the "interwebs"... I'm too young to remember but didn't AOL Online start out not fully integrated with the rest of the internet? I think MS and Sony are hesitant to open up there networks for fear of opening the "Those owners of console X are cheating and the company is failing to do anything about it."

      Maybe this is an opportunity for open source to jump into the console market that is fully integrated with PC platforming and as an added bonus will even let XBOX and PS3 connect up (I'm dreaming here). Just my ignorant opinion, but if Linux systems had a little more entertainment they might become more main stream. Maybe a console fork would help get high end card drivers faster for Linux as a whole.

      --
      open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
    9. Re:vendor lock in by Anonymous Coward · · Score: 0

      By the same logic you can't blame the bankers who ruined the world economy because it was in their best interests to make as much money as they could while they could.

      Blame? I thought that's what capitalism is all about. Its fuel and principle is greed. The more greedy you are, the higher the place in the corporate ladder you're qualified to occupy! Nobody would even think of blaming them of anything if their risky investments didn't just happen to collapse.

    10. Re:vendor lock in by Chaos+Incarnate · · Score: 3, Informative

      Microsoft does allow cross-platform play, though—see Shadowrun and Lost Planet. It was Capcom's choice not to include it in Street Fighter IV.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    11. Re:vendor lock in by Kryis · · Score: 1, Interesting
    12. Re:vendor lock in by KDR_11k · · Score: 1

      The issue is that these aren't XBL or PSN users, they're users on the publisher's server seeing it through a PSN or XBL front-end.

      And yes they deserve criticism, we are the customers and we are disadvantaged by that locking, we don't care what their motivations for it are, we only know that it isn't a technical reason that's keeping us separated.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:vendor lock in by DNS-and-BIND · · Score: 1
      From your link:

      This type of argument is by no means invariably fallacious.

      You keep using that word. I do not think it means what you think it means.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    14. Re:vendor lock in by PainKilleR-CE · · Score: 1

      P.S - You would be forcing Microsoft and Sony to create a pretty complex system. Additional costs in merging those networks and deciding just how much of the financial responsibility lies with whom. It won't be a fifty/fifty deal. It's hard to justify forcing them to do that.

      Not really. They had extra costs involved in building their own private little network that runs on top of the existing computer network we're using to access this site. They could have done it all without locking out other platforms at a lower cost, possibly even leveraging existing software to do so, such as Steam or any of a number of other matchmaking and digital download systems.

      They invested the extra money to create their own system so they could control it, and then invested even more money so they could keep it to themselves. Microsoft goes one further and makes people pay for the system that keeps them from interacting with other platforms, while offering PC users access to the same network for free (because PC users already have access to so many other networks for free that they wouldn't pay for it).

      --
      -PainKilleR-[CE]
    15. Re:vendor lock in by bluefoxlucid · · Score: 1

      "Slippery slope" is a logical truism in many cases, but can be abused as a strawman.

      For example, let's take demoralization as an issue. An archaic society would have all kinds of punishments for, say, having sex before marriage; this is non-ideal, prevents individual freedom of thought, leads to the banning of things like condoms, and ends out ruining peoples' lives because they had sex (either because they didn't have access to safe sex, or because they were arrested/killed for it).

      On the other hand, if you take these punishments away, sex ... becomes obviously desirable. It's THE ultimate reward (until you fall in love or something). This creates market forces to make sex safer, both by avoiding diseases and children. Over a few generations, sex becomes more and more normal; strong promiscuity becomes desirable (guys, really, you'd have sex with every cute+nice girl you met and probably half the hot bitches and chubby chicks; girls like to fuck too, they have social pressure but it's vanishing and they're becoming sluts); and society becomes basically a free-love society.

      There is no stable state between these two ends. That's a slippery slope truism. Instinct drives you to sex, and away from punishment; punishment for following the sex instinct out of a certain bounds will lead you to pursue only those bounds, and you'll look to get married and have a stable family. Removing that punishment leads you to avoid the marriage/family thing and have lots and lots of sex with everything.

      People like to use the slippery slope fallacy to describe incremental steps and near-stabilizations. For example, social security giving health care support (medicare) to everyone on it. This leads towards expanded socialized health care systems, then to complete socialism, then totalitarianism. This is not inherent as with the above demoralization issue; however, what is true is that, given controlling powers with such an agenda, this progression is relatively easy compared to instant socialism or a totalitarian take-over. It's also true that it's VERY easy, because you can create small programs, play on sympathies, and expand the little things gently; this is more persuasion than "slippery slope" though, even though the natural tendencies of those in power may draw you in an undesirable direction.

    16. Re:vendor lock in by perlchild · · Score: 1

      Excellent point, it's easy to ignore each of them is attempting basically, to become a monopoly.

    17. Re:vendor lock in by Kryis · · Score: 1

      It isn't invariably fallacious, but I feel that in this case extrapolating from a games console manufacturer trying to sell more games than a competitor by not letting their games communicate with a competing product to the actions of bankers bringing about a global recession, causing many to lose their jobs ( or not be able to find jobs) and the associated negative effects is a bit of a big leap, with no obvious justification as to why the original poster's logic must extend to the latter situation.

    18. Re:vendor lock in by Twyst3d · · Score: 1

      I don't know if I agree with your definition of blame.. By the same logic you can't blame the bankers who ruined the world economy because it was in their best interests to make as much money as they could while they could. It's a slippery slope.

      It could also be argued that a banker cannot make good money off a ruined economy.

      --
      And this has been another installament of Captain Obvious! /whoosh
    19. Re:vendor lock in by v1 · · Score: 1

      Unreal Tournament was good for pc/mac LAN parties, but very few other games are

      --
      I work for the Department of Redundancy Department.
    20. Re:vendor lock in by edmicman · · Score: 1

      I don't know if I agree with your definition of blame.. By the same logic you can't blame the bankers who ruined the world economy because it was in their best interests to make as much money as they could while they could. It's a slippery slope.

      I don't blame the bankers, at least not for that reason. The economics are simple - everyone will work in their own self interest. They aren't wrong for wanting to make as much money as they could while they could; at blame are anyone who weighed risks and benefits, ignored the risks, and then got burned by them. No more, no less.

    21. Re:vendor lock in by Mongoose+Disciple · · Score: 2, Funny

      I'm not sure that you were trying to sell me on mass promiscuity and totalitarianism, but you've succeeded!

    22. Re:vendor lock in by Blahgerton · · Score: 1

      There's an old saying: "Bears make money; bulls make money; sheep get killed."

      Still applies today.

    23. Re:vendor lock in by Golddess · · Score: 1

      FFXI seems to allow cross-platform (PC, 360, PS2) play just fine. Granted, that's an MMO where the console/pc talks to a centralized server of SE's instead of one on Microsoft's/Sony's/??? network, which something like madden probably wouldn't need. Though there's no reason EA couldn't have done something similar.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    24. Re:vendor lock in by bluefoxlucid · · Score: 1

      Oh, I'm a huge proponent of mass promiscuity. Everyone wants it, everyone wants to pretend it isn't. Seriously, it's like jailbait, if nobody wanted to hit it it wouldn't be illegal; your parents are so uptight about leaving you alone with girls/boys and your girlfriend is irritated when you flirt with other men/women because, face it, you want to fuck them all.

    25. Re:vendor lock in by cluke · · Score: 1

      For your example to work, you have to take as read the assumption sex is somehow inherently bad! That assumption is the product of the archaic society you describe. The free love society would see no problems.

      BTW, how can I join this free-love society? ;-)

    26. Re:vendor lock in by Bert64 · · Score: 1

      What if you have an xbox, and your friend already has a ps3...
      It means you can't play against each other until one of you buys another console and a new copy of the game, which could go either way. But more likely, you just wouldn't bother, so it has just as much chance of making people buy a competing console (which they may find they prefer and thus buy more games for) or simply not making a purchase at all.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    27. Re:vendor lock in by Bert64 · · Score: 2, Insightful

      Games should retain the ability to play independent of the manufacturer supplied networks...

      You know, so people can run their own private servers, join third party servers and engage in lan play. I've noticed a lot of console games don't even allow lan play anymore, we used to get a large group of friends together to play network games years ago, but that's becoming difficult these days.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    28. Re:vendor lock in by Anonymous Coward · · Score: 0

      AOL Online

      FYI the "OL" in AOL means "On Line", so that's redundant (like PIN Number or ATM Machine).

    29. Re:vendor lock in by spiffmastercow · · Score: 1

      These bankers handed out mortgages they KNEW would default, then sold them before it could come around to bite them on the ass. That's unethical. And I'm pretty sure anyone who doesn't have wet dreams about Ayn Rand would agree with me there.

    30. Re:vendor lock in by spiffmastercow · · Score: 1

      "Slippery Slope" is a logical fallacy: http://www.nizkor.org/features/fallacies/slippery-slope.html http://www.fallacyfiles.org/slipslop.html

      That was exactly my point. If everyone who acts in their own self interests is blameless, then you pretty much can't "blame" anybody for anything.

    31. Re:vendor lock in by Rakarra · · Score: 1

      Mac/PC interoperability seems far more common than cross-console play. World of Warcraft, Starcraft, Unreal Tournament, Diablo, etc.. you have no idea what the operating systems of the people on the other side are, and that's the way it should be.

    32. Re:vendor lock in by Anonymous Coward · · Score: 0

      I have ran a packet sniff on Call of Duty 3 for the Wii, it goes to a X-box port. its 3703 to setup the game, which makes me wonder if MS has the standard protocol which they market.

    33. Re:vendor lock in by Swanktastic · · Score: 1

      These bankers handed out mortgages they KNEW would default, then sold them before it could come around to bite them on the ass.

      Actually, that was only in the beginning. The investment banks started out flipping these securities to primarily international investors who were buying up anything and everything that was denominated in American dollars.

      After a while, the banks started buying into their own BS and actually holding the securities (which eventually lost value). That is why the banks failed. If the banks were simply acting as brokers, they wouldn't have had serious problems.

    34. Re:vendor lock in by v1 · · Score: 1

      the only two excuses I can see for lack of network interoperability between a game and its ports are either (A) they deliberately don't want cross platform, or (B) they're idiots. (or possibly a dev team with a "we're going to do it THIS way" for a team leader)

      Developing a smooth-flowing realtime multiplayer network protocol is a PITA, you have to have a serious reason to throw away something that's already developed to do it your own way. (been there done that, NOT fun)

      --
      I work for the Department of Redundancy Department.
    35. Re:vendor lock in by Anonymous Coward · · Score: 0

      I have no idea what you just said, but I would like to subscribe to your newsletter.

    36. Re:vendor lock in by edmicman · · Score: 1

      Doesn't matter. That doesn't excuse whomever TOOK the loan. I know how much money I make. I [should] know how much money I can spend out of my budget. Before I sign that dotted line, it's ultimately up to me and me alone to know what my monthly financial obligation will be, to know that in 3 years instead of the cushy rate I'm getting now I'll be on the hook for 3x that amount, and anything else. I need to be personally responsible, and know my own limits, regardless of what anyone else tells me. It's as simple as that.

    37. Re:vendor lock in by Anonymous Coward · · Score: 0

      It's not, but it would be in the game manufacturer's interest to make it work, because it would would increase the potential market by making it possible for friends who have different consoles to play against each other. But I wouldn't be surprised if the contract the game makers have to agree to prevent it.

    38. Re:vendor lock in by Anonymous Coward · · Score: 0

      I got a creators club membership around january. Since then I've seen first hand how trivial it is to connect a PC and an Xbox in the same session. Sorry, this time it's not the fault of MS.

    39. Re:vendor lock in by Anonymous Coward · · Score: 0

      This is because Sony and Microsoft do not allow EA, or any other company, to permit XBOX and PS3 consoles to play against each other in head to head. The same is true of PC and a console. Only PSP and PS3 and DS and Wii can play against each other.

    40. Re:vendor lock in by sowth · · Score: 1

      You explain why psychopaths from the two companies would lock people in, but you don't explain why it should be tolerated by the people who buy their products. Only an idiot or someone really desperate would willingly submit themselves to such a deal.

    41. Re:vendor lock in by Anonymous Coward · · Score: 0

      DoWII can be played on both pc and 360 - as long as you have a gold account on the 360.

      They are graudally tying the two together, however each developer can still choose which platforms play with which, which is sometimes important given the differences in control systems between them - which can make a big difference e.g. RTS aer generally easier to control on a PC.

    42. Re:vendor lock in by EdIII · · Score: 1

      I don't buy XBL or PSN. Not interested. One of my roomates has it and I do like it for Netflix, but it is not required for Netflix. I don't own an XBOX360 or a PS3.

      I DON'T TOLERATE IT.

      Since, I don't like the deal I just voted with my wallet. I just fail to see how not allowing or enabling cross-network play makes them evil. Is there an argument about how it is necessary for the proper functioning of society? Is freedom really at stake here? Other than consumer satisfaction what else is affected?

      It's just weird that so many people want to vilify them over something like this as if it is a human rights violation. You're right. Just don't buy the damn things.

    43. Re:vendor lock in by obliv!on · · Score: 1

      Star Trek Online was planning (I don't know if they still are) on putting out versions for multiple consoles (PC, 360, PS3) and allowing them all to play on one system of servers (so someone playing from XBL could play someone on PC or PSN). So it is probably EA (and it might be some legacy hold over from PS2 and XB days as oppose to lets try to get them to buy more than one copy) more so than vendor lock-in.

    44. Re:vendor lock in by Anonymous Coward · · Score: 0

      How does this logic apply when it comes to users who want to play Xbox 360 games on the same service(Xbox Live) using a PC instead of a Xbox 360.

      You're still forced to use microsoft's software/services in two different aspects...

      1. Windows
      2. Xbox Live

  3. My prediction by Starlon · · Score: 0

    I foresee one platform out-performing the other platform on a game-play basis. One may be more comfortable, decreasing the cognitive dissonance associated with translating mental (re)actions to hand actions.

    --
    Health Freedom is almost as popular as Freedom itself.
    1. Re:My prediction by qwertysledge · · Score: 1

      Cognitive load and HCI inconsistencies are often the downfall of comparing two human factors experiments. This seems like a reasonable concern.

      --
      "There is a fine line between fishing and just standing on the shore like an idiot." -- Steven Wright
    2. Re:My prediction by bertoelcon · · Score: 1

      Except the major differences in hand actions are the dpad/left stick swap and the ps3 controllers can have a motion sensor. Other than that the buttons are renamed and the triggers are different.

      --
      Anything can be found funny, from a certain point of view.
    3. Re:My prediction by oneplus999 · · Score: 5, Informative

      One may be more comfortable, decreasing the cognitive dissonance associated with translating mental (re)actions to hand actions.

      That's not what cognitive dissonance is. Cognitive dissonance is when you take an action that contradicts or is not explained by your beliefs about how you should have acted, and you change your beliefs after the fact in order to explain the action you took. It is not just when you have some kind of mental uncomfortableness. I'm sure wikipedia has examples.

    4. Re:My prediction by geminidomino · · Score: 1

      One may be more comfortable, decreasing the cognitive dissonance associated with translating mental (re)actions to hand actions.

      That's not what cognitive dissonance is. Cognitive dissonance is when you take an action that contradicts or is not explained by your beliefs about how you should have acted, and you change your beliefs after the fact in order to explain the action you took. It is not just when you have some kind of mental uncomfortableness. I'm sure wikipedia has examples.

      Bad example, since wikipedia disagrees with you (Stating that cognitive dissonance is a function of seperate cognitions, not action).

    5. Re:My prediction by Anonymous Coward · · Score: 0

      Cognitive dissonance is when you hold two incompatible beliefs, e.g. the correctness of probability theory and the belief that blowing on the dice will improve your odds. There need not be any action involved for cognitive dissonance to be at play, but actions will often prompt people to alter their beliefs (or to offer absurd rationalizations for the actions based on their beliefs) because they are trying to minimize cognitive dissonance. When someone acts in a way that is not in line with their beliefs, the act in itself is not the cognitive dissonance, but it reveals the dissonance, and thus prompts people to try to align their beliefs.

    6. Re:My prediction by Anonymous Coward · · Score: 0

      There is no such things as cognitive dissonance. It's a statistical error.

      http://www.nytimes.com/2008/04/08/science/08tier.html

    7. Re:My prediction by Bragador · · Score: 1

      To be more precise, cognitive dissonance is when you have at least two beliefs that oppose each others. The result is that you are feeling bad, stressed, etc. So yes, it is completely mental. If you act in a way that contradicts your beliefs and you don't realize it, then you wont feel bad about it.

      For example, you might be religious and believe that sex is bad and that only bad people focus on sex while also having urges to have sex with certain persons that you meet. Another example is that you might believe that BDSM is immoral and only crazy people do it. Then, someday, you actually become interested in BDSM scenarios. So in both cases, you have a problem. Are you a bad person or not? This causes stress because of cognitive dissonance.

      Changing your beliefs is only ONE way to cope with cognitive dissonance. If we go back to my examples, you start to believe that the persons that excite you are evil. It's not your fault, it's them who are dressing and moving in inappropriate ways. Or in the BDSM scenarios, you could start to fantasize that the other persons morally need to be punished so you are still a good religious person that doesn't hurt anyone for pleasure. You would simply be doing what must be done.

      There are other ways to cope with cognitive dissonance, but I simply wanted to make your answer more precise. And, now that I'm checking it, the wikipedia article on the subject is not too bad http://en.wikipedia.org/wiki/Cognitive_dissonance.

    8. Re:My prediction by Anonymous Coward · · Score: 0

      From Wikipedia: "Cognitive dissonance is an uncomfortable feeling caused by holding two contradictory ideas simultaneously."

      That uncomfortable feeling you're having now that your assumptions have been challenged? That's cognitive dissonance.

    9. Re:My prediction by Anonymous Coward · · Score: 0

      The first sentence from wikipedia is "Cognitive dissonance is an uncomfortable feeling caused by holding two contradictory ideas simultaneously".

    10. Re:My prediction by Anonymous Coward · · Score: 0

      "...Cognitive dissonance is when you take an action that contradicts or is not explained by your beliefs about how you should have acted, and you change your beliefs after the fact in order to explain the action you took...."
      "....I'm sure wikipedia has examples....
      "

      The best real world example of Cognitive Dissonance is Wikipedia !!!!!! :)

  4. Console != PC by Anonymous Coward · · Score: 2, Insightful

    Why would you want to allow your competitor console to play with yours. If one claims their network is superior to the others, that's a selling point and by allowing the other consoles to connect makes your "superior" network play a moot point.

    1. Re:Console != PC by Monkeedude1212 · · Score: 1

      I agree, its all business strategy really. And it'd be alot of extra work. While 360 and PS3 Are quite similar, they DO run differently, hence why I can't run a 360 game in a PS3, it has enough minor differences for it not to be "Compatible". (It COULD be compatible if the developers worked on making it so, but they aren't paid to do that.)

      Also, a Console == PC.
      I booted a Linux Distro on my Original Xbox!

  5. I'm thinking.,.. by Datamonstar · · Score: 1, Insightful

    No. They just want to make more money.

    --
    The eternal struggle of good vs. evil begins within one's self.
    1. Re:I'm thinking.,.. by Toonol · · Score: 5, Insightful

      No. The different consoles have different requirements for online play, and they aren't necessarily compatible. XBox live requires play through MS's servers and a live account. Sony requires companies to host their own. Nintendo has friend code requirements. It's not nearly as simple as the summary makes out.

    2. Re:I'm thinking.,.. by BigDXLT · · Score: 5, Insightful

      The point is, it should be simple, but it's been made difficult for asinine reasons.

    3. Re:I'm thinking.,.. by Xest · · Score: 2, Interesting

      Yes, both manufacturers want to ensure simplicity in their interfaces. The last thing Microsoft wants to have people to deal with is that when you select one player you get the usual XBox live guide options come up and when you select another it simply has to say sorry, this person is using a different console.

      One of the whole points of Live, and one of the things Microsoft did well with the XBox was the consistency of it, it offers you a consistent experience throughout, if you start branching out to other consoles you lose that. Sony no doubt feel the same, although their interface wasn't consistent throughout startup to gaming, they've made massive strides in that direction such that it is much more so nowadays so also clearly see the benefits of maintaining that.

      It's probably worth pointing out that there are games where XBox players can indeed play with PC players, simply because of Live for Windows which does allow Microsoft to maintain that consistent interface across platforms.

      There are also outright differences on a code level, the PS3 can't hook into XBox's lives voice setup for example and vice versa so there'd be no communication between players of different platforms. Similarly, for games that use Microsoft's matchmaking and so forth again, the PS3 wouldn't be able to make use of it because I doubt Microsoft are about to publish or even license their proprietary protocol specs to a competitor. Again, the same goes for Sony to Microsoft.

      Of course, there's the business side of things too, if your console has 20,000 people playing online at any one time and the other guys only has a 100 making it a pain to find a game then you don't want to give them the advantage of having access to your playerbase in the hope those will switch to your platform if it has more players.

    4. Re:I'm thinking.,.. by ILongForDarkness · · Score: 1

      I think both companies would like to pretend that they are the only ones that offer good online play. As soon as you say connects to PS3 people will say, oh I can play online with a PS3 too, hmm maybe I should buy that console instead. I think the XBox definitely has the superior brand when it comes to online gaming, its available and customers know it is. Too bad you have to pay for it :-)

    5. Re:I'm thinking.,.. by Anonymous Coward · · Score: 0

      It's not nearly as simple as the summary makes out.

      It is simple and you're a programming amateur if you think otherwise. Astroturfers probably mod'ed your amateurish comment up.

    6. Re:I'm thinking.,.. by Hasney · · Score: 1

      Slight correction

      EA games use their own servers, even on XBox Live. They wouldn't even go on XBox Live until MS changed that restriction, hence why the PS2 games got network support before the original XBox Live.

      I think it is a code issue, if you have a look at games that promised cross 360/Windows play even, I don't think any of them had that feature left in

      As for FF11, can someone confirm/deny that 360 players can play with PC and PS2 users of the game?

    7. Re:I'm thinking.,.. by Chaos+Incarnate · · Score: 1

      Shadowrun and Lost Planet: Colonies Edition both released with support for cross-platform play.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    8. Re:I'm thinking.,.. by Anonymous Coward · · Score: 0

      That's all irrelevant in a sense. PS3, as you so put, requires the companies to host their own online games. XBOX live connects to the LIVE service. Why not design the 360 version to have a "LIVE" option and a "EA SERVER" option that then connects to the SAME DAMN SERVERS the PS3 is using?

      The only "different requirements" for online play are artificially made by the console and/or game maker. There's no other reason they can't inter-operate online. It's like saying I can't play you in DOOM, because I'm using my BB Storm with BlueTooth tether to connect to VZW while you're using a DSL to connect to QWEST, while I'm also using an AMD CPU in a HP laptop while you're using an Intel CPU in a DELL Desktop.

      It's absolutely crazy they still haven't allowed the gamers to play cross-console. The systems are both capable enough. If they are concerned of unfair play, and if one console does run the game faster than the other, well then since both consoles run at "known speeds", program a sort of lag to slow the faster one down to the no-so-fast system's speed only in cross-console mode so both games run at the same speed.

    9. Re:I'm thinking.,.. by Anonymous Coward · · Score: 0

      If they have to host their own for Sony, why can't they host their own for MS and Nintendo? They both have internet access, so it seems likely that this is possible, but often times there are slight differences in gameplay across different consoles that may create an unfair advantage.

    10. Re:I'm thinking.,.. by PainKilleR-CE · · Score: 1

      EA games use their own servers, even on XBox Live. They wouldn't even go on XBox Live until MS changed that restriction, hence why the PS2 games got network support before the original XBox Live.

      I think it is a code issue, if you have a look at games that promised cross 360/Windows play even, I don't think any of them had that feature left in

      As for FF11, can someone confirm/deny that 360 players can play with PC and PS2 users of the game?

      EA wanted lock-in on user data and the ability to decide whether or not people could access their services, which is why they refused to play nice with Microsoft until they changed the requirements. EA games don't necessarily run on their own servers on Xbox Live, but they have more access to the data on those servers than they would have under the original Xbox Live system. Originally there was speculation that EA might want to have additional charges to use their multiplayer, but there was a pretty massive backlash against that. They also saw a lot of pressure by not having online play on the Xbox, since it allowed Sega and MS themselves to compete very well on the platform vs. Madden for a year or two. In the end, they seem to have come to an agreement with MS that was somewhere between what the two had originally wanted for themselves, in part because the Xbox and 360 online services would have suffered without an NFL licensed online game.

      It's definitely not a code issue in general, though it can be for specific games. Most of the games that promised 360/Windows play can be played together on those platforms. If FF11 users on the 360 can't play with PC and PS2 users, why exactly are they playing? It's not exactly massive if the only users are the ones on the 360. One could argue there were more challenges in getting the PS2 to play nice, since it had to have 2 optional hardware components (one of which is not available for the more recent versions of the console) and is a completely different architecture, rather than the 360, which is basically a PC running a different OS from the same developers as the PC OS on which the game runs. Strangely the PS2 was able to play nice all this time.

      --
      -PainKilleR-[CE]
    11. Re:I'm thinking.,.. by Anonymous Coward · · Score: 0

      Of course, there's the business side of things too, if your console has 20,000 people playing online at any one time and the other guys only has a 100 making it a pain to find a game then you don't want to give them the advantage of having access to your playerbase in the hope those will switch to your platform if it has more players.

      Outside of hearsay on the internet, how are players going to know? How are they going to be sure unless the company releases numbers? Even then, you expect a consumer to ignore all other potential games for the platform? No, it's about controlling their own slice of the market.

    12. Re:I'm thinking.,.. by dhasenan · · Score: 1

      You're thinking backwards. Why not have an adapter that puts your PS3 on Xbox Live?

    13. Re:I'm thinking.,.. by Swanktastic · · Score: 1

      Simple? Come on, this is slashdot. We all know how painful and expensive systems integration can be.

      I'm not willing to pay an extra dime to be able to play someone on a different console. Unless there are big groups out there who are willing to shell out big bucks to do so, I don't predict this happening anytime in the near future.

    14. Re:I'm thinking.,.. by RomanesEuntDomus · · Score: 1

      Why the heck would I want to pay an extra $50 for online play on XBL, when I have the same thing for free on PSN?

    15. Re:I'm thinking.,.. by Anonymous Coward · · Score: 0

      You mean the "asinine" reason of the 3 companies independently coming up with completely different architecture/design for how they want their game networks to work?

    16. Re:I'm thinking.,.. by cryoknight · · Score: 0

      Exactly. The 3 console manufacturers also use a completely different codebase for networking. For example: Sony's is practically non-existent (their entire SDK is a mess, but that's a rant for another day), so the developer has to write everything from scratch. Microsoft provides a network layer for the 360, that, while it has some issues, at least provides a lot of functionality right out of the box, AND it has a working PING function (unlike Sony). They've even PUT SOME THOUGHT into the design of it. Nintendo uses a pretty arcane networking codebase as well.

  6. same as the PC by Ambiguous+Coward · · Score: 3, Insightful

    For the same reason console players can't play against PC players.

    If they allowed a direct comparison between different platforms, people would realize more rapidly which is better and which is worse.

    I'd love to see a match of TF2 between a bunch of console players vs. PC players. It'd be such a joke. :)

    --
    Their may be a grammatical error, misspeling, or evn a typo in this post.
    1. Re:same as the PC by Anonymous Coward · · Score: 1, Informative

      There is cross-platform available between Xbox 360 and Games for Windows. It's just that no-one really bothers to implement it. I only know of one game that did support it.

      You can't cross-platform play between PS3 and Xbox 360 simply because they use their own matchmaking services.

    2. Re:same as the PC by Anonymous Coward · · Score: 0

      I'd love to see a match of TF2 between a bunch of console players vs. PC players. It'd be such a joke. :)

      You do realize there are plenty of console players that also play PC fps games, right?

    3. Re:same as the PC by Anonymous Coward · · Score: 0

      You do realize that controllers (mouse+keyboard), more customizable settings, and more processing power all would still slant it towards the people playing on the pc, right?

    4. Re:same as the PC by Toonol · · Score: 1, Insightful

      I don't think that's true. One platform might be at an advantage over the other, but that is an entirely different matter than being better. For instance, it's quite obvious a mouse has a competitive advantage over a gamepad in a FPS... but that doesn't mean a mouse/keyboard is necessarily a better input device. A gamepad is more ergonomic and can be played more easily from the couch, for instance.

      A FPS designed for a console is best played on a console. One designed for a pc is best played on a pc. One designed for BOTH is probably equally bad on either.

    5. Re:same as the PC by Anonymous Coward · · Score: 0

      By your definition, the Wii has the worst controls for nearly every game because standard controllers and mice are far more precise.

      "Better" is in the eye of the beholder. /Wii sucks ass

    6. Re:same as the PC by poetmatt · · Score: 2, Informative

      Umm, FPS games are by definition, not typically "Designed" for consoles.

      Nobody said mice are better, but they are much better at controlling first person shooters for obvious reasons.

      For a racing game when you don't have a joystick/wheel, or a fighter, I'd much rather a controller than a keyboard+mouse. It's very simple, called "use the right tool for the job".

      Round hole, round peg. Easy comparison to your own: ever tried playing quake on a g1 or an iphone? It's kind of, you know, pretty hard to do. some interfaces work for certain things.

      Likewise, a VR interface (helmet, gloves, etc) even if it had FPS controls, is pretty horrible for most FPS games.

    7. Re:same as the PC by Toonol · · Score: 1

      Umm, FPS games are by definition, not typically "Designed" for consoles.

      Obviously not true. There are FPS games, successful ones, that have never been ported to the pc.

      Nobody said mice are better, but they are much better at controlling first person shooters for obvious reasons.

      I would dispute this, also. Mice are more accurate at controlling first person shooters. Better is something different, entirely.

      For a racing game when you don't have a joystick/wheel, or a fighter, I'd much rather a controller than a keyboard+mouse. It's very simple, called "use the right tool for the job".

      I somewhat agree with this; but you have to realize, that when a FPS is designed from the ground up to USE a certain control scheme, that control scheme IS the right tool for the job. Playing the DOOM mods that allow mouse input SUCKS compared to the original keyboard scheme.

      Round hole, round peg. Easy comparison to your own: ever tried playing quake on a g1 or an iphone? It's kind of, you know, pretty hard to do. some interfaces work for certain things.

      Quake wasn't designed for an iPhone. That's a square peg and round hole, using a touch screen fake a mouse + wasd scheme. I think a FPS built specifically FOR an iPhone could control perfectly well.

    8. Re:same as the PC by Ahnteis · · Score: 1

      actually, the wii is the only console that allows direct pointing.

    9. Re:same as the PC by Anonymous Coward · · Score: 2, Interesting

      "One designed for BOTH is probably equally bad on either."

      There was Shadowrun, which was designed for both PC and 360, and for cross-platform competitive play. As far as multiplayer shooters go, it was a good pickup if you got it for $20. No single-player mode.

      But what's interesting is the balancing that went into Shadowrun. In playtesting, 360 players were getting massacred by PC players because their control over their aiming was so vastly superior.

      So on top of handicapping PC players by giving 360 players some auto-aim and smaller hit boxes, the designers went back and tried to make terrain more valuable than aim.

      If you really got into the game, you were able to either close up quickly or ambush people at short range pretty well. In close combat, the advantages narrow off quite a bit.

    10. Re:same as the PC by im_thatoneguy · · Score: 1

      Putting the cross hair on someone's head doesn't have to be the point of an FPS. The game can be based on strategy, teamwork and experience indpendent of accuracy.

      In fact I would argue that an FPS with no aim what so ever that was purely random would be equally as fun as one which involves twitch aiming.

      In a game like TF2, unless you're sniping, most of the game is pretty accuracy independent. That being said.... the 360 version of TF2 is unplayable.

    11. Re:same as the PC by Toonol · · Score: 1

      Yeah, the Wii controllers are far more precise for aiming and shooting than a standard gamepad. Not necessarily better; but they're the closest thing a console has to a mouse. The Wii should be the console of choice for FPS; I think it isn't, mainly because FPS fans tend to be absolute graphic whores.

    12. Re:same as the PC by BikeHelmet · · Score: 1

      I'd love to see a match of TF2 between a bunch of console players vs. PC players. It'd be such a joke. :)

      Just wait until the scripters and hackers get at them. I met a spy that gets ~80% hits with his revolver - most headshots. It was plainly obvious he was a hacker, because round after round, he'd run into crowds of people(Pyros, medics, heavies, etc.), owning them all.

      Or he'd just shoot you from across the map.

      I've also met genuinely great spies, like Jening. They're fun to play with, if you don't mind getting your ass handed to you over and over. Console players vs Jening... I wonder how many dozens he'd kill before they got him down.

    13. Re:same as the PC by Anonymous Coward · · Score: 0

      "Quake III Arena was released for the Sega Dreamcast ... in 2000 and featured 4 player online play versus Dreamcast and PC gamers." http://en.wikipedia.org/wiki/Quake_III_Arena#Dreamcast

    14. Re:same as the PC by Phydeaux314 · · Score: 2, Insightful

      Some interfaces are inherently better for some tasks than others. That's why we use different interface devices, instead of having one "standard" one that has been proven to be the best possible choice. If we're restricted with regards to our input device, as we are with consoles, we work very hard on the game to make the input work with it.

      Mice are best for FPS games because they allow for a nearly direct mapping of mouse location to screen location. It's fast, accurate, and refining accuracy from a general location is easy. Joysticks are best for flight tasks, because it offers a default state - the deadzone neutral - that mice do not offer, and constant directional input. To use a car analogy, trying to play a true FPS game on a console is like rigging up a knob on your dash that controls the speed of a motor turning your wheel.

      Thumbsticks on consoles are handy because they work passably for a great number of game types with some developer effort. Fighting games are excellent with thumbsticks, driving and RPG games work decently enough, and FPS games can be kludged in if people don't mind dumbing down gameplay.

      --
      Never underestimate the stupidity inherent in all human beings.
    15. Re:same as the PC by Rocketship+Underpant · · Score: 1

      I've heard that differing CPU architectures is a significant difficulty in cross-platform play and something that hampered Mac-PC online play before Macs switched to Intel. Online multiplayer games rely on players' own machines to perform practically all in-game calculations, and the game assumes that each machine is getting identical results from these calculations and passing those results into the next operation. But due to the nature of floating point arithmetic, the last few digits of a floating point operation will vary according to processor architecture, so cross-platform play requires code and bandwidth overhead to synchronize all those game variables.

      --
      He who lights his taper at mine, receives light without darkening me.
    16. Re:same as the PC by Anonymous Coward · · Score: 0

      Lets imagine for a minute that monopolistic practices are not happening and that interoperability is happening.

      It really doesn't mater which is actually better ... Only that once the console manufacturers start competing on more equal footing that players will start comparing them.

      When players start noticing that they are losing positions on "ranked leader boards" they will choose the console of the dominant players.
      Fanboy-ism ensues and the rest is pc_mag/ecm/psm/whatever/ history.....

    17. Re:same as the PC by Rakishi · · Score: 3, Funny

      I would dispute this, also. Mice are more accurate at controlling first person shooters. Better is something different, entirely.

      No in this sense more accurate is better. Why? Because no matter how much ergonomic something is if you spend 99% of your time lying dead on the ground you'll still want to chuck that lovely piece of plastic through the tv.

    18. Re:same as the PC by mjwx · · Score: 1

      Nobody said mice are better, but they are much better at controlling first person shooters for obvious reasons.

      Exactly, the right tool for the right job.

      FPS are better played with the mouse and keyboard. ARMA, Operation Flashpoint and Battlefield are some of my favourite FPS's but to try and fly a plane or helicopter with the mouse and KB is difficult and near impossible to do well. Joysticks are better for flying.

      Console controllers are a consoles only choice so they have to be designed to be a jack of all trades so it is the master of none. The Mouse and KB favour FPS and RTS but not driving or flight simulators, the Console controller must be capable of all of these jobs and more. A console controller is good when you have a very limited control scheme like a platformer or simple driving game (Mario Kart), even the more complex rally racing games are better on console then PC unless you have speciallised hardware (read: a steering wheel). A Mortal Kombat/Street Fighter type beat em up is a lot more difficult to play on PC then on Consoles.

      Consoles cannot do FPS's or Stratergy because it requires far more precise movement controls then a console controller is capable of. In order to make an FPS work on a console so it can compete with a PC player you need to add a stupid amount of auto aim, this would make the game too unfair for the PC player whilst not having it would make the game too unfair towards the console players. So as much as I'd like to see a Xbox vs PC TF2 match, it will never happen as there can never be an equal playing field (and thats just not fun).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    19. Re:same as the PC by crossmr · · Score: 1

      This was done I think. I seem to recall reading a story about a cross platform FPS that ran between maybe the dreamcast and the PC. As expected PC users absolutely dominated the dreamcast users.
      of course google fails me and I can't find it now.

    20. Re:same as the PC by Anonymous Coward · · Score: 0

      Shadowrun was the first game that allowed players from xbox 360 and Windows to play with each other online. I believe there is a couple others as well.

      Being able to play cross platform seemed like such a holy grail but in reality it doesn't offer much benefit. Sure, it lets you play with your friend who doesn't own a 360, but if you were really serious about playing with your friend you would likely get the same console so that you can play all the games.

      It's kind of a catch-22, if every game allowed cross platform play more people would take advantage of it. But when only a couple games offer it won't get used much and developers won't bother doing all the extra tweaking and testing required to offer it.

    21. Re:same as the PC by Sethus · · Score: 1

      I like what you've said, but you're drawing the wrong conclusions. Porting that from it's intended system to another can make gameplay difficult and frustrating, but not always. A game doesn't neccisarily rely on it's initial control design for ideal gameplay. I loathed Oblivion on my computer and I can't IMAGINE playing a game like Command and Conquer on a console. But when Doom was ported to allow mouse use, and strafing? Doom became one of the easiest FPS I'd ever played. (Turn your y-axis to nearly 0) There is no 'one ideal' control set for games, but it's generally accepted that mouse/keyboard combination is the superior combination for FPS.

      A great example, there HAS been some cross-console gameplay in the past to set precedent for this. MS released a game a while back in 2007 called Shadowrun (terrible game), and allowed 360 users to go head to head against their PC counterparts. Balancing was an issue between PC and 360 and so MS, "implemented a feature which causes the cross-hair to expand during quick movements, thus lowering the player's accuracy... making it impossible to quickly turn and maintain accuracy, reducing the potential advantage of playing with a mouse". This was originally on Shadowrun's website, now found on wikipedia as an excerpt.

      --
      Posting with out proof reading since 2001.
    22. Re:same as the PC by donaldm · · Score: 1

      Yeah, the Wii controllers are far more precise for aiming and shooting than a standard gamepad. Not necessarily better; but they're the closest thing a console has to a mouse. The Wii should be the console of choice for FPS; I think it isn't, mainly because FPS fans tend to be absolute graphic whores.

      Using a pointing device is only one aspect of a FPS game. Having a keyboard and the ability to set up macros can also be a huge advantage and this is one area the Wii controller fails in. Even the PS1, Ps2 and original Xbox controllers have more buttons than the Wii. Using the Wii controller as pointing device would still be next to useless against a high quality mouse.

      Consider this, a person with a Wii pointing device basically has to point the device and that means picking the controller up and pointing (resting is not an option if you want to be quick) and this is going to get tiring really quick. The person with the mouse only has to rest their hand on the mouse and move it and at the same time get a high degree of accuracy from fairly simple movements as well as having the ability to continue doing this for quite long periods without tiring.

      For a short time the person using a Wii controller may have a small advantage over the person using a mouse in a FPS but after a few minutes they are going to tire and the person using the mouse will trounce them.
      As for a console having a mouse, with the PS3 you can easily add a mouse and keyboard (wireless or wired). I think the Xbox360 can also do this but I am not sure.

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    23. Re:same as the PC by Draek · · Score: 1

      I would dispute this, also. Mice are more accurate at controlling first person shooters. Better is something different, entirely.

      And subjective. Since for me, faster + more accurate => better, but it seems you hold a different criteria.

      Playing the DOOM mods that allow mouse input SUCKS compared to the original keyboard scheme.

      I believe differently. In fact, despite playing both quite heavily during my childhood with a pure keyboard-based control scheme, I can no longer stand to play either DOOM nor Duke Nukem 3D without a traditional WSAD+mouse scheme, it just plain works better.

      --
      No problem is insoluble in all conceivable circumstances.
    24. Re:same as the PC by godoffsck · · Score: 1

      Back in the day, you could do. I was tutored in one of the Quakes (Q3a I think? Might have been Q2) by a friend who was on a Dreamcast while I was on a PC. There was a specific official patch level I needed to be on, but it worked fine.

      He was a Q2 national champion or something, it was really helpful, although whenever we stopped for a break and have some combat, he'd pwn me like a n00b.

    25. Re:same as the PC by Rockoon · · Score: 1

      But due to the nature of floating point arithmetic, the last few digits of a floating point operation will vary according to processor architecture, so cross-platform play requires code and bandwidth overhead to synchronize all those game variables.

      If the architecture follows the IEEE standard, then this is not true. I don't know of any architecture that doesnt follow it for 32-bit and 64-bit floats.

      The problem is that programmers tell their compiler to screw standards, and optimize as much as possible. This causes two things to happen:

      First is that on 32-bit Intel architectures, they use the 80-bit floating point stack exclusively without rounding down to 32 or 64 bits after every operation (something they would otherwise have to do to be considered following the standard.)

      The second thing is that the compiler rearranges the order of operations and in some cases refactors them. For example, it might change (a + b) + c into a + (b + c), in addition it might change a * b + a * c into a * (b + c) or vise-versa. This is the real diverger. Compiler A and compiler B will not reorder or refactor them in the same way, even on the same platform. As you may or may not know, the order of operations is crucial in floating point work when trying to maximize accuracy.

      But this is besides the point really.. (most, if not all) compilers can be instructed to NOT perform these optimizations and to rigidly adhere to IEEE standards.

      --
      "His name was James Damore."
    26. Re:same as the PC by Chaos+Incarnate · · Score: 1

      A good baby step would be if more developers started using GFWL, even if not for online play; seeing more than half-a-dozen titles support achievements each year would be nice.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    27. Re:same as the PC by Shanrak · · Score: 1

      There are games where console performs better than windows too, like street fighter IV. SO much easier to do a 360 rotation on a gamepad than the keyboard. Of course, I'm able to buy a gamepad for my computer, but what's stopping them from buying a keyboard/mouse for the Xbox? Both uses Live so compatibility shouldn't be that big of an issue. I think vendors have more to do with this than Sony/MS/Nintendo since they end up losing potential customers. If my friends all play left 4 dead on the PC, there's no reason for me to buy L4D for the Xbox since I can't play with them. Even if I bought a second copy (assuming I already had one for Xbox), MS won't see any of the profits from that, all of it goes to Valve.

      --
      This post may or may not contain cancer causing materials.
    28. Re:same as the PC by lyinhart · · Score: 1

      It was the Dreamcast version of Quake III Arena that allowed network play with PC players. A multiplayer map pack with additional levels was released for both platforms as well. The difference between playing an FPS game on Dreamcast and playing one on the current generation consoles was that you could use a mouse and keyboard on the Dreamcast fairly easily. Sega released an official keyboard and mouse for the system. And with the right dongle, you could even use a generic PS/2 compatible keyboard of your choice. Keyboard/mouse support on current consoles is flaky at best, but mostly non-existent. Plus, the Sega didn't use their own proprietary online gaming service to run the multiplayer games.

      --
      Freedom is drinking a beer in the park when you're supposed to be at work.
    29. Re:same as the PC by lyinhart · · Score: 1

      You could buy a keyboard/mouse for your Xbox 360, but I don't think many Xbox 360 games support keyboard/mouse controls, including many first person shooters. While cross-platform play is possible on Live, developers and Microsoft are definitely concerned about the possibility of cheating, particularly on the PC end. Anyway, if you really want to play a first person shooter properly, you definitely want the PC version if one is available given the difference in controller options. As for Street Fighter IV, there's only one way to play a Street Fighter game, and that's with a good quality joystick. Playing most arcade fighting games with keyboard, even a gamepad can be worse than playing an FPS game with a regular console controller.

      --
      Freedom is drinking a beer in the park when you're supposed to be at work.
    30. Re:same as the PC by hal2814 · · Score: 1

      There were a couple of annoyances to playing cross-platform. They weren't deal-breaking, but they were there. You really had to have the Dreamcast broadband connector which got pretty rare pretty fast unless you did direct serial over phone line. And the serial connection wasn't exactly straightforward to set up. You had to stick to the Dreamcast maps and had to make sure you weren't using anything not included in the box with Quake III Arena. That's all I can remember off the top of my head but needless to say it wasn't exactly a plug and play experience.

    31. Re:same as the PC by Krneki · · Score: 1

      An having a bunch of kids screaming "hacks" every 2 min?

      No, thanks. Thank god most of the kids are in the consoles, as it is now, is bad enough, I don't want 50% more kids on online PC games.

      For the same reason I never choose the good or pretty side, you know that your team will be full of kids.

      --
      Love many, trust a few, do harm to none.
    32. Re:same as the PC by Rocketship+Underpant · · Score: 1

      Thanks for the explanation. I was aware of the general problem but that sheds a lot of light on it. If platform #1's compiler performs a * b + a * c, and platform #2's compiler changes it to a * (b + c), do you get a discrepancy in the result even with IEEE standards?

      --
      He who lights his taper at mine, receives light without darkening me.
    33. Re:same as the PC by Anonymous Coward · · Score: 0

      For the same reason console players can't play against PC players.

      If they allowed a direct comparison between different platforms, people would realize more rapidly which is better and which is worse.

      I'd love to see a match of TF2 between a bunch of console players vs. PC players. It'd be such a joke. :)

      uh, you can cross platform play from 360 to PC....the list is small right now, but it's something they are pushing.

      The biggest issue is Keyboard/mouse vs controller.

    34. Re:same as the PC by Anonymous Coward · · Score: 0

      And I would like to see a Soulcalibur 4 match with a webcam pointed at PC player with a mouse and keyboard. I would pay to see that :)

    35. Re:same as the PC by bluefoxlucid · · Score: 1

      That's why modern consoles have USB ports....

    36. Re:same as the PC by bluefoxlucid · · Score: 1

      I somewhat agree with this; but you have to realize, that when a FPS is designed from the ground up to USE a certain control scheme, that control scheme IS the right tool for the job. Playing the DOOM mods that allow mouse input SUCKS compared to the original keyboard scheme.

      False. Idiots designing Halo put strafe and walk on the same stick, instead of walk and turn. The other stick was turn and aim. My brain operates walking by forward/back and turn, because face it, you don't flatly walk forward/back/left/right, you walk forward and turn to go in other directions. This control scheme was wrong, and still is wrong.

    37. Re:same as the PC by Mprx · · Score: 1

      I remember playing against Dreamcast users, and it was more a one sided massacre than a fair game. The Dreamcast players didn't stand a chance against even lower skilled PC players. The scoreboard was divided into two clear groups with all the Dreamcast players at the bottom. I didn't play for long because it got boring very quickly. IIRC the crossplatform play feature was disabled soon after it was introduced because it was too frustrating for the Dreamcast players.

    38. Re:same as the PC by bluefoxlucid · · Score: 1

      Wii Zapper. Use the Nunchuck stick to turn and walk, the D-pad on top the wiimote to strafe, point to aim. Wiimote buttons +- to switch weapons, up-down to scroll a list of items, point and shoot to pick the item (list fades after a few seconds?), 1-2 for other things.

    39. Re:same as the PC by PainKilleR-CE · · Score: 1

      While I would generally not play an FPS on a console for a variety of reasons, I will say this as an argument for it:
      1) You can connect a mouse + keyboard to a PS3, it's called USB, or bluetooth. 360 users should gripe to MS about the crap they've pulled with that console
      2) Console games are usually tuned to run at a consistent framerate at the console's standard resolution options, all of which makes most of the processing advantages of a PC moot, unless the game gives an advantage to players with a higher framerate than what the console is capable of, and you're running it on a PC that is capable of maintaining an advantageous framerate at the resolution at which you are playing.

      There are many examples of the latter, but the problems people have getting consistent framerates out of games are not exactly new (though with current hardware and the way developers have built the games to configure themselves to the hardware on install, they're not as big of a problem as they used to be).

      --
      -PainKilleR-[CE]
    40. Re:same as the PC by zaibazu · · Score: 1

      Since SC4 controls come from an arcade design I'd rather play keyboard only than keyboard and mouse. At the EVO 09 SFII THDR Tournament there was a player with a button only controller, right hand area somewhat mimicking the arrow keys.
      Oh and SC4 played with a console controller relies heavily on macro buttons since it isn't possible to properly hit facebuttons simoultanously that are on the opposite side of each others (A and Y on a 360 Controllerfor example), and the SC4 control scheme relies on these combinations a LOT.

    41. Re:same as the PC by jgtg32a · · Score: 1

      And the PS3 is the only one to allow KB/M in game play, and the only game that actually supports it it UT3.

      MS straight up said never

    42. Re:same as the PC by KDR_11k · · Score: 1

      Mice are better at translating the player's intention into an ingame action when it comes to things like turning or aiming. While I could accept slow analog aiming on something like a turret with motors that need to align the barrel with the target first it doesn't really make sense for humanoid characters, a human won't turn like that. The simulated object is a gun in the hands of a human and that's probably closest to something like the Wiimote and still closer to a mouse than an analog stick (because the movements of your arm translate 1:1 to the movements of your weapon with those controls). The mouse controls the position of the aim and facing, the Wiimote controls the position of the aim and the speed of the facing (one derivative) and the analog stick controls the speed of the aim and the facing (both one derivative). Those derivatives add a step of abstraction that the player's brain has to cope with and are unnatural.

      I wonder if it would be viable to use the analog stick's position like the cursor in a Wii FPS, move the stick to move the aim and if you leave the inner deadzone the whole view starts to move... That way you could have absolute controls for the aim within a certain area instead of relative controls.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    43. Re:same as the PC by jgtg32a · · Score: 1

      Hello Demoman

    44. Re:same as the PC by KDR_11k · · Score: 1

      To use a car analogy, trying to play a true FPS game on a console is like rigging up a knob on your dash that controls the speed of a motor turning your wheel.

      Great, you made me remember that old C64 Formula 1 game where the joystick turned the wheel instead of the car and you have to manually move it back to neutral after you're done turning...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    45. Re:same as the PC by KDR_11k · · Score: 1

      Only in a peer-to-peer situation. Server-client games update the client status regularly anyway and only the server's results matter, the client never relies on calculations for so long that the floating point errors matter.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    46. Re:same as the PC by TheRaven64 · · Score: 1

      Or he'd just shoot you from across the map.

      In the original Counterstrike, I seem to remember that the Desert Eagle could kill with a single headshot, and the first shot was 100% accurate at any distance (the subsequent ones were progressively more inaccurate, and generally the second shot was only any use at short range). If you couldn't afford a sniper rifle, a Desert Eagle could get you one or two kills if you had a good sniping spot, and then possibly another in closer combat. This didn't require cheating, but if you had a decent PC with a big screen you had a huge advantage because you can see the enemy before they can see you. I'd imagine that a PC player against someone using an SD TV would have a similar advantage.

      --
      I am TheRaven on Soylent News
    47. Re:same as the PC by tepples · · Score: 1

      But due to the nature of floating point arithmetic, the last few digits of a floating point operation will vary according to processor architecture

      If you can demonstrate that your compiler is reordering your floating-point operations such that they round in different ways on different platforms, then process coordinates for game objects in fixed-point, where 0x00000000 is the left side of the world and 0x7FFFFFFF is the right side. This is more predictable.

    48. Re:same as the PC by jgtg32a · · Score: 1

      Actually ARMA2 actually has good driving controls, you actually use the mouse to turn. It worked rather well but it was too sensitive, and that's because I did a mental mapping of 1:1 with my car's wheel.

    49. Re:same as the PC by jgtg32a · · Score: 1

      No MS banned KB/M in games

    50. Re:same as the PC by TheRaven64 · · Score: 1

      That wasn't the problem, so much as Windows games deciding to throw the data across the network in packed structures of little-endian structures. This wasn't impossible to solve on a big-endian PowerPC, but it added some overhead. The bigger problem was developers using Microsoft's DirectPlay, which used an undocumented proprietary encoding for network messages, which were almost impossible to interoperate with unless you spent a lot of effort reverse engineering (not sure what the status of DirectPlay in WINE is).

      --
      I am TheRaven on Soylent News
    51. Re:same as the PC by jparker · · Score: 1

      I'm an old-school PC shooter developer, so I definitely felt like you, that there's no way a controller can match mouse+keyboard. Until I watched this exact scenario play out every day for months. Then I changed my mind.

      When TF2 came out, my office of game developers was quite excited. We had an official TF2 flag that would go up whenever the servers did; we played every lunchtime and after work, often for hours.

      Two of the players were young guys who grew up on Halo, not Marathon/Pathways the way a good person should. Since we're making 360 games, we all have 360 controllers that plug into our PCs, so that's what they used.

      I only know details about one of the guys, but he was very good. He was heavily recruited by professional Halo teams, that sort of thing. When the games began, he claimed that he'd show them all that a controller was just as good. They laughed. Then he (and the other guy too, I think) showed up at or near the top of the leaderboards every day. And they stopped.

      The PC players are no slouches either, lest you get the wrong idea. There's at least one guy that was in a top quake clan for years (not thresh's, killcreek's), that sort of thing. We all thought there was no way, but the controller players held their own.

      We still never stopped making fun of the controller players, of course, and eventually got them to try out mouse+keyboard. After the learning curve they did admit that it was better, which restores some of my faith in life, but controller players can definitely compete with mouse+keyboard players, if they're good enough.

    52. Re:same as the PC by Rockoon · · Score: 1

      Yes you do. Not always, but yes.

      I just wrote a quick VB.NET program to search for an example in 32-bit IEEE precision randomly... it found one in only 8 iterations!

      The output:

      iters = 8
      a = 0.8480518
      x = 0.9919022
      y = 0.0326252
      a*x+a*y = 0.8688523
      a*(x+y) = 0.8688522

      The code:

          Sub Main()

              Dim a, x, y, sum1, sum2 As Single
              Dim rng As New Random(0)
              Dim iters As Integer = 0

              Do
                a = rng.NextDouble()
                x = rng.NextDouble()
                y = rng.NextDouble()
                sum1 = a * x + a * y
                sum2 = a * (x + y)
                iters += 1
              Loop Until sum1 <> sum2

              Console.WriteLine("iters = " & iters)
              Console.WriteLine("a = " & a)
              Console.WriteLine("x = " & x)
              Console.WriteLine("y = " & y)
              Console.WriteLine("a*x+a*y = " & sum1)
              Console.WriteLine("a*(x+y) = " & sum2)

              Console.ReadKey()

          End Sub

      --
      "His name was James Damore."
    53. Re:same as the PC by Rockoon · · Score: 1

      Just performed a statistical analysis, using the same above strategy..

      errors per million iteratios = 352566

      Thats about 35% of the time :/

      --
      "His name was James Damore."
    54. Re:same as the PC by Sun.Jedi · · Score: 1

      because FPS fans tend to be absolute graphic whores.

      No. Quite the opposite in my experience. The elite (for lack of a better word... lets say the Really Good Players) may run high resolution, but turn off shadows, foliage, weather, 3d effects. The goal is not the experience -- we did that in the walkthrough, or while we were learning -- its frags, and frags come from low ping/latency and high frames/sec (plus the inherent skill). That doesn't effect the wii much, but it sure can on a PC.

    55. Re:same as the PC by Actually,+I+do+RTFA · · Score: 1

      For the same reason console players can't play against PC players.

      Well, Microsoft has the Live network, that can allow Windows machines to play against 360's. See Shadowrun

      --
      Your ad here. Ask me how!
    56. Re:same as the PC by Anonymous Coward · · Score: 0

      For the same reason console players can't play against PC players.

      If they allowed a direct comparison between different platforms, people would realize more rapidly which is better and which is worse.

      I'd love to see a match of TF2 between a bunch of console players vs. PC players. It'd be such a joke. :)

      In quake3 arena for dreamcast, you could play against pc users. It's funny, because I was on a dreamcast and smoked a lot of the pc players a lot of the time. Obviously, that's when I had a life though.

    57. Re:same as the PC by tlhIngan · · Score: 1

      False. Idiots designing Halo put strafe and walk on the same stick, instead of walk and turn. The other stick was turn and aim. My brain operates walking by forward/back and turn, because face it, you don't flatly walk forward/back/left/right, you walk forward and turn to go in other directions. This control scheme was wrong, and still is wrong.

      But... it also puts movement on one thumstick, and aiming on another. In the traditional WASD keyboard layout, the mouse turns as well, A/D strafe left/right - they don't turn (because it'll mess up your aim). One thing a thumbstick does offer over a regular PC keyboard is the lack of a "Run" modifier, since a thumbstick allows for speed variations.

      Either way, in any FPS, you strafe rather than turn most of the time (it's a huge disadvantage to turn and not face your opponent when trying to dodge his aim, while strafing lets you see your opponent and compensate your aim). Putting turn left/right in the forward/back control (A/D on WASD, left thumbstick on controller) means the strafing has to be moved elsewhere, and having two turn controls (mouse/right thumbstick) just makes a mess of things.

      Also, I think most people strafe to avoid obstacles when they walk, rather than turn, walk around, then turn back (they move sideways to avoid the obstacle but still face the general direction).

      As for avoiding network play - it'll suck, honestly. Take someone playing Xbox360 TF2 vs. PS3 TF2 (the PC users will cream them both - TF2 is a PC FPS and designed with PC controls in mind), and the PS3 user already is at an disadvantage because the PS3 port... stinks. Low framerates, stutters, etc. When trying to allow fair play, it's best to have everyone be stuck with the same disadvantages.

      It stunk so badly Valve has given up on the PS3. Or hell, take Ghostbusters and see the annoying PS3 artifacting.

      Or other games may have oddities during optimization that become huge (hidden) advantages - you can't use the same textures on both the PS3 and Xbox360 because they'll stink on one platform or the other due to different limitations in hardware. And the modified textures that you do use may give hidden advantages to one player over another. Subtle differences can bring on huge advantages quite easily. A map, just because of the way the textures are done may benefit the PS3, while a different map in the same game may benefit the Xbox360. It becomes almost impossible to avoid tilted competitions.

    58. Re:same as the PC by Bert64 · · Score: 1

      Doom was always played on a flat model, with height effectively emulated...
      You couldn't look up or down, and if you fired in the direction of a monster that was above you, the game automatically fired upwards to hit it.

      The mouse lets you easily aim up and down as well as left and right, so it makes a very good tool for the job. It's designed to point, so you can easily point it at the target. Using a keyboard, or even an analog control pad is much harder because you can't simply move it to the right position and stop, it's much harder to be accurate and virtually impossible to be accurate and fast.

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      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    59. Re:same as the PC by fiontan · · Score: 1

      Whether keyboard + mouse is better is somewhat determined by the intent of the game.

      Do you think aiming a gun at someone's head when they're standing on a platform above and to your right is easy, if you're the one aiming a gun? It's certainly much easier to do accurately with a mouse (for most people). Sure, you're playing a game, your *character* is meant to have those abilities so you the *player* don't have to... but then you also have justification for automatically height adjusting shots for the player who isn't used to aiming, or where the degree of twitch aim the player can muster isn't the primary objective of the game.

    60. Re:same as the PC by bluefoxlucid · · Score: 1

      You use one thumb to turn/walk, and the other to aimup/aimdown/strafe. Look, go play fucking..anything that's not an FPS. Turn/walk is on the same stick. Zelda, Metroid, Mario... Final Fantasy 7/8/9/... Sonic games even. Their mapping is that you walk towards the exact direction you're pointing the stick in, and the camera angle rotates to follow. The turn/walk mapping is the same mapping, with a stiffer camera and a looser turn (no instant-snapping 45 degrees). Instead of using this, those FPS games just move the turn mapping to another stick and bring in horizontal motion instead of turning!

    61. Re:same as the PC by Anonymous Coward · · Score: 0

      You clearly aren't familiar with the Shadowrun FPS. (That's ok, not many are.) It DOES allow cross-platform play between PC and XBox 360. Of course a mouse has more accuracy (and speed), so it balances this by gimping the PC version:
      * The XBox has some auto-aim to it, the PC doesn't.
      * On XBox if you have any part of the reticle over your target you're likely to hit it, on the PC the reticle literally has an extra dot in center that must be on the target to git a hit (but it's no guarantee because of bullet spread).
      * While you can move your aim faster with a mouse, doing so increases the reticle bloom.
      * Casting spells can be done near-instantly with a controller, the mouse input cannot be done as quickly (by design).
      * XBox players jump a little higher.

      The balance is pretty decent, but that doesn't stop XBox players from kicking and screaming that PCs have an unfair advantage when they have no experience with it.

    62. Re:same as the PC by poetmatt · · Score: 1

      I agree, battlefield's method is the best they can do but I think they let the game auto-change input to a joystick if you happen to be flying, or something.

      My gripe was the whole concept of thinking that a console gamer will be as effective at what amounts to a first person shooter in multiplayer as a PC player. It won't happen.

      It's like complaining about a muscle car beating your rally car in a 0-60 from a green light when forgetting the capabilities are intended for cornering. Why delude ourselves?

    63. Re:same as the PC by glennpratt · · Score: 1

      Convenient, your target changes and you now hate all FPSs. You wanted to rag on Halo when it's been movement with hand and aim with the other since the dawn of time, err WASD + Mouse.

    64. Re:same as the PC by glennpratt · · Score: 1

      A mouse is not a smarter way to play, it's different. You're assuming that the better control is the one that determines who is the best mouse twitcher.

      I totally disagree, firing a gun is completely disimilar from either control scheme. To me the better control scheme is the one that gets out of the way and lets you enjoy the game. The answer to that differs for everyone.

      For me, a mouse is a tiresome device, which I get no joy out of flinging around uncomfortably in my office chair. I don't/won't have a mouse in my living room and that's where I play games.

    65. Re:same as the PC by Bluebottel · · Score: 1

      "Fighting games are excellent with thumbsticks" Dead wrong. Thumbstick are stupid to the extreme in fighting games for a number of reasons.
      The games themselves are designed to be played with a digital joystick; they dont have things like 'almost crouching' och other smooth motions.
      You either crouch or you dont, with nothing in between so the analog part of the thumbstick is pretty useless.

      Another thing about analog thumbsticks are that they usually come connected to the amorphous shape called a 'pad'.
      Pads are notoriously crappy for fighting games since you are effectively reduced to your thumbs. One thumb vs 6 buttons = no good.
      Sure, you can use you indexfinger for the shoulderbuttons and bump the number of fingers up to 2, which is better but still crap.
      Joysticks on the other hand are made for fighting games all around with 6 buttons on the faceplate and a joystick with 4 digital switches and in som cases replaceable parts.

    66. Re:same as the PC by BikeHelmet · · Score: 1

      Ahh, but this is TF2, where bullets have spread. 80% headshot rate when people are dancing around, jumping, shooting wildly in all directions, is pretty easy to spot as a cheater. :P

      Plus, you could be standing at the opposite end of an arena map, and he'd shoot you with his revolver twice to kill you. Not even snipers, scoped, can pull that off.

      if you had a decent PC with a big screen you had a huge advantage because you can see the enemy before they can see you. I'd imagine that a PC player against someone using an SD TV would have a similar advantage.

      True. I found that in BF2142, if I ramp the Anti-Aliasing up, I can spot when a few pixels change colour, immediately locating enemies hiding behind stuff, just peeking around an edge to shoot. I don't have that with TF2 - but it's a tad faster paced, and I play with AA off.

    67. Re:same as the PC by CronoCloud · · Score: 1

      The reason why all these PC gamers are saying that an analog stick can't match the mouse is really because they don't have the fine manipulation skills necessary to make good use of the stick. I sometimes say that PC gamers are ham handed. You need to be able to make tiny, accurate and fast movements with your thumb and PC gamers have not had to learn to do that. Yep, it's a learned skill.

      I'm not a heavy console FPS player, I"m an RPG/Action RPG player, so I don't have the supreme skills those guys you mention have, so I prefer to use mouse aiming in the console games that support it, but continue to use the analog stick for movement. I cannot tolerate WASD.

    68. Re:same as the PC by Bert64 · · Score: 1

      It can be perfectly equal, so long as the game is coded to support appropriate control methods.
      Last i checked, the xbox has USB ports, and you can buy USB keyboards and mice easily and cheaply, cheaper than an xbox controller and that's assuming you don't already have one. So write the games to support keyboard/mouse if one is present!

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    69. Re:same as the PC by Bert64 · · Score: 1

      Yes, a lot of coders cut corners and just spit raw data out over the wire, so you get differences as you describe where the fpus differ (intel fpus use 80bit precision, most use 64 for example), or the byte ordering differs, or integers are a different size (64bit vs 32bit)...
      And yet, games like quake managed to be perfectly cross platform playable, i used to use an SGI machine to play against windows mac and amiga users easily.

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    70. Re:same as the PC by Tybalt_Capulet · · Score: 1

      That's unfair, everyone knows a mouse is better.

      --
      Has the old saint in his forest not yet heard of it? That God is dead?
    71. Re:same as the PC by bluefoxlucid · · Score: 1

      Funny, every PC FPS I've played, I had up/down/left/right meaning forward/backward/turn left/turn right. Doom excluded.

    72. Re:same as the PC by Gizzmonic · · Score: 1

      It stunk so badly Valve has given up on the PS3.

      Valve is too cheap to devote resources to PS3, so Gabe Newell badmouths the system. It's self-serving bluster and it says more about Valve than the PS3. Console ports aren't really their expertise-the in-house ports of Orange Box and Left4Dead for 360 are clearly inferior to the Windows versions

      Or hell, take Ghostbusters and see the annoying PS3 artifacting.

      They fixed that with a patch. Again, lazy coding doesn't really reflect on the overall quality of the system. (Although you can argue that it doesn't really matter that it looks worse, it just does and you'd rather buy the one that looks better. I respect that.)

      --
      (-1, Raw and Uncut is the only way to read)
  7. Obvious by marcansoft · · Score: 4, Insightful

    MS and Sony (and Nintendo) want you to use their respective online frameworks. They obviously aren't compatible or interoperable (different name/nick/whatever namespaces, different friends lists, different registration procedure, etc).

    You can't have cross-platform online interoperation unless EA uses an entirely custom online framework that is identical among platforms. The console manufacturers wouldn't be too happy about that, and neither would gamers (who want to register once and maintain one friends list for all games, not once for each vendor or game).

    The only sane solution would require heavy cooperation between all console vendors and standardizing quite a bit of the online experience, but that's never going to happen (at least not this generation).

    1. Re:Obvious by Anonymous Coward · · Score: 0

      I disagree. The question is why doesn't EA treat its software like any other game maker who puts out a PC title. They dont care what GPU or CPU it has. How fast the L2 cache is. But I can still get on WOW or battle.net and play the same game title with everyone across the world despite the fact that we all share vastly different hardware.

      The consoles should be no different. (least for the games that include some sort of multilayer)

    2. Re:Obvious by Laminan · · Score: 4, Insightful

      This reminds me of the classic prisoner's dilemna and nash equilibrium. Clearly if they all cooperate they could create a common platform that would allow people to use software across their hardware platforms. But those who do not participate and get exclusive titles, would then be at an advantage. People might buy their 'one extra' console just to get those exclusive titles. It is silly, but that is a peak in the mind of a video gamepublishing exec.

    3. Re:Obvious by non0score · · Score: 1

      They dont care what GPU or CPU it has. How fast the L2 cache is. But I can still get on WOW or battle.net and play the same game title with everyone across the world despite the fact that we all share vastly different hardware.

      And this is exactly why a lot of PC game developers have no idea why their games run at 1fps on consoles. This is EXACTLY the type of stuff that a console game developer has to take into account to make sure they get the most out of their hardware. And the trade-off that Blizzard had to make to get WoW running on so many different hardware configurations is a general loss of performance (>50%) compared to optimized console games.

    4. Re:Obvious by Sparton · · Score: 4, Informative

      That's pretty much it. My buddy is a test coordinator at EA, and his stories about games failing for the stupidest guideline violations never ends.

      And I think that's what it's really about: each company has their own guidelines (from Nintendo's save screen longer than 0.15 seconds has to have a message that you can read, to Sony's all of "PLAYSTATION 3" has to be capitalized). If a version of the game was submitted to one console maker, got passed, but failed at a different one, that means they need to change code for a version and still make sure it's compatible with the older versions that passed under someone else's watch.

      And never mind shinanigans related to updating the game (or virtual lack of ability in Nintendo's case).

    5. Re:Obvious by Anonymous Coward · · Score: 5, Interesting

      Posting Anonymously for this. There is no software reason why the two consoles don't share games. In development as an online engineer for another title (I don't work on Madden so I can't say for sure for them) I've actually done some game play tests between development consoles, it helps work out some uninitialized values and corner cases that cause online crashes when dealing with sloppy programming. But development consoles can work in non-secure mode, retail consoles can't. As developers we have to send everything out as secure. That means that a PS3 can't talk directly to a XBox360. The consoles can't even talk directly to the servers, instead they have to go through gateways that decrypts the data. The gateways are located centrally, and you can bet that Sony's gateway isn't going to talk to Microsoft's gateway (And I'm leaving a hell of a lot out here), so that means for one console to talk to another console it has to hit a central server, adding three machines, and a lot of hops/latency to the mix.

      The gimped up networking layer is one of the reasons I'm glad I got out of online development, and into a much less stressful area. Everything, and I mean everything, can @#$@ up online, and its up to the online engineers to fix it. Someone forgets to initialize a variable in the game play engine, a bug only appears online, its up to online to find it, going though code that they haven't designed, written or looked at before. I've even had a mistimed animation cause a disconnect on me. That makes online very conservative, and you could say very religious as in 'please god don't let it @#&$ up on my watch'. The typical Online engineer is only about 5 hours from burn out, they aren't going to suggest xbox 360 - PS3 gaming. Besides I'm pretty sure that both MS and Sony have their lawyers on the case that you can't interpenetrate between the two. But also Online Engineers want to help make a great game. And they would love to add in cross platform play if they could, and if they had the men to do it, don't get me wrong about it, but online has never been a focus in most sports games, and are constantly over capacity.

    6. Re:Obvious by Toonol · · Score: 4, Insightful

      I disagree. The question is why doesn't EA treat its software like any other game maker who puts out a PC title.

      Because it's flatly not possible for EA to do that. The console manufactures have strict guidelines about online play, and without their authorization, a game doesn't get published. It's possible for Sony, MS, and Nintendo to allow it; but it would be an unlikely exception.

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

      If a version of the game was submitted to one console maker, got passed, but failed at a different one, that means they need to change code for a version and still make sure it's compatible with the older versions that passed under someone else's watch.

      Its worse then that. Each console manufacturer has different regions. I've had a game pass in Europe, and fail in North America because one trade mark icon was on the left instead of the right. It looked stupid on the right, and we had gotten a waiver for it, but apparently the waiver was only valid in Europe. The various region certifications don't talk to each other and want other things. We even had one patch go out, certified in one region, that region comes back later and said 'oh we missed this, yah your patch is still certified and will go out in 2 days, but we'd like you to patch it for then'. I could tell more stories about certification frustrations, but after a game goes out, your mind kind of scabs over and you forget about them. :)

      I'm just glad I've never worked on a DS title, I've heard that Nintendo always, and I mean always, bounces a third party game, and its always for a new and strange reason.

    8. Re:Obvious by mwvdlee · · Score: 1

      general loss of performance (>50%)

      This number sound ridiculously high to me. Can you cite a reliable source for that?
      Surely there will be a performance loss, but I seriously doubt it will be anything close to that magnitude.
      Either way it'd be very difficult to compare the performance of a multi-platform MMO to a single-platform MMO considering the "MMO"-aspect probably limits performance far more than the number of platforms it runs on.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    9. Re:Obvious by Anonymous Coward · · Score: 0

      The simple fact is your WRONG. The PC world doesn't have vastly differing hardware and software at all. Games are written to a software framework not to hardware, DirectX, OpenGL etc, those specs are identical regardless of what hardware your on so the games don't care and then even the hardware while differing levels of power is basically the same core architecture, x86/x64. Sony/MS/Nintendo all use vastly different gaming frameworks and also vastly differing hardware platforms. The difference between the 360 and the PS3's CPU architecture is vastly different than the difference between PC's. That being said the reason there is not a lot more cross platform gaming is that it is not in their respective financial interests to provide it.

    10. Re:Obvious by non0score · · Score: 4, Insightful

      Unless a cross-platform game company is willing to release their figures, I can't really cite a source. Even then, they can only release their numbers for the GPU (for obvious reasons).

      To put this into perspective, let's just consider writing a game on the PS3 using console methodology vs. PC methodology. To begin with, you gain >50% performance just switching from PS3's OpenGL implementation to libGCM (15fps to 25fps...sad, I know). Then you consider the fact that you can carefully maintain your buffer states, early Z, double Z, special caches, etc...which is about 5~15% performance PER item (in addition to the fact that you can reinstate the buffer states). Then you consider the fact that you don't need to flush the rendering pipeline (~0.Xms per full flush), custom MSAA resolves (saves passes), hidden functions not exposed on PC hardware, texture bandwidth vs. computing power trade-offs, less worry about batched draw calls, etc.... In the end, it adds up to >50% performance loss going from hardware-specific to hardware-agnostic with an abstraction layer (DirectX or OpenGL). Put it another way: PS3 can push out about a couple million polygons per frame with all sorts of effects and stuff. You'd be hard pressed to find a PC game with a cross-hardware engine pushing out the same render quality at half the framerate.

      On the other hand, the Intel CPU is way powerful and there really isn't a way for me to compare that vs. the PPC derivatives on the consoles. But trust me when I say that I've seen 1000X speedup by going from excellent C code to highly optimized ASM, which you can only feasibly get by working on a fixed hardware. However, I'm going to stop giving more details as I don't want to break NDA (everything I've said can be found on the web at very legitimate sites). If you want to know about the inner workings of the GPU (and maybe the CPU), you can always check out blogs such as Wolfgang Engel's (and remember to read comments!) or other GDC/SIGGRAPH presentations.

    11. Re:Obvious by moon3 · · Score: 1

      Also client/server model of these networks would require Live servers (Xbox) to enumerate Sony clients on PSN and vice-versa, that would mean sharing network authentications/certs/codes and such. That can't happen as it would give the enemy access to your network, for example all updates to your protocols and similar things would require negotiation with the other network, managers on both sides would be scared to do that.

    12. Re:Obvious by BikeHelmet · · Score: 1

      general loss of performance (>50%)

      This number sound ridiculously high to me. Can you cite a reliable source for that?

      Seems rather low to me. It's well known that all the layers of abstraction between your CPU/GPU and the running program really slow things down. PCs have vastly faster hardware, and look at what they pull off!

      I once heard from a game developer that the XBox360 has about as much processing power as a 2.0ghz Athlon 64. The XBox360 CPU is pretty weak, but with minimal OS overhead, almost no multitasking, and compilers that optimize perfectly for that particular CPU... it's much easier to milk performance. 50% doesn't seem unreasonable. Even claims of 80% loss wouldn't surprise me.

      I've read first hand discussions from the GP2X(device) emu devs(writing emus for arm processors) that hand optimized assembly in specific areas boosted performance of their emus by 60%. That's huge! That's not just the running bits sped up 60% - the entire program's framerate went up that much.

      Sony built an assembler for the PS2 that does a near-perfect job keeping all the registers and stuff full. Factoring this in, and what the emu devs stated, 50% really doesn't seem like a high estimate. And since the devs have no choice but to code better algorithms(rather than just bumping up the system requirements a tad), 50% almost seems too small to be feasible.

      But just consider all the dev time saved. :)

    13. Re:Obvious by DaHat · · Score: 0, Flamebait

      > The simple fact is your WRONG.

      Actually... he's right... and you are not only wrong, but rather dumb to boot! It's a good thing you posted anonymously... otherwise that post could come back to haunt you for the utter stupidity you displayed.

      >The PC world doesn't have vastly differing hardware and software at all.

      So the underlying OS doesnâ(TM)t matter much? Or which version of pixel shaders or how much ram is in the box?
      Perhaps you should get to know the Steam Hardware Survey: http://store.steampowered.com/hwsurvey

      Whole heck of a lot of DX 8 & 9 machines out there.

      Obviously Steam hasnâ(TM)t gotten the memo that the PC world doesnâ(TM)t have vastly differing hardware... otherwise they wouldnâ(TM)t care much, now would they?

      Moving on... let us just focus on the GPU side of things for a moment... shall we?

      While it is true that various iterations of Direct X/OpenGL have various standards of supported features... it is not uncommon for game makers to take advantage of specific extensions/features that one GPU class or another exposes that is not fully DX/OGL compatible.

      This is coupled with the fact that not all cards of the same GPU type and speed are created equal... after all, letâ(TM)s not forget that the amount of RAM in a given desktop can vary widely, coupled with the amount of ram on the video card is also variable between PCs... the developer needs to be very careful with their memory usage depending on how low end of a machine they want the game to run on.

      The advantage of consoles is of course you have a known platform you can target and exploit without the need to worry about lesser systems... or allowing your game to grow with time or have additional features/effects/resolutions only be available with the next wave of video cards that wonâ(TM)t see most desktops for another year or two.
      At the end of the day... DX and OGL are simply the lowest common denominators... and while they can do much... at times you can do even more if you target something specifically.

      >The difference between the 360 and the PS3's CPU architecture is vastly different than the difference between PC's

      Half true... though as most competent developers will tell you, with the proper designs up front, writing an application that is available on multiple platforms is extremely doable... it all comes down to the question of if it is worth the time and energy required.

      >That being said the reason there is not a lot more cross platform gaming is that it is not in their respective financial interests to provide it.

      You finally said something that was correct... although largely nonsensical.

    14. Re:Obvious by Anonymous Coward · · Score: 0

      You work for sony right?

    15. Re:Obvious by xtracto · · Score: 1

      But trust me when I say that I've seen 1000X speedup by going from excellent C code to highly optimized ASM

      That is not an exclusive fact of game development. I used to program in assembler about 8 years ago and, I also read the bcc and gcc compiler assembler outputs of some C programs.

      Even though compilers can do good optimizations in general, nothing can beat the [b]manual[/b] implementation of code in assembler (or machine code for that matter), while programming in assembler you specify *exactly* what you want to do, and you can do some "hacks" to get more performance from the machine.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    16. Re:Obvious by Anonymous Coward · · Score: 3, Informative

      This is truth. I've worked on networking on a 360/PS3 title at EA.

      MSFT does NOT allow going outside of their secure gateway based networking system. No exceptions unless you want to pay huge amounts of money to convince them to allow otherwise (I think only Final Fantasy XI has done this). It is possible for games that use Games For Windows Live because it implements the same kind of secure gateway networking environment that Xbox360 uses.

      Sony is not as strict, and the PS3 SDK implements traditional socket based networking API.

    17. Re:Obvious by Anonymous Coward · · Score: 0

      the ps3's gpu is basically a modified geforce 7800gtx. there's nothing really special there. your statistics are based on what exactly? sure, the pipeline 'might' be shorter, but the cpu is correspondingly less flexible. you are NOT going to see the same visuals on a ps3 because it simply doesn't have the ram for them. there are tricks to keep framerates up, but that's all they are: tricks. they solve specific situations but do not make up for slower hw overall. I won't argue that directx is on the bloated side, but have you actually profiled the gfx stacks on PC? I haven't, but I have seen the results. The current consoles don't compare to a pc with a midranged gfx card. they dump all kinds of postprocessing onto the frame to hide the fact it's low poly with low res textures.

    18. Re:Obvious by rk87 · · Score: 2, Informative

      non0score has already replied, but I can confirm as well (though I work with the Wii, not the PS3). I'm not that much of a graphics programmer but I'll give another example - memory usage. On the PC, nobody cares about memory. They have plenty of it, and they have it in one big easy-to-use heap. Not so on the Wii, here you have two different memory areas, which work completely different, so you have to decide how you use which. Or, you override the regular allocator and make guesses where the memory could be best placed. We're doing that for a big third-party library originally developed on the PC, and there really is a nearly 50% difference.

      --
      I'M NOT ANGRY!
    19. Re:Obvious by non0score · · Score: 4, Interesting

      I admit I didn't read over my own comments very thoroughly. I meant to compare everything using (more or less) equivalent GPU hardware (obviously can't do the same for CPU, unfortunately). What I was answering is the question about how would a developer get a 100% boost going from a hardware-agnostic engine to a hardware-specific engine (or 50% loss in the reverse direction).

      That being said, all my statistics are based on actual profiles -- you really can't beat seeing a 5% performance drop by deliberately adding one single line to invalidate a GPU cache state in the middle of rendering your scene.

      In addition, I would argue that the CPU (on the PS3) coupled with the architecture is actually more flexible than that of a PC. Have you heard of a PC game developer explicitly writing the framebuffer back to main memory in the middle of a rendering just so they can do post processing on the CPU? And that's the type of post processing that you can't get until DX11 hits (scatter, arbitrary ordered writes, etc...). Furthermore, I'm not sure what why you look down on tricks. Isn't any modern day real-time rendering just based on "tricks?" Isn't rasterization itself a trick? Unless you think all the games out there are solving full global illumination in real time, otherwise I think you can classify every one of them as a collection of tricks for all sorts of specific situations. And to answer your last point, post-processing isn't exactly free.

    20. Re:Obvious by Anonymous Coward · · Score: 0

      wow, you must be working with a different GPU I've been. You must be the first person I've heard of, hailing the prowess of the RSX [well obviously apart from Sony]. I don't deny the fact that libGCM is faster than PSGL, but apart from some useful shortcuts... comparing the RSX to any decent modern GPU [for the PC or lets say ... the 360] is like comparing a "Francis Obikwelu" to a "Usain Bolt": he's good .. but hasn't been at the top for a while, and even when he started competing there where people much better than him.

    21. Re:Obvious by faragon · · Score: 1

      But trust me when I say that I've seen 1000X speedup by going from excellent C code to highly optimized ASM, which you can only feasibly get by working on a fixed hardware.

      Using the same CPU? I don't trust you: It is plain false. In console CPUs (most of them in-order two-way superscalar PowerPC CPUs), for "excellent C code" I understand that already has: loop unrolling, aligned data access, proper packed data structures. In assembly you can add SIMD (up to 4x speedup), data prefetch (up to 2x speedup), but there is no more. Of course, I do not count as speed-up using the PS3's 6 SPEs available for the game, nor the GPU pixel shaders (however, still counting them, you'll reach 50x speed up, no way near your announced 1000x).

    22. Re:Obvious by Anonymous Coward · · Score: 0

      Likely not. Probably a developer like me -- but like me, not all of his facts are in order. They're pretty close, though.

    23. Re:Obvious by Anonymous Coward · · Score: 0

      It depends on what you consider "excellent C code". I consider "C code" just that -- C code without any extra platform specific help other than, say, compiler options.

      With this in mind, I'll agree 1000X is optimistic, but 200-300X certainly wouldn't be for SPEs (again, not accounting for the fact that you have six/seven of them at your disposal), and that's just from a relative asm novice (me) using intrinsics in C/C++ -- not even full blown assembly. Although in this case, I'm more likely to blame the compiler not really knowing what to do for optimization -- there seems to be an insane amount of overhead just twiddling tightly packed data on an architecture that's simply not good at it, whether I need to save space or not. And, understandably, the compiler isn't particularly good at creatively utilizing the colorful instructions available. (Go ahead, look up si_avgb.)

      Admittedly, I'm not comparing "excellent C code" to "excellent assembly" -- I'm comparing C code that I initially wrote with the intention of being fast but later required so much tweaking and trickery to get to approach a fiftieth of the kind of theoretical speeds I should see that I gave up and started infusing it in mass with intrinsics -- and usually it far surpasses the performance I expected.

      What turns me on my head, however, is that I sometimes now end up writing brute-force intrinsic-riddled code because it's faster performing and easier than writing and maintaining a more complex but theoretically better computational complexity algorithm in C. (The unfortunate truth is that the difference usually comes down to branchless vs. branching code, and that's a tie breaker in 90% of the scenarios I run into. Straight C doesn't give me the tools I need to make pure branchless code often.)

      Also, cache preloading is huge. SPEs have no cache and only asychronous memory access, so you're forced to either sit explicitly and wait for every transfer (which is silly) or do the preloading very explicitly and controlled which results in very little (if any) time doing nothing on account of waiting for data to load. I haven't done much with x86, so I'm not sure what facilities are available on x86.

    24. Re:Obvious by Anonymous Coward · · Score: 0

      'interpenetrate' ... O_o

    25. Re:Obvious by faragon · · Score: 1

      With this in mind, I'll agree 1000X is optimistic, but 200-300X certainly wouldn't be for SPEs (again, not accounting for the fact that you have six/seven of them at your disposal), and that's just from a relative asm novice (me) using intrinsics in C/C++ -- not even full blown assembly. Although in this case, I'm more likely to blame the compiler not really knowing what to do for optimization -- there seems to be an insane amount of overhead just twiddling tightly packed data on an architecture that's simply not good at it, whether I need to save space or not. And, understandably, the compiler isn't particularly good at creatively utilizing the colorful instructions available. (Go ahead, look up si_avgb.)

      I thought you were speaking about the PS3's PPE processor (PowerPC-64, in-order, two way superscalar, dual threaded), anyway, still 200x is exagerated for the SPE case, being 1000x, 200x, and 300x not optimistic, but impossible. Please excuse the rudeness of my reply.

      I've programmed SPEs both in assembly and in C, and the main penalties comes from: 1) the fact that data is always fetched in 128-bit units (16 bytes), despite wanting just one byte, and 2) The SPE has no jump prediction (has 'jump hint' opcodes, to do it manually). Not having data cache is a minor problem, as the SPE local RAM (256KB) runs at half speed of the SPE (1.6GHz vs 3.2GHz), however, because the SPE is pipelined, that it is not a issue, and you can count it as 0 wait state RAM, just like all was cache (similar to the 8/16KB local RAM in Playstation 2 VUs). The difference between "excellent SPE C code" and "excellent SPE assembly code" may be between 3 and 10x, no more, otherwise, your SPE C code it is not that "excellent" (the point is that in C you don't have the 128 registers, but writing aligned code using the 'register' C keyword for avoiding using local variables in the stack, the difference is relatively small, as you can use intrinsics for vector code).

      Having 6 SPEs in the PS3 for the game os/linux (from the total 7 in the system), you can have 4 of them running heavily optimized code (most of it in assembly), while having the other 2 running unoptimized code, just because it is not worth optimizing it to the max (e.g. AI, sound, etc. where with one tenth of the CPU power is just enough for the given task).

    26. Re:Obvious by mqduck · · Score: 1

      I'm not sure what this has to do with the Prisoner's Dilemma. If a person buys all three consoles so they can play every game, all console makers benefit more than if everyone bought one console and they shared the profit.

      --
      Property is theft.
    27. Re:Obvious by Anonymous Coward · · Score: 0

      Your ideas intrigue me. I'd like to subscribe to your newsletter.

      I could read about this topic endlessly.

    28. Re:Obvious by ShakaUVM · · Score: 1

      >>It is possible for games that use Games For Windows Live because it implements the same kind of secure gateway networking environment that Xbox360 uses.

      Does it? I wish I could play L4D with my PC and my friend with a PC version of it, and my 2 friends who have the Xbox version. :/

      We got really excited when we found that exactly four people in our group of friends had the title, but then... "Wait, you have the Xbox version??" Yeah.

      Do you know of any titles off the top of your head that do interoperate between Xboxen and PCs?

    29. Re:Obvious by Chaos+Incarnate · · Score: 1

      Shadowrun. Lost Planet. Not many, but when there's only twenty or so GFWL titles to begin with, they're a sizable percentage.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    30. Re:Obvious by Anonymous Coward · · Score: 0

      to Sony's all of "PLAYSTATION 3" has to be capitalized

      Wow, that's really hard to do for a developer - not! If EA are hardcoding text all over the place instead of pulling in a constant from one of their standard libraries, it's no wonder their titles are crap.

    31. Re:Obvious by Anonymous Coward · · Score: 0

      I came.

    32. Re:Obvious by Anonymous Coward · · Score: 1, Insightful

      Also posting anon, as I'm a current network programmer for a well-known studio working on the 360 and PS3.

      The first paragraph is 100% correct, and the second is how it goes when things suck. Our last title shipped with an animation bug in multiplayer. It's not that we didn't find the bug, it's that every time we found and reported it to the animation programmer, he would say "It's only happening in MP, it must be a multiplayer problem." Well, that's great, but our *network programmers* are not animation programmers and don't know how to debug animation issues. In the end, we shipped with it.

      That's not the rule at my company, though. The vast majority of the time when we discover a bug in multiplayer that's in some other system, that system's owner takes care of it.

    33. Re:Obvious by Reibisch · · Score: 1

      Consider how often 'PLAYSTATION 3' is rendered as plain text and how many times it's rendered as an image or texture. Changing something like that late in the game can be tough as nails when you think about all the places it may be referenced.

    34. Re:Obvious by jparker · · Score: 1

      I wouldn't want to throw out a number like 50%, but if you took your average PC game, got it to compile, and threw it on a 360, I'd expect to performance anywhere from 20%-80% of what you'd get after optimizing it for the console. It's largely going to depend on how multithreaded your architecture was. I can't give you a source, but I've been doing exactly this for 7-8 years, so I trust me.

      I don't have nearly the experience with Sony platforms (doing my first title on those now), but the idiot's-port performance would be much worse. That's not a knock on the PS3; it's just much further removed from a PC than a 360 is.

      Anyone who's spent time seriously optimizing knows that there's a lot you can do if you know that it will only be built by this compiler, run on this architecture, with this much RAM, etc.

    35. Re:Obvious by Anonymous Coward · · Score: 0

      You are meaning to say 'tragedy of the commons', not prisoner's dilemma.

    36. Re:Obvious by LanMan04 · · Score: 1

      And never mind shinanigans related to updating the game (or virtual lack of ability in Nintendo's case).

      I'm glad that's the case. Games need to be bug-free when the come out of the gate, not patched later. I can't remember a PS2 title that had any significant bugs out of the zillions I played.

      --
      With the first link, the chain is forged.
    37. Re:Obvious by Anonymous Coward · · Score: 0

      Citation on those guidelines? Not that I'm calling BS, you just piqued my curiosity.

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

      Xbox360 is the only console that has the encryption in the network stack, and is enforced by the TCR. PS3 doesn't have mandatory encryption at the stack level, and is far more open as far as interoperability goes. Obviously, due to the 360s encryption the PS3 cannot communicate with the 360, but there is nothing really stopping the PS3 from communicating directly with a PC.

    39. Re:Obvious by PitaBred · · Score: 1

      If you release a game for a console that needs updating, you fucked up. Period, end of story.

    40. Re:Obvious by Sparton · · Score: 1

      If you release a game for a console that needs updating, you fucked up.

      Since when were game developers not human?

      (And I'm not even counting things like updates for map packs or wanting to do something new and adding new content to a released game without resorting to DLC).

    41. Re:Obvious by Anonymous Coward · · Score: 0

      If you release a game for a console that needs updating, you fucked up. Period, end of story.

      Haha, you're a retard, dude. EVERY game and piece of software that has EVER been released has ALWAYS had bugs. Even arcade games back in the late 1970's, such as Asteroids, had multiple ROM revisions sent out by the manufacturers in order to fix bugs, so get off your fucking high horse.

    42. Re:Obvious by dindi · · Score: 1

      so your name would be
      xbl.marcansoft
      psn.marcansoft
      pc.marcansoft
      wii.marcansoft .... that is just about the nick namespace...

      I strongly believe that there could be a game that worked in PS3, 360 and PC, but knowing the consoles' memory limitations I know that there would be a serious limitation on what game you can port.

      I only pay FPS (mostly tactical). Ghost recon: totally different (pc vs console) COD: small differences : e.g. you can lean on pc, not on console.....

      And then the controls: I like game pads, but I love my Saitek flight system control (does not work on consoles), my G25 Logi wheel (works on PS3) and my TrackIR (only works on pc)....

      So in an a game like ARMA II or Battlefield, where you can drive, fly and FPS match up the PC guy who can literally look around with Trackir and set up macros with a keyboard (or use command pads, mouse and WHATEVER, even a wiimote to play) , with a flight system with throttle, pedals an all, and a complete driving system (pedals with clutch and 6 position shifter) with the guy on the 360 who has a choice : MS gamepad, and maybe a (pretty crappy) steering wheel..

      See how fast those guys will 1. never play the game again because they get killed in an instant, 2. buy a PC and forget about the consoles....

      Do not get me wrong, I had a 360 (red ring, dead), a PS3 (I only use it as a video player now) .... and guess where I went back : getting a pc so I can drive a car with a wheel, fly a plane with a flight system and play an FPS with a mouse .....

      Did I forget: get the FULL version of an FPS, not the dumbed down version that has half the maps and half the functions, and then I have to pay for a few crappy extra maps...... hell they do not evern release map packs that much on PSN .. .just an other $60 game, which is almost the same, but has 5 different maps.....

    43. Re:Obvious by CronoCloud · · Score: 1

      but I love my Saitek flight system control (does not work on consoles)

      They don't? Try plugging in an x45 into a PS2 or PS3 and playing Ace Combat.

    44. Re:Obvious by Bert64 · · Score: 1

      You only have to look at what people were able to do with the C64 and Amiga platforms by pushing the hardware directly, relative to similarly specced machines when going through an abstraction layer...

      Also, try speccing up a PC similar to the original xbox (700mhz cpu, geforce 3, 64mb ram i believe) and try to play something like halo on it...The first xbox is probably the easiest example simply because of its similarity to the pc.

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    45. Re:Obvious by Anonymous Coward · · Score: 0

      The PC world doesn't have vastly different hardware where it matters...
      Code that runs directly on the CPU, runs directly on x86 of x86-64 cpus which are typically from only 2 possible suppliers...

      Graphics code does not run directly on the GPU, it is written to a given software spec (opengl, directx and various versions of each) and it is up to the drivers to translate these calls into whatever the hardware needs. If the hardware isn't fast enough then it isn't fast enough and you are just expected to upgrade it.

      And sure, you can do much more if you target something specifically, but that's a lot of extra work to reach a small subset of your target audience... On a console, you can target that console specifically and reach 100% of your target market.

    46. Re:Obvious by dindi · · Score: 1

      Hmm... well ... I have an X52 with CH pedals.... and I do not have ACE combat....

      You see, the PS3 graphics are amazing (I have a 40" LCD 3 feet away on 1080p), but one huge missing thing for any driving game or simulator for me is a TRACKIR...

      I first built a freetrack from a wii controller and some infrared LEDs, then got a trackir. Like 2 months ago. Since then I do not play any game that does not support it (Americasarmy is an exception). In fact when buying games it is a deal breaker for me.

    47. Re:Obvious by Anonymous Coward · · Score: 0

      Not rude, just blunt. :) After I wrote that post, I realized that I'm mainly talking about specific cases anyways, so there's really nothing for me to take offense at except my lack of specification. (I think you'd agree that there are extreme circumstances.) Plus, honestly, sounds like you know more about the SPE architecture than I which I can hardly be offended by -- you've probably had more of an opportunity to use them! (If you wanted respect regarding the matter, you've got it.)

      > The difference between "excellent SPE C code" and "excellent SPE assembly code" may be between 3 and 10x, no more, otherwise, your SPE C code it is not that "excellent" ... as you can use intrinsics for vector code.

      Doesn't surprise me at all. (Actually, it'd surprise me if the gap were that big.) But how much Chinese must you infuse into English before you're speaking Chinese? That is to say, to me 'SPE C code' and 'C code' just aren't the same. (I tried to make that clear at the top of my post.)

      So, yes, as far as I know you're absolutely right about what you're talking about, but we're probably not talking about the same things -- admittedly, I strayed off on a tangent from your post.

      So, in conclusion:
      > still 200x is exagerated for the SPE case, being 1000x, 200x, and 300x not optimistic, but impossible

      Regarding your post, yes, I'd certainly hope so! And thanks for your reply -- I learned something!

    48. Re:Obvious by PitaBred · · Score: 1

      Bio-Shock needed a patch on launch day. There is no excuse for that. Yes, people make mistakes. That's what Quality Control and Testing are there to take care of. There is no reason to ever have a launch day patch for such obvious bugs.

    49. Re:Obvious by Sparton · · Score: 1

      Just because I said some people could use updates for good reasons, doesn't mean there won't be lazy-ass just-after-release patches from some people. Not everyone is as bad as your example.

    50. Re:Obvious by Monkeedude1212 · · Score: 1

      You can't have cross-platform online interoperation unless EA uses an entirely custom online framework that is identical among platforms.

      Not exactly. There are work arounds. Alot of places on the internet are starting to "merge" their profiles or linking them amongst different sites. The basic example I'll give you is this.

      I want to register for the RedvsBlue forums. I hate registering. Filling out my info? Boring. Guess what? You got a facebook account? I got a facebook account. I can use THAT to create a RedvsBlue account. Bam, I log into RedvsBlue, THROUGH facebook, and I didn't have to enter anything but an email address and a password I already created at another site. They also hooked up Twitter, Myspace, and other social networking sites.

      How hard would it be for Microsoft to implement a feature to allow an Xbox Live Gamertag creation based on a Wii Online profile or PS3 online Profile, and anytime a Wii player logs in online they're logged into their gamertag as well?

      If they all got together for 10 minutes and said: Here, lets all write a method that creates profiles for each others networks to create interoperable gameplay amongst our systems - they COULD.

      But like people have said, A) They don't want to work together, and B) Its just more load on their servers.

  8. Anonymous Coward. by Anonymous Coward · · Score: 2, Insightful

    I actually read something about this the other day... Sony doesnt care about it. They are actually allowing cross platform with the upcoming FFXIV MMORPG on Windows/PS3. I can't say I agree or disagree with MS's reasoning, but it has to do with Quality Control on XBOX360. Back in the PS2 and XBOX days, all servers were managed by the developer. After a few years, servers shut down, and people still continue to buy the game only to find out that when they try to go online, it doesnt work anymore. Since XBL users pay 50 bucks per year, MS has to offer quality control that all online games will be able to be played online. Since with a PC and PS3 the network access is free, SONY doesnt owe anything to their users.

    1. Re:Anonymous Coward. by SeeManRun · · Score: 2

      MS and Sony do not host the servers, the game company does, and it is up to them to decide to stop hosting them, and as far as I know, all that money goes to MS for xbox live subscription fees, none to the developers. However, Microsoft is very interested if one of the big titles on their platform experiences outages while many people are playing.

    2. Re:Anonymous Coward. by MightyMartian · · Score: 1

      Now there's an oxymoron; XBox and Quality Control. "Multiplayer worked great until it melted through the floor."

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    3. Re:Anonymous Coward. by Nazlfrag · · Score: 1

      The existing FFXI MMORPG already works on PS2, PC and 360, so it's definitely possible to do, probably just more effort than it's worth for a non-MMO title.

    4. Re:Anonymous Coward. by assassinator42 · · Score: 3, Informative

      Where did you see that?
      I'm pretty sure Microsoft by default handles all of the server for matchmaking and leaderboards. I remember back with the first Xbox that Microsoft had to develop a protocol to allow Live games to communicate with the game company's server. This was done at the insistence of EA, who would not release titles with online play unless they could control the servers. This is why you have to accept a separate EULA and make a separate account to online with some EA games. I remember games like Burnout 3 and Revenge not working right for a few days after launch because of problems connecting to EA's servers. This is also why old EA games like Timesplitters 3 no longer work on the Xbox while you can still play all(?) of the older games that rely on Microsoft's servers.
      As shown by what they've already done, EA has enough leverage to force Microsoft, Sony, and Nintendo to allow cross-platform play. I doubt you'd find any resistance from Nintendo, as they lack a truly unified online play system like Microsoft and Sony have.

    5. Re:Anonymous Coward. by Anonymous Coward · · Score: 0

      The simplest thing one has to do to support this is nothing more than having all network platforms having byte-compatible messages. That means that the server needs to send to each client according to its endianness.
      It of course depends on the network protocol each game chooses - there are tons of ways of defining that. Some 3rd party network packages synchronize by mirroring the exact classes in memory and that is obviously a bit of a hassle when you want to have byte-compatible code across platforms that have different endianness.
      So I for one believe that it's mostly up the network library of each company. In other words, having one "protocol" per platform is easy.

    6. Re:Anonymous Coward. by Anonymous Coward · · Score: 0

      Damnit, why is there no -1 Wrong moderation?!?

      Oh well, I guess -1 Overrated will have to do :-P

    7. Re:Anonymous Coward. by Sir_Sri · · Score: 1

      Network access on the playstation isn't free. It's just a different model. The person providing the content pays for it essentially. So if you download a 'free' wallpaper from the PSN the guy who put it up there pays. If you buy FFVII from the PSN, Square Enix pays. I haven't looked at the PSN contract lately (not being in the PS3 dev business so much anymore), but I think it was a per gig rate too, so if you had something big, and free you could bankrupt yourself if it was sufficiently popular.

      There's not fundamental reason why you can't do cross platform play. It's just developer convenience. You tie the online services of a game into the respective platform (or in the case of the PC you need your own platform, unless you lose your brain and use Games for Windows Live). If you want to write your own platform for the PC and on the server side figure out how to talk to the PSN and XBOX live stuff you probably can, but it wouldn't be trivial.

      The MMO guys have a whole other ballgame with MMO's since patches normally go through Sony/MS quality control - a not so fast process. So either square enix has negotiated a special deal, or all of their patches for FFXIV will have to be approved by Sony first, and then pushed live. That creates a real mess if you're doing all 3, since the PC you could in principle sign off on it, and publish it immediately to your server, and then you have to wait until *both* MS and Sony sign off on a patch, and if you have to make changes for one you may have to resubmit for both etc. I wouldn't want the hassle. As I say, maybe you could get a special agreement with Sony/MS if you're big enough, but those system are in place for a reason; it's all to easy to screw something up.

    8. Re:Anonymous Coward. by Akzo · · Score: 1

      Except that EA hosts their own servers still for the Xbox 360 and has already shut some of them down disabling achievements for the related games.

      Microsoft doesn't actually host any game servers, they just supply the matchmaking tech and rely on console owners to host the matches P2P. Although this is apparently about to change in the next few months allowing PCs to be used as dedicated servers for Xbox 360 games while still disallowing cross-platform play.

      The only game to allow cross platform play so far is Shadowrun.

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

      wow. matchmaking and leaderboards. thank god microsoft hosts all that for us, leaving paying customers to furnish only their own GAME servers. seriously, how they get away charging $50/year for this, i have no idea.

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

      Exactly. This is why I got rid of my original xbox and refuse to buy an xbox 360. Even if I could ignore the fact i'll have to buy 5 of them because of RROD, I only used my xbox online. When my games stopped working, I got rid of it.

      I'm not going to buy something that will either die because the servers are shut down or because it is a POS. From a feature perspective, I like the xbox 360. I'd love to buy one if there were guarantees that I'd get a working system and be able to use it. Unlike a PC, I expect consoles to last 10+ years. I don't expect game servers to be up forever, but 3-5 years seems reasonable to me.

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

      Final Fantasy XIV is hosted on Square-Enix's own servers, much like FFXI. They don't have to interoperate with Microsoft's Xbox Live network.

    12. Re:Anonymous Coward. by Bert64 · · Score: 1

      They should open up the server code then...
      I can still play quake, the first quake, online today because if all else fails i can run my own server. I can also run my own server on a LAN, and play against friends without needing any internet connectivity whatsoever. Anonymous online play is one thing, but getting together with a group of friends to play is a lot more fun.

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  9. Merge Difficulties by quanticle · · Score: 2, Insightful

    Even if Sony, Microsoft and Nintendo were to come to an agreement about common online elements tomorrow, it'd still be nontrivial to merge all the player data, handle duplicate usernames, handle comparisons of records between different platforms and the such. Even if we disregard the political aspects, the technical aspects are daunting, and likely to grow even more so as these services continue to grow independently of one another.

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    1. Re:Merge Difficulties by Anonymous Coward · · Score: 0

      I'm sorry, but the technical aspects in this case are utterly trivial. Interoperability is undesirable for these companies, period. They don't want to invite comparison, they don't want to spend $0.01 on anything that could help their rivals, and they don't want to pay for increased bandwidth on "their" networks from customers that aren't theirs. This is not irrational of course and they have every right to keep things as they are, but let's not pretend it would be at all difficult. All of the technical aspects are solved problems and have been for a *long* time.

    2. Re:Merge Difficulties by Skapare · · Score: 1

      If you think the technical aspects are trivial, maybe you can describe. What I know is that if the CPUs/architectures are not identical, then things like data exchange become difficult. This is especially so with floating point. A truly trivial way to exchange data between exactly like architectures is to dump bytes of memory exactly as formatted. But if the architectures are different, not only is conversion required, but it is also necessary to decide what format to exchange in that is neutral and fair. That means the conversion cannot place more work on one CPU type and less on the other. If one CPU is big endian and the other is little endian, then choosing to exchange in big endian format means more work for the little endian machine (something already imposed on the little endian machines now for most internet protocols). In gaming, total CPU performance is a big factor because of the competition, while the internet really doesn't care because it's rarely a game of who can load Slashdot faster (especially with the last mile network access being so slow in most countries, including the USA). I don't follow the game console business so I don't even know what they use for CPUs. I've heard at least some don't use Intel CPUs. So this is likely one of many issues. No doubt the commercial competition issue is a huge factor, and even alone could ensure no interoperability. But the technical aspects are not trivial. They will require negotiations, research, and investment in the development. And for what gain?

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    3. Re:Merge Difficulties by Anonymous Coward · · Score: 0

      Data exchange between different CPUs/architectures is not actually very difficult. For example, almost any computer you can think of is capable of connecting to and communicating through the internet. From your cellphone, embedded systems, desktops and laptops, mainframes and even some toasters, a wide variety of architectures have no problem communicating with each other over a network. This is facilitated by standard protocols, and since all of the major console manufacturers operate their networks on top of the internet, they all have the capability to communicate with each other, regardless of issues such as endianess. It would also be surprising if any gaming system in use today did not use IEEE floating point number formats and if they actually did, it is not difficult to make sure the error involved in one representation is adequately modeled by the error in any other representation. Finally, it is not likely that the same game would require different information to be sent between clients and servers simple due to being developed or ported to different platforms. In every case, the minimum possible data will be sent and this minimum data payload should be the same for every platform (if it isn't for some obscure reason, this would be trivial to correct anyway). The final issues brought up by the OP revolving around duplicate naming is also trivial considering each player would be originating from their system specific subnet which could be clearly indicated when listing connected players. ie. BOB (xbox) and BOB (ps3) or whatever. Someone just needs to come up with a standard, which is the thing they don't want to do, but can quite easily. Hope that helps a little.

    4. Re:Merge Difficulties by Shrike82 · · Score: 1

      Duplicate usernames? Well right off the top of my head appending XB360_, PS3_ and WII_ (for example) either visibly or invisibly would solve that right away. All the problems you mentioned are indeed non-trivial, but that's not the same as them being impossible. There's simply no motivation to do it.

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  10. well I'm sure it varies from game to game by JeanBaptiste · · Score: 5, Funny

    but I do know that the keyboard+mouse guys would _destroy_ the gamepad people in any sort of FPS.

    also emacs is better than vi.

    1. Re:well I'm sure it varies from game to game by Anonymous Coward · · Score: 0

      also emacs is better than vi.

      yeah, but vim is better than emacs, so it's all good.

      (Hint: one difference between vi and vim: vim has colors)

    2. Re:well I'm sure it varies from game to game by Anonymous Coward · · Score: 0

      but I do know that the keyboard+mouse guys would _destroy_ the gamepad people in any sort of FPS.

      True that

      also emacs is better than vi.

      Now you've lost me.

    3. Re:well I'm sure it varies from game to game by Monsieur_F · · Score: 1

      Err, I fail to understand your logic.
      Colors is clearly a con, I always have to set my TERM to vt100 before launching vim (well, I'm sure there must be a better way to do it)

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    4. Re:well I'm sure it varies from game to game by Nexu · · Score: 1

      The consoles players has one advantage tho: they can easily throw their wireless controllers further to hit the PC gamers across the room. Yes, i am aware the Razer Mamba is a wireless gaming graded mouse. But it just simply doesn't pack the same punch to it.

  11. Isolated incompatible sandboxes by Anonymous Coward · · Score: 0

    Each console has its own magic connectivity protocols - encryption, profiles, NAT, matchmaking, friends, invites, messaging, leaderboards, voice chat, and so on. Generally, you (as a console programmer) can't see the whole internet; you can only see connections which you get from the specific console net APIs, which are filtered to only let through things coming from signed compatible consoles. Behind the scenes these protocols are supa-secret to prevent people from being able to sneak packets through (to prevent cheating among other things).

  12. Single network by Anonymous Coward · · Score: 0

    There was one or two games that allowed play between PC/360/PS3 (I forget which) but the publisher ran their own game servers and completely avoided PSN/XBL.

    I believe all 3 networks (PSN/XBL/Nintendo) have in their agreements that you will use their network exclusively if you use it at all. Thus it's use theirs and have no cross-platform network play or run your own servers. Of course it's always cheaper to use the game networks.

  13. Implementation by Anonymous Coward · · Score: 0

    It's how it's implemented. The time it takes one machine to calculate different parts of the game code is different between the two machines. In the end it becomes rather difficult to keep the consoles in sync because of the differing rates (nobody wants to have one player catch the ball on one machine while on the other it's a miss because he wasn't close enough). From what I know they actually just send the inputs across and each console calculates the output on their own and the coders are responsible for keeping the AI deterministic so this is possible. Turns out the developers really don't care about the money as much as you'd like to think. The execs do, developers, not so much.

    1. Re:Implementation by nschubach · · Score: 1

      It's how it's implemented. The time it takes one machine to calculate different parts of the game code is different between the two machines.

      Yeah, because we all know that PC Processors all run the same speed.

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    2. Re:Implementation by JSBiff · · Score: 1

      " In the end it becomes rather difficult to keep the consoles in sync because of the differing rates "

      If this were the case, then wouldn't network latency cause different outcomes on different consoles of the *same* type? Wouldn't that 'catch' on one player's XBox become a 'miss' on another XBox because of those timing related issues? Obviously, the game protocol, even if it's sending controller inputs across the network, must be doing *something* to keep the game state on the different consoles in sync; if you can synchronize the game state between consoles of the same type, why not different platforms?

    3. Re:Implementation by TangoMargarine · · Score: 1

      So you're sarcastically agreeing with him? Or am I being wooshed?

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  14. Re:FLOATING POINT IS NOT CROSS PLATFORM by ShadowRangerRIT · · Score: 4, Insightful

    For the two systems mentioned (Xbox 360 and PS3), they're both using variants on the PowerPC architecture. While I can't be sure, I believe both chips use IEEE floating point numbers (outside of Crays, most chips nowadays at least have the option of using IEEE floating point), so the errors should be identical. I think the bigger problem is that the networking protocol for these games is usually licensed from the console maker, using the console maker's servers for matchmaking and the like, and it's considered to be less of a hassle to program against two different APIs than it is to write a single network protocol from scratch and maintain the servers required to support it.

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  15. its a good thing! by Anonymous Coward · · Score: 1, Funny

    We ps3 owners dont want to listen to squeky voice pre-teenagers ruining the game all the time.

    We do not want them. Please god, let them stay on that other console, the one that they can afford.

     

    1. Re:its a good thing! by Toonol · · Score: 1

      This is the funniest "selling point" that I hear Sony fans repeating. "Our console is so expensive it keeps out the riff-raff."

      Christ, the PS3 is a great machine, but a lot of their owners have very fragile egos. Reminds me of Apple consumers.

    2. Re:its a good thing! by Anonymous Coward · · Score: 0

      Actually, I wouldn't want to play a team-based game like Left 4 Dead or Wolfenstein, with kids who play Counter-Strike and Halo and consider it fun to backstab teammates.

      lol noob!

    3. Re:its a good thing! by mister_playboy · · Score: 1

      The current price difference between the two consoles in the US is $50... and it's hard indeed to argue that extra $50 for the PS3 doesn't buy some you some far more capable hardware. But then again, I paid $600 for my PS3, so what do I know? :)

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  16. Re:FLOATING POINT IS NOT CROSS PLATFORM by Anonymous Coward · · Score: 0

    The x86 PC uses IEEE floating point as well... but while that defines the internal results, it doesn't mean you'll get the same results at a macro level.
    Depending on how long a variable stays at 80-bit precision before being truncated back to 32-bit, you're going to get different amounts of error creeping in. The length of this duration is often decided by the compiler, which differs between all consoles and the PC.

  17. Pretty sure that is a Live issue by Derekloffin · · Score: 1

    Sony's infrastructure is basically open. Yes, it has some commonalities between programs, but in the end it is the game developer that has control of the network for their game. Ms took the opposite route and went with a closed network where they control almost everything. So, unless they make a special deal (ala what's been done with Final Fantasy XI), cross platform isn't allowed. For example, Live has it's own user account with all the capabilities to talk, block, etc with other live users. However, there really is nothing in place to deal with a non-live user which is obviously a necessity if you want to actually play with them.

    1. Re:Pretty sure that is a Live issue by RoadDoggFL · · Score: 2, Insightful

      I agree with this, but didn't notice until now that cross-platform gameplay (PC-to-console) has been done on the 360 with Live (Shadowrun, FFXI) but not with the PS3/PSN. Even the Dreamcast let console players play in games with/against PC players. Just find it odd. As for the initial question, MS has a lot more to lose by letting PS3 players play online with players on the 360. It'd hugely tarnish the perceived value of Live if every game you joined was already full of people playing online for free.

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    2. Re:Pretty sure that is a Live issue by pizzach · · Score: 1

      I agree with this, but didn't notice until now that cross-platform gameplay (PC-to-console) has been done on the 360 with Live (Shadowrun, FFXI) but not with the PS3/PSN. Even the Dreamcast let console players play in games with/against PC players. Just find it odd. As for the initial question, MS has a lot more to lose by letting PS3 players play online with players on the 360. It'd hugely tarnish the perceived value of Live if every game you joined was already full of people playing online for free. Don't fall too easily into that trap. I don't think the Dreamcast networking setup wasn't as rigid or well defined as it is now for other consoles. While I do believe EA runs their own network outside of the big 3, most companies don't nowadays and just use the presetup ones. Windows Live ad XBox live are setup to share which is the only reason why it was somewhat trivial to setup a game for it in the first place.

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    3. Re:Pretty sure that is a Live issue by Megane · · Score: 1

      Is the PC-to-360 cross-platform play only through Live, or are there non-Live examples? Basically, the 360 is part of a network that happens to include a PC option. If the PC uses Live, it wouldn't be able to work with the PS3, and presumably if it doesn't, it wouldn't be able to work with the 360.

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    4. Re:Pretty sure that is a Live issue by RoadDoggFL · · Score: 1

      Yeah, pretty sure it only works with Games for Windows Live (I think that's what it's called) games. Just saying that I find it odd that this closed system (Live, where MS mandates various aspects of online play for developers) supports cross-platform play when an open one doesn't. Interestingly enough, I was just talking about this to a friend regarding Dust 514. It's supposed to be a console game that interacts with the EVE Online universe. Well there's one universe so I'd imagine that the 360 and PS3 versions will technically be part of it at the same time. Of course, each platform could have its own planets where conflicts occur, it just might be a kinda crappy case of cross-platform... interaction in a game.

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  18. its a really simple answer by Nyall · · Score: 5, Funny

    PS3s are big endian machines.
    Xbox 360s are little endian.

    Q.E.D They can't talk to each other.

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    1. Re:its a really simple answer by OogleBoogleBah · · Score: 2, Interesting

      That's not true, actually. Both the Xenon and the PPU are PowerPC derivatives and run big-endian. http://blogs.msdn.com/robunoki/archive/2006/04/05/568737.aspx.

    2. Re:its a really simple answer by Chainsaw · · Score: 0, Flamebait

      PS3s are big endian machines. Xbox 360s are little endian.

      Q.E.D They can't talk to each other.

      Oh, right, that's why all of those PowerPC equipped Macs couldn't connect to networks and exchange information with my x86 Linux server: they had different endians.

      No, actually, that's bullshit. There is absolutely no reason at all why the endian should matter. If a piece of software can't communicate with another because of different endians, the programmers should be dragged out into the woods and be shot.

      Network byte order. Look it up.

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      War is one of the most horrible things a human can be exposed to. And one of the worlds largest industries.
    3. Re:its a really simple answer by marcansoft · · Score: 1, Informative

      Uh, no, otherwise PowerPC Macs wouldn't be able to talk TCP/IP with Intel-based PCs. What you do is define the protocol to use one endian and the platforms that use the opposite just convert incoming data. Usually you'd define the on-wire protocol to use big-endian (also called "network endian" - it's also what TCP/IP uses). The same thing works for file formats, though there a third option that seems to be reasonably popular is to allow for both endiannesses in the format, using a magic word to distinguish between them. Then all ports of the software need to include the ability to swap bytes as they read a file.

      IIRC both consoles have a fast instruction to swap the bytes of a word, so the overhead is trivial. Endianness is a complete non-issue regarding network interoperability.

    4. Re:its a really simple answer by Anonymous Coward · · Score: 0

      Woooooosh!

    5. Re:its a really simple answer by Nyall · · Score: 2, Insightful

      woosh went over your heads. A silly question got a glib answer.

      --
      http://en.wikipedia.org/wiki/Jury_nullification
    6. Re:its a really simple answer by Desler · · Score: 1

      PS3s are big endian machines. Xbox 360s are little endian. Q.E.D They can't talk to each other.

      Gee, if only someone would discover the mystical secret of translating between big and little endian.

    7. Re:its a really simple answer by John+Whitley · · Score: 1

      PS3s are big endian machines.
      Xbox 360s are little endian.

      Q.E.D They can't talk to each other.

      Epic failure to grok network byte order seen on Slashdot. Film at 11.

    8. Re:its a really simple answer by mwvdlee · · Score: 0, Flamebait

      Dumbest post I've read so far today

      Those state of the art latest generation platforms have complex features which allows them to do never seen before things like "swap bytes". It probably takes a whole part of a cycle to do so, but it gets there in the end.

      Also, pretty much every type of computer in the world has been talking with each other over the internet comfortably for quite a number of years now. How is that possible if endianness makes this impossible?

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    9. Re:its a really simple answer by SEE · · Score: 4, Funny

      Is that a big-endian 11 or a little-endian 11?

    10. Re:its a really simple answer by cskrat · · Score: 1

      Maybe if you were trying to tie them together on the same mainboard. But over TCP/IP not an issue.

      --
      My God! It's full of eval()'s.
    11. Re:its a really simple answer by Jthon · · Score: 1

      I hope you're joking since the TCP/IP and UDP protocols have the concept of "host order" and network order. All packets should be translated to network order before sending them over the network.

      Plus both systems run PowerPC based chips which run big endian so even if they didn't bother doing the host to network order translation you that won't be the cause of your networking failure.

    12. Re:its a really simple answer by Yoozer · · Score: 1

      different endians

      The fact that we have to deal with something as ridiculous as different endians in the first place should've caused severe punishment already for all involved.

    13. Re:its a really simple answer by 49152 · · Score: 1

      This only applies to the protocol part of the packet. The payload part of the packet may contain anything.

      But converting between endian systems is both quick and easy so it is not a real problem. The real reason is that the console vendors put strict rules on how online gaming must be implemented and you do not get your game published without their permission, period.

    14. Re:its a really simple answer by rk87 · · Score: 1

      Xbox 360 runs big endian as well. The PowerPC processor can run in either big or little endian modes, but on all current consoles (XBox 360, PS3, Wii), they are configured in big endian mode.

      --
      I'M NOT ANGRY!
    15. Re:its a really simple answer by Anonymous Coward · · Score: 0

      >---joke--->

         O
        \|/    <--- you
        / \

      WHOOSH

      /obligatory

    16. Re:its a really simple answer by Anonymous Coward · · Score: 0

      I thought it was funny, but Christ the ass-burgers are out tonight.

    17. Re:its a really simple answer by Anonymous Coward · · Score: 0

      More like:

            v
            |
            J
            O
            K
            E
            |
            v

      Crash-and-Burnsville

      Seriously, can we stop saying stupid yet plausible things and calling them jokes?

    18. Re:its a really simple answer by Anonymous Coward · · Score: 0

      Surely, being that PS3 and X box 360's use powerPC cpu's there both going to represent numbers in the same way. Also it's is possible to convert between the two forms.

    19. Re:its a really simple answer by Megane · · Score: 1

      Your link is 404. You broke it by including the period at the end. (You probably pasted it in raw and let it auto-format, rather than using HTML tags.)

      http://blogs.msdn.com/robunoki/archive/2006/04/05/568737.aspx

      I was previously aware that most (?) PPC (and many ARM) chips had selectable endianness, though it might depend on hardware or firmware outside the CPU, and may or may not be on a per-process basis. But since the 360 is actually running big endian (the default for PPC), everything else is kind of moot.

      --
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    20. Re:its a really simple answer by Ambiguous+Coward · · Score: 1

      Wow, I think there was actually a sonic boom as thousands of geek fingers rushed to their keyboard to correct you. Well done! :D

      --
      Their may be a grammatical error, misspeling, or evn a typo in this post.
    21. Re:its a really simple answer by BobMcD · · Score: 1

      You probably forgot to update glibc. Incompatible versions...

    22. Re:its a really simple answer by TheRaven64 · · Score: 1

      Native endian isn't really an issue on most modern machines (x86 being the obvious example). Code is stored in a particular byte order, but you never want to run this on a different architecture, so it doesn't matter. It also doesn't matter what byte order the machine uses in registers, because that's basically opaque. The only time it matters is when you load data from memory or store it out again. A lot of architectures these days come with a load-and-swap-byte-order instruction, so there is only a small penalty for using the other endian. Most so-called bi-endian machines just have a flag that swaps the opcodes for the load and load-and-swap-byte-order instructions. They still use the same byte order in registers and for instructions.

      --
      I am TheRaven on Soylent News
    23. Re:its a really simple answer by Anonymous Coward · · Score: 0

      Is that a big-endian 11 or a little-endian 11?

      We prefer to be called Native Americans, you insensitive clods!

    24. Re:its a really simple answer by Nyall · · Score: 1

      I wouldn't call it a joke, just being glib and facetious.

      I'm not normally one to complain about the stupidity, relevance or obviousness (or google-it-yourself) of ask-slashdot questions but this one is little more than fodder for some sony/microsoft bashing. There are such things as stupid questions, so I gave it a stupid answer.

      --
      http://en.wikipedia.org/wiki/Jury_nullification
    25. Re:its a really simple answer by Anonymous Coward · · Score: 0

      I tuned in at 0x1100 just in case.

    26. Re:its a really simple answer by Nyall · · Score: 1

      The code you link to has a sign extension bug. You need to use the unsigned right shift, which moves zeros into the most significant bits:

      http://java.sun.com/docs/books/tutorial/java/nutsandbolts/op3.html

      --
      http://en.wikipedia.org/wiki/Jury_nullification
    27. Re:its a really simple answer by Nyall · · Score: 1

      This +5 funny bums me out. I was enjoying that sonic boom. But some people had to go and mod it up and give it away.

      --
      http://en.wikipedia.org/wiki/Jury_nullification
    28. Re:its a really simple answer by selven · · Score: 1

      The real question is, which one does it go up to?

  19. Re:FLOATING POINT IS NOT CROSS PLATFORM by OogleBoogleBah · · Score: 1

    360 and PS3 are both PowerPC derivatives but they're not FPU identical (esp when you add in the SPUs!), which makes cross console MP impossible for games that rely on a deterministic simulation w/ input passing (most RTS, sports, and fighting games). Client/server games are a possibility, though as the previous poster sez most games rely on native matchmaking and NAT traversal services which are definitely not cross platform. And even if all that were true, Xbox Live is a walled garden. Games need special permission if they want to reach outside of Live and talk to the real internets.

  20. Re:FLOATING POINT IS NOT CROSS PLATFORM by Nyall · · Score: 1

    IEEE rounding is different between x86 and powerpc. x86 CPUs use an 80 bit internal representation. Those bits remain as long as the data resides in a register. Also the powerPC floating point offers a fused multiply accumulate operation (one instruction can do x+y*z) that can produce different rounding results. Knowing x86 they probably have it but its addition varies between architectures.

    http://en.wikipedia.org/wiki/Multiply-accumulate

    --
    http://en.wikipedia.org/wiki/Jury_nullification
  21. Economics, pure and simple by John+Whitley · · Score: 1

    I'll put my 2 cents on the economics of the matter, rather than "vendor lock-in" or whatever. The platform gaming networks provide frameworks for the game developers plus the operational infrastructure (servers, server-side software, bandwidth, ops staff, etc.) and distributes that cost across all of the games on the platform that utilize it. This is likely to be far more economical for the publisher, as compared to coding and testing the client and server side code and paying the capital and upkeep costs of the network infrastructure. Also, the players may benefit further in that I suspect platform-wide backends will probably have a longer supported lifespan than game-specific backends. Time will tell.

  22. Re:FLOATING POINT IS NOT CROSS PLATFORM by marcansoft · · Score: 0

    All current consoles use PowerPC. On a PC, you can use SSE if you want true single or double precision operations. But either way, the real fix is to make your game engine robust enough to tolerate minute differences due to rounding. It's not that hard. If you're comparing floating-point values for equality or relying on "dead reckoning" with no compensation to sync up online, then you're already doing it wrong.

  23. Re:FLOATING POINT IS NOT CROSS PLATFORM by mwvdlee · · Score: 1

    Could PowerPC Macs and windows PCs share the same network with their games?

    The only issue I see is that one of the two would need to do some endian swapping, but on modern CPU's that difference would be neglicable.

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  24. Re:FLOATING POINT IS NOT CROSS PLATFORM by Nyall · · Score: 1

    Two replies to that post and both are discussing the gaming implications? Honestly I was explaining x86 vs powerpc, nothing more or less.

    I'll agree floating point error accumulations should be easy to compensate for. But its not a problem I've ever had to work on.

    --
    http://en.wikipedia.org/wiki/Jury_nullification
  25. Re:FLOATING POINT IS NOT CROSS PLATFORM by Anonymous Coward · · Score: 2, Interesting

    You do know that an entire genre of games relies on a networking method that you're calling "wrong"?

    How many thousand+ unit RTS games have you written?

  26. Re:FLOATING POINT IS NOT CROSS PLATFORM by Nyall · · Score: 1

    p.s. while both consoles use the powerpc the xbox has a fused dot product operation (a=b*c+d*e). Thats one floating point variance I can think of, I'm sure there are others.

    --
    http://en.wikipedia.org/wiki/Jury_nullification
  27. Re:FLOATING POINT IS NOT CROSS PLATFORM by Anonymous Coward · · Score: 0

    It won't matter, the server decides where objects are and how they move at each time interval, not the clients. Any slight rounding errors during the client prediction will be fixed on the next server heartbeat.

  28. Cross platform console work by Fnagaton · · Score: 2, Informative

    The Xbox and Xbox 360 use encryption implemented in the kernel as part of the Xbox Live matchmaking. There are many reasons for this but the main ones are security to help stop people altering the packets and cheating. This encryption is a requirement mandated by Microsoft before a title can be published. The encryption does mean the other consoles cannot decode those packets, unless a lot of effort is spent to reverse engineer the encryption and Xbox Live protocols. I have a feeling that if a publisher/developer did reverse engineer the Live encryption and protocols and used that to get Sony and Xbox consoles to join the same game then Microsoft would probably pull the plug on that title.

    During development of titles I've had the Microsoft and Sony consoles happily joining the same games, but during development the encryption can be turned off. The PC build also had no problems joining the network session. This is because such titles tend to have the same network code and communicate the same data (before it gets encrypted).

    --
    Martin Piper
    Owner - ReplicaNet and RNLobby
  29. Re:FLOATING POINT IS NOT CROSS PLATFORM by Anonymous Coward · · Score: 0

    In these cases, you can always do with a centralized dedicated server that hosts all the calculations. This way all clients will have the exact same data.

  30. you have it all wrong by Anonymous Coward · · Score: 1, Interesting

    You do realize that controllers (mouse+keyboard), more customizable settings, and more processing power all would still slant it towards the people playing on the pc, right?

    You completely forget about the cheating.

    It is incredibly easy to cheat on a PC. I have written my own cheats, and find it very easy to do so for each new game that comes out. I started to do it because I was curious about how programs used memory. I don't go exploit it that much, in fact, I rarely play. But I do like beating the system. And from what I have observed while watching other people play, there are definitely a ton of cheaters out there. Some cover their gameplay to make it harder to see, but most do not. As long as you don't make your hack public, you can probably go undetected for years... as I have done with every PC game I have been interested in.

    1. Re:you have it all wrong by Anonymous Coward · · Score: 0

      Yeah, yeah, you go right on telling us that. We believe you, really! While you're at it, you'd better tell us about all the hot chicks who give you blowjobs while you cheat, too! And I bet you made a fortune on the stock exchange yesterday, didn't you? And that fish that got away was like a mile long.

      Fact is, it's very hard to get away with cheating at TF2 or any other Valve game. You might get away with it for a little while, because they deliberately don't ban cheaters immediately. But you will be losing that account.

    2. Re:you have it all wrong by Anonymous Coward · · Score: 0

      You go on thinking that... ;)

      (and no... I'm not the same as the person above. It's VERY easy, even with packet editing to "get away with it. Hey, when they put in gamer scores and trophies for being able to do things, it became a battle of the minds and mine's doing it's part to ensure ranking.)

    3. Re:you have it all wrong by PainKilleR-CE · · Score: 1

      Fact is, it's very hard to get away with cheating at TF2 or any other Valve game. You might get away with it for a little while, because they deliberately don't ban cheaters immediately. But you will be losing that account.

      Really? As someone that fought cheating in a Valve game in the first year or so they were implementing anti-cheat measures in their games, I have to say it's incredibly hard to detect cheating, and one of the major problems early on was that people released the source code for their cheats, making it incredibly easy to customize the cheats to the point that they were harder to detect. What he says should be more or less true, as long as he's not leveraging an obvious hack that ends up looking like a million other cheats when Valve scans his system. The people that get away with cheating the longest are the ones that hold back and don't leverage all of the advantage they gain from cheating, and don't release their hacks. Once a hack is public, it's only a matter of days before Valve can implement detection and possibly disable the hack by changing whatever the hack is manipulating in memory. If they delay banning of cheaters, it's only to allow them to detect more cheaters, because within days of the bans starting, the new version of the cheat is released, and the cycle starts again.

      --
      -PainKilleR-[CE]
    4. Re:you have it all wrong by PitaBred · · Score: 1

      And that is why I don't play games any more. Too many cheaters. It's like kicking the chessboard and then bending someone else's arm to get them to tell you that you won. Sure, you may have "won", but it doesn't mean shit about your skill or ability to play.

    5. Re:you have it all wrong by VeNoM0619 · · Score: 1

      I rarely have problems with cheaters. Especially when it comes to instanced servers in FPSs/RTSs, if they cheat, find another server/"game" (as in just look for another host).

      If you are that afraid of cheaters, try MMOs where cheating is near impossible (it can still exist, but only after updates, so depending on the company and how fast their response time is, it only affects 1 portion for 3 days at most, and you can usually expect a ban hammer for them too).

      Back in the day, cheating was everywhere, nowadays it's only in the crap games where client packets are considered trusted. Most professionally made games treat a server like an actual server. "Hey, you wanted to jump 500 feet? Let me check if that's possible...hey, you wanted to fire 2000 bullets in half a second? etc." Although the 2nd example FPSs tend to have issues with this because they trust the client's framerate and assume they can lag for a couple bullets (I played one where the faster your framerate was, the faster you could shoot, so turning GFX down was a sure way to do 2x damage). The game is built around the notion that there will be cheaters. Although, we are still getting to that phase where they treat it like their source code is exposed at all times.

      And to respond to the GP, anyone can "cheat". It depends on how you define it. Maybe you "cheated" to make it flash the winning image whenever you lose, when in reality you lost on the server.

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  31. Open Standards:Merge Difficulties by Anonymous Coward · · Score: 1, Funny

    It is unlikely that there could be any kind of agreement on a common online elements.

    We already know how MS handles an ISO standard like OXML.

    While you could see and shoot at any other player in the game, you can't hit them and they can not hit you.

    Because MS wants you to run out of ammo and buy more.

  32. It's a politcal decison from MS by Anonymous Coward · · Score: 1, Informative

    I've worked on a game(http://www.shacknews.com/onearticle.x/60210) that we could play across consoles. MS made us disallow cross-console play.

  33. To the person that tagged "monopolies" ... by Wrath0fb0b · · Score: 1

    A monopoly is one of those things there can really only be one of.

    The fact that MS, Sony and Microsoft are viciously competing for video game market share (see, e.g. the recent price drops) is a sign of a fairly healthy and competitive market.

    1. Re:To the person that tagged "monopolies" ... by nschubach · · Score: 1

      But how much of the growing billions of dollars of red accounting in Microsoft's Xbox division is funded by the company I work for with their recent $75,000 SQL 2008 + $10,000 operating system bill? (and no, it wasn't my decision...)

      Just because they are heavily competing in the gaming sector doesn't mean they don't have a monopoly somewhere else.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  34. Easy by sleeponthemic · · Score: 2, Insightful

    because it costs money, money that doesn't translate into sales.

    A lot like linux native support is perceived.

    --
    I record my sleeptalking
  35. Obligatory PA reference by denzacar · · Score: 1, Offtopic
    --
    Mit der Dummheit kämpfen Götter selbst vergebens
  36. Re:FLOATING POINT IS NOT CROSS PLATFORM by fractoid · · Score: 1

    If you're using floating point numbers in the game logic of a networked RTS you're doing it wrong.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  37. Re:FLOATING POINT IS NOT CROSS PLATFORM by dltaylor · · Score: 1

    Floating point should be sent as a string, and, if the game programmers, or their bosses, weren't such idiots, they'd have solved this years ago. Still pisses me off that the Mac and Windows machines could go head-to-head in Star raft because they used native integer representations on both the X86 and PPC. That's trivial, too. Network byte ( hton*()/ntoh*() ) order matches the PPC, but it would not have been hard, just intelligent, to have htoSC*() and SCtoh*() macros to map integers on both to the more popular X86 platform.

                  #include

                  double strtod(const char *nptr, char **endptr);

                  #define _XOPEN_SOURCE 600 /* or #define _ISOC99_SOURCE */
                  #include

                  float strtof(const char *nptr, char **endptr);
                  long double strtold(const char *nptr, char **endptr);

  38. ShweetuH by Anonymous Coward · · Score: 0

    I guess nobody seemed to remember Final Fantasy XI. You can play this on PS2, Xbox 360 and the PC. It uses their own network and you don't need Xbox Live to play.

    In short, yes this is possible.

  39. Controller Advantage by Setheck · · Score: 2, Interesting

    I'm sure there are some architectural reasons why games don't talk, but just think if TF2 was cross platform online play. How bad would XBOX 360 players do vs people with keyboard and mouse. I think they would be at a HUGE disadvantage because they don't have anywhere close to the same control scheme. This destroys all balance to the game. Granted you can buy an adaptor to use keyboard and mouse on the 360, but i don't think that more than the top 2% of hardcore games go so far as to buy a $100 add on to do it.

    1. Re:Controller Advantage by Xzallion · · Score: 1

      The xbox 360 supports usb keyboards, don't know about mice though.

  40. the real reason... platform holders. by AndyboyH · · Score: 1

    The implementation of cross platform wouldn't be out of the realms of possibility.

    However, cross platform integration would definitely be a TRC/TCR/lotcheck breaker. Failing them means no platform holder approval, which means your game isn't coming out until you fix the non-compliance, and your development budget is pissed down the drain if you don't fix it.

    Rare even managed it with a DS 360 implementation for Viva Pinata - however I think despite their 'late in the day' talk, that the real reason is it was shot down fairly quickly (I'd guess probably by Nintendo rather than MSFT...)

    http://kotaku.com/392055/rare-mated-viva-pinata-ds-and-360

    --
    Baka Drew
  41. Network code by Anonymous Coward · · Score: 2, Informative

    I used to work at EA and once had a conversation with a guy who wrote network code for an EA sports title. Basically, instead of proper servers controlling game state and updating clients, everyone sent their controller infomation and each client worked out where everything was independently.

    I said "but since difference processors calculate floating point values differently, you'll never be able to play against different consoles"

    I guess they haven't fixed it yet.... a lot of those titles are rehashed each year under great pressure and so have very old legacy code. I heard FIFA was still written in C (not C++) and that there was still a few bits of genesis code in the hockey game. They wouldn't have time to scrap it and start again, so likely this problem will be around for a while.

  42. Microsoft don't allow it by PhotoBoy · · Score: 1

    It's the same reason why Final Fantasy XIV is "exclusive" to PS3 initially, because Sony allow you game alongside players from other platforms, which in this case is the PC version. Microsoft policy is not to allow this, although there have been exceptions like Final Fantasy XI and Shadowrun.

    Besides, do you really want 13 year old Xbox and PS3 owners with headsets in the same game together? It would instantly set a world record for the most times the word "gay" was said in a single minute.

    1. Re:Microsoft don't allow it by Megane · · Score: 1

      It is only "exclusive" in quotes because they haven't announced it for any other console yet, and they certainly haven't ruled it out. (I'd rather see them make a Mac client, actually, now that there's enough market share to be worth the effort.)

      A 360 version is absolutely possible, but they've had a hard enough time keeping FFXI running right on the 360. The most glaring problem is that if you don't log out properly using SE's own network stuff (like using the 360's exit-to-dashboard in the middle of the game), it can actually corrupt the HD install, which gives you a "disk read error" message when trying to start up the game, and makes you think your DVD is going bad. And then you have to re-install at least Play Online (SE's stupid AOL-like framework to run online games, which they're ditching with FFXIV anyhow). Also, it would be kind of nice to not have to put the DVD in the drive to start the game. The PS2 can run straight from disk, and I'm guessing the PS3 will be able to as well.

      So basically, it seems to me like the main problem with FFXIV for 360 is working out things with Microsoft so that they can bend MS's rules again like they did with FFXI, and maybe bend them a little better.

      And god please, no "shitcock" voice chat. It's one thing to have that in an FPS game, but not an FF MMO, please. Even Ventrillo isn't very popular for FFXI.

      --
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  43. "antifeature" by amn108 · · Score: 2, Informative

    It is called anti-features. The "Windows 7 Sins" website mentioned it. I love that term. When it costs more for a vendor to remove a feature they sort of got for free - natural effect of smart design - yet they remove it anyway for political, administrative, and marketing reasons - it is an anti-feature. Manually and permanently reducing amount of concurrent TCP/IP connections available in Windows NT Workstation versus Windows NT Server (which does not cap the limit) despite both versions sharing the same code - antifeature. Limiting amount of applications that can be open simultaneously on one Windows version versus not doing so in another, when both share the same code again - antifeature. Filtering game client list based on platform, despite protocol potentially capable of providing inter-platform gameplay - antifeature. Everything that is destined for the consumer goes through marketing before it leaves the vendor. It is the fear of not making enough money.

  44. It can be done by RogueyWon · · Score: 1

    It can be done and has been done. Final Fantasy XI allows cross-platform play between PS2, Xbox 360 and PC. In fact, it breaks pretty much every supposed rule in the book, by not only allowing cross-platform play, but by 100% requiring console peripherals (hard disks for the PS2 and 360, though the 360 one is almost ubiquitous these days), and virtually requiring the use of a keyboard and mouse (which both . Despite all of this, it was the largest non-Korean MMO around prior to the World of Warcraft launch and maintains a large player-base today.

    I think the message from this is that while console-manufacturers will resist cross-platform multiplayer releases, a strong 3rd party publisher (and Square-Enix have the kind of strength that can make or break a platform - just ask Nintendo about their experience with the N64) can force it through if they really want.

    It does have disadvantages, though, when the PC is one of those platforms. PC technology has moved on a hell of a lot since the FFXI launch and the game feels awfully unfriendly on the PC these days, as the requirement to maintain cross-platform compatibility prevents the game from incorporating sensible UI and graphical changes on the scale that games like WoW can afford to make.

    1. Re:It can be done by Phu5ion · · Score: 1

      I completely agree with what you have said except; that EA isn't big enough to force cross-platform compatibility if they were so inclined? Also, I think we are going to be seeing more games in the future which are going to be PC/PS3 cross-platform. Namely, The Agency. I think it hasn't really been done with a game like Madden because of the fanboy holy war that would erupt, when those servers go live.

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  45. starcraft anyone? by MoFoQ · · Score: 1

    a bunch of my friends and I have been playing starcraft again recently...it's so freaking nostalgic.
    some play on a mac and some on windows machines.

  46. Don't use XBox Live? by JSBiff · · Score: 1

    "The Xbox and Xbox 360 use encryption implemented in the kernel as part of the Xbox Live matchmaking."

    Is there any reason you couldn't just use your own servers, and skip the whole XBox Live system, and send unencrypted packets? Perhaps XBox doesn't provide developers with any APIs to access the network driver directly, so that you *must* use Live to do networking? Someone mentioned that Final Fantaxy XI on XBox doesn't use the Live server, but connects directly to Square's servers?

    1. Re:Don't use XBox Live? by Fnagaton · · Score: 1

      For Microsoft using their encryption is mandatory for all (released titles) game communication except the voice communication data which has to be in clear.

      --
      Martin Piper
      Owner - ReplicaNet and RNLobby
  47. Shadowrun by Anonymous Coward · · Score: 0

    Shadowrun was a game developed for cross platform play between the xbox 360 and pc?
    Anyone know who dominates online?

  48. The actual reason from someone who knows by Anonymous Coward · · Score: 0

    I've worked on both consoles and it's basically just the API, everything is provided for you in a particular way and that is different depending on the system. Essentially while you are still stuffing packets there are fundemental differences between those packets, and each network API hooks up to a particular type of server. You could probably develop a bridge or actually write your own networking system, but when you are a game developer you don't want to piss off the only company that can give you a license (one of those ways is giving the users opportunity to buy the same game with all the same features on a different system).

  49. Well, on the PC platform... by Anonymous Coward · · Score: 0

    Every time I try to join a Team Fortress 2 (PC game) server without the latest version, my client fails to pass server consistency checks and I can't play. In other words, if you have TF2 1.5.1 and the server is running TF 1.5.2, you can't play. (Granted, this isn't really a problem, since Steam can be set to auto-update, and after a version of the game is obsolete, it is almost impossible to obtain. Actually, you're more likely to encounter the problem of updating your client and then being unable to connect to any servers because none of the server owners have updated yet.) If minute engine differences on the PC platform can break a client's ability to connect to a server, think about how hard it must be for consoles using different hardware to work on compatible engines.

  50. problems with online play, by Anonymous Coward · · Score: 0

    One of the major problems at the moment for the PS3 is a great deal of hackers/cheats ruining the game experience.
    If they get caught, the only thing that happens is that they lose their account, and have to sign up for a new one,

    Whereas, look at the Xbox360. People have to pay for an online subscription, and as such are more reluctant to start cheating, due to the loss of money,
    Yeah, you can cut your losses and only buy them a month at a time, but it still stops most of the hackers ect..

  51. Can't blame EA....for once by techprophet · · Score: 1

    The PSN and XBL are exclusive, you can only connect to other PSN and XBL users, respectively. It doesn't even have to do with the Floating Point stuff mentioned above. It is quite simply vendor lockin.

  52. Translation costs... duh! by Fieryphoenix · · Score: 1

    Each console speaks a different language and cannot talk to each other unassisted. Xbox speaks Low Microsoftian, Xbox 360 High, Playstation 3 speaks Smugtanic, and the Wii uses sign language. The difficulty lies in translation. Human translators are nowhere near fast enough, and current automated translation is just not up to snuff. So we'll have to wait for the state of the art to improve before we can have cross platform play, or else pass a law that all consoles must speak English.

  53. OT: who to blame for economic woes (vendor lock... by mi · · Score: 1, Troll

    By the same logic you can't blame the bankers who ruined the world economy

    You can't blame them, but for a different reason. The seeds of the devastation were planted in 1999, when the congressional Democrats forced Fannie Mae and Freddi Mac to lower their lending standards — suddenly, millions of people, who hitherto would not qualify for mortgage, were able to obtain one. The same supply of the real estate now faced a spiked demand, which in our highly efficient capitalist economy resulted in spike of both prices and building activity to meet the demand.

    Unfortunately, helping the poor qualify for mortgage does not help them pay it off. That the Democrats were able to blame Republicans (whose only fault was in not fighting against it hard enough) for this is a spectacular feat of mind-manipulation...

    What about the much-maligned easing of banking regulations? Nope, that's not, what caused the problem — even if it exacerbated it. Would you blame a powerful engine for an accident, when the car slams into a log lying across the highway? Sure, if it weren't running at high speed, the driver could've stopped safely without hitting the obstruction. But the blame is solidly on those, who placed the log across the road, not on the car-maker, that gave you the speedy vehicle...

    --
    In Soviet Washington the swamp drains you.
  54. USB gamepads for PC by tepples · · Score: 1

    A Mortal Kombat/Street Fighter type beat em up is a lot more difficult to play on PC then on Consoles.

    Only because apart from Capcom's Street Fighter IV, you have to run it in an emulator. Control isn't as much of an issue because there are USB joysticks and USB gamepads. Sure, they don't come bundled with the PC, but neither do gamepads for players 2-4 on the consoles.

    1. Re:USB gamepads for PC by mjwx · · Score: 1

      Only because apart from Capcom's Street Fighter IV, you have to run it in an emulator.

      Several versions of Mortal Kombat were sold on PC (2 and 3 I think), they didn't sell too well so Midway just gave up.

      Control isn't as much of an issue because there are USB joysticks and USB gamepads.

      But those are rare third party components, a KB and mouse is ubiquitous and available on every PC. Given the nature of fighting games there should be no surprise that they dont sell on PC's, they really are designed for gamepads and machines with multiple input devices. As I said with the flight thing in BF/ARMA, you can kluge it with the KB but it is terrible, especially compared to the joystick(I use the numpad for pitch/roll control and the WSAD/Arrow keys for throttle and rudder).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  55. Turning with a mouse vs. a Wii Remote? by tepples · · Score: 1

    The Wii should be the console of choice for FPS

    Mice allow turning because they can move horizontally without bounds. The Wii Remote, on the other hand, stops seeing the sensor bar once the player has pointed it off-screen. What would you bind to "turn camera"? And what to "walk sideways"?

    I think it isn't, mainly because FPS fans tend to be absolute graphic whores.

    That's true, not only for "graphic" meaning scene complexity but also for "graphic" meaning intensity of violence.

  56. Keyboard ban by tepples · · Score: 1

    Of course, I'm able to buy a gamepad for my computer, but what's stopping them from buying a keyboard/mouse for the Xbox?

    Xbox had no standard USB port. Xbox 360 has three, but with the notable exception of Final Fantasy XI, Microsoft refuses to sign any title that uses the keyboard to input anything but text.

  57. Re:FLOATING POINT IS NOT CROSS PLATFORM by Anonymous Coward · · Score: 0

    WoW

  58. Ocman's Razor by neo · · Score: 1

    The guy who programs the code for the X-Box isn't the same guy that programs for the Playstation?

  59. BOOM HEADSHOT by kafros · · Score: 2, Funny

    Sorry, what was the question again?

  60. it comes down to clueless game programmers by Anonymous Coward · · Score: 0

    Remember that even nowadays most game programmers are unable to easily implement a 'replay' in their games.

    *The* way to write and network a game is to only focus on players inputs, not on 'game state'. "floating-point CPU differences" are excuses made by clueless programmers.

    To see how it *should* be done, look at how AoE did it, or look at how, say, Blizzard's Warcraft III allows networking between Mac and PCs and easy (and tiny) replay (the replay files are tiny, for they only ever store player inputs).

    This is something 99% of today's game programmers are unable to understand.

    There is no valid technical reason to prevent it: the dudes talking about floating-point differences non-sense and being modded +5 insightful are part of the problem: they're clueless. The only reasons *should* be political.

    When Gamasutra had an article about how AoE used player input replication for networking and replays (which is *the* only way to do it), it was like a shockwave for those who read that article with an openmind. But this techinque was in production in games from the late 80's for sure. Yet 99% of today's game programmers are still unable to understand it. First they don't understand it (because they have their mind stuck in a "persist/transmit the full game state" mindset) then even if they understand it they don't think it's useful (because they're reluctant to admit the way they've been doing it since they code is bogus). They don't realize debugging becomes way easier, they don't realize networking becomes a non-issue, they don't realize varying framerates aren't an issue anymore either, etc.

    Don't even get me started on the amateurness level of the programmers developing games for the mobile devices. Most of them cannot easily implement a replay, and hence cannot easily debug their game nor network them, nor adapt to different frame rates.

    The knowledge is out there, the technique works for any game but the biggest MMORPG. And, no, Madden from TFA isn't a f***ink MMORPG.

    A world of amateurness.

  61. Re:OT: who to blame for economic woes (vendor lock by BlueStrat · · Score: 3, Interesting

    "By the same logic you can't blame the bankers who ruined the world economy"

    You can't blame them, but for a different reason. The seeds of the devastation were planted in 1999 [nytimes.com], when the congressional Democrats forced Fannie Mae and Freddi Mac to lower their lending standards -- suddenly, millions of people, who hitherto would not qualify for mortgage, were able to obtain one. The same supply of the real estate now faced a spiked demand, which in our highly efficient capitalist economy resulted in spike of both prices and building activity to meet the demand.

    Unfortunately, helping the poor qualify for mortgage does not help them pay it off. That the Democrats were able to blame Republicans [ldsmag.com] (whose only fault was in not fighting against it hard enough) for this is a spectacular feat of mind-manipulation...

    What about the much-maligned easing of banking regulations? Nope, that's not, what caused the problem -- even if it exacerbated it. Would you blame a powerful engine for an accident, when the car slams into a log lying across the highway? Sure, if it weren't running at high speed, the driver could've stopped safely without hitting the obstruction. But the blame is solidly on those, who placed the log across the road, not on the car-maker, that gave you the speedy vehicle...

    I just wanted to say, excellent summary & analogy...and spot-on, even if it's off-topic for the discussion. I remember screaming at the TV back in 1999 when this was put in place; "Why are you putting poor people who can't freaking afford a house onto a near-certain path to default & bankruptcy!?!?".

    This was so easy to see coming that it makes you start to take Glenn Beck & his theories on a planned collapse and reformation of the US as a socialist/fascist regime seriously, and I don't *want* to.

    Strat

    --
    Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
  62. In-game server software by Anonymous Coward · · Score: 0

    you know, when I think about it, cross platform for the masses doesn't really seem viable, however if games had the server software in game, and you created a game, making a system for like an X-Box to manually access a PS3's Game server through typing in a manual IP address doesn't actually feel all that crazy... just my thought though, I'm really not sure about the difference in intricacies of console game coding.

  63. A better question by dbet · · Score: 1

    Why keep buying games you're not satisfied with?

  64. Two different services by Anonymous Coward · · Score: 0

    They are two entirely different services.

    To establish cross platform support, you would need some kind of intermediary. The service itself has anti-cheating built into it, so allowing non-Live people access to games run over Live is not going to happen- it would open up a HUGE security hole.

  65. I'm a joke by Anonymous Coward · · Score: 0

    WHOOSH!

  66. It depends on the network by malevolentjelly · · Score: 1

    For one, Xbox Live is sort of a pre-packaged networking solution. There are many issues of consistency across the network, when you're using it you're buying into an environment where everyone is expected to be within the same gaming experience with the same method of communication and a standard means of identifying users and organizing their status within the community. You're buying into this closed gaming community when you're a user and you're buying into it when you purchase a developer kit and send a game to Microsoft to be published. You don't just choose Xbox Live... when you release a Microsoft Xbox 360 game, you are releasing a Microsoft branded software product and it must meet certain requirements, so you play with Microsoft's networks.

    Playstation Network didn't exist last time I worked on a PS3 game, but I believe their networking is a bit more open and broad. A current developer might correct me on this. Network gaming on PS3 is the same as on PC, really, you do a lot more to set up your own service. If it's still the way it was when I worked on it, there's really not a *good* reason PS3's and PC's can't speak, for instance, besides issues of balance with the different control models and the common questions of cheating.

    That's at least how I understand it. I think the Wii is similar to the 360 in that its networks are a tightly controlled walled garden.

    1. Re:It depends on the network by Khyber · · Score: 1

      Network gaming is the same across ALL platforms - the TCP/IP stack is the only way this works, they can't change anything about it unless they developed a new networking technology that would work atop of the existing infrastructure. The only differences are your degree of control and customization that you can have through the GUI.

      UT3 for PS3/PC works just fine with each other online. I ue a keyboard and mouse with my PS3 version as the developers were smart enough to add that degree of control customization.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    2. Re:It depends on the network by malevolentjelly · · Score: 0, Flamebait

      That's very... technical. I am talking about everything else, you know, the data that's transmitted over TCP/IP... the most important issue is whose servers you're using and which services you've licensed--this is platform dependent. Microsoft will not allow you to federate Xbox Live... even it it were possible.

  67. It is being done by wisnoskij · · Score: 1

    The upcoming game Syberia III is supposed to have PC and PS3 users interact: "One of the main innovative points of the game will be its use of collaborate online gaming between players on both PC and PS3"

    --
    Troll is not a replacement for I disagree.
  68. The reasons for this are very very simple. by Khyber · · Score: 1

    1. Greed. Lock-in artificially separates you from your friends, forcing you to buy what they buy if you want to play. Pay-to-play online things like GFWL and LIVE! bleed the customer of money.
    2. Control. Microsoft has fucked their console by fucking up the standards. You have to use a specially-signed Microsoft bluetooth stack. The PS3 does not and adheres to standards.
    3. Because they are clueless. No explanation needed for this one.

    So what we have here is a group of companies that are willing to screw with your social interactions with your friends. Doesn't sound like a company you want to do business with, does it?

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  69. EA would let you play together by thetoadwarrior · · Score: 1

    But the hardware companies, especially MS won't. Can you imagine MS allowing those using the competition's system with it's free internet service being allowed to play against paying subscribers? At worst the graphics on the PS3 and 360 are the same so Madden on he PS3 and 360 are effectively the same.

    Why would anyone buy the system that makes you pay to get online with no web browser, charges through the roof for wifi, doesn't give you an HDMI cable, doesn't play both DVD and blu-ray movies, charges you for add-ons that are free on the PC and PS3 and charges you extortionate amounts for proprietary hard-drive add-ons?

    There is no way in hell EA would have a chance at making 360 and PS3 games interoperable.

  70. It's the platforms fault. by Anonymous Coward · · Score: 2, Informative

    I'm posting this anonymously, but here's an example from the requirements of one a platform maker (names have been removed):

    "Because the [CONSOLE] system is proprietary, connections between [CONSOLE] platforms and non-
    [CONSOLE] platforms (including, but not limited to, PCs, Macs, cell phones, [CONSOLE], [CONSOLE], [CONSOLE], [CONSOLE], [CONSOLE], and iPods) are not allowed for security and customer-satisfaction reasons."

    That's directly out of their requirements guidelines. Without following those guidelines, you can't get a license to release the game on whatever console.

  71. level playing field by JustNiz · · Score: 1

    They're trying to keep it a level playing field.
    For example, I play Unreal Tournament 3 on a PC. Its available for consoles too but the PC network at least is kept separate.
    If you had a console and they mixed console and PC on the same network, PC players would keep taking you to the cleaners because they have a natural advantage of faster hardware and better controllers (mouse gives massively better instantaneous aim than thumbstick controllers) it would be unfair and no fun to all console players.
    PC players would have a blast though :-)

  72. Re:OT: who to blame for economic woes (vendor lock by mrsteele · · Score: 4, Insightful

    Seriously? Fucking insightful? I hate seeing this same meme bandied about.

    There were multiple actions by the government that worked together with a firm belief that housing prices would continue to rise to cause this situation. Deregulation by one party. Broadening lending standards by another. Bankers who found ways to make money that while not illegal, required a firm willful ignorance of potential future calamity.

    No one group is responsible for this, and to try and claim otherwise shows a complete misunderstanding of the situation.

  73. Re:OT: who to blame for economic woes (vendor lock by BlueStrat · · Score: 2, Insightful

    Seriously? Fucking insightful? I hate seeing this same meme bandied about.

    There were multiple actions by the government that worked together with a firm belief that housing prices would continue to rise to cause this situation. Deregulation by one party. Broadening lending standards by another. Bankers who found ways to make money that while not illegal, required a firm willful ignorance of potential future calamity.

    No one group is responsible for this, and to try and claim otherwise shows a complete misunderstanding of the situation.

    You are correct that neither the Republicans nor the Democrats are solely responsible, and nowhere did I claim or imply that. Both parties are at fault. The fault is with corrupt politicians seeking to increase their own wealth & power, and attempting to use the public's money to buy votes. I believe there are also other forces at work using these failings of both sides to advance their own agenda to "fundamentally change America", to quote Obama.

    I'm very scared of precisely *what* that "change" that these forces seek will mean to our Republic and our Freedom.

    Strat

    --
    Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
  74. Re:OT: who to blame for economic woes (vendor lock by cyber-vandal · · Score: 1

    Just out of interest which government legislation forced banks throughout the world to bundle crappy mortgages up with good ones and sell them on?

  75. Re:OT: who to blame for economic woes (vendor lock by BlueStrat · · Score: 2, Informative

    Just out of interest which government legislation forced banks throughout the world to bundle crappy mortgages up with good ones and sell them on?

    As I understand it, US banks & mortgage lenders along with Freddie & Fannie bundled these "toxic" mortgages into debt-instruments that they then sold & traded. Many financial institutions in other countries got caught holding some of that debt, as well as holding other US debt-instruments whose value collapsed when the US banks & mortgage lenders got in trouble from all the bad mortgage paper they still held.

    The economy is global. When the US financial market suffers, so do other countries' financial markets. Just as when the financial markets in, for example, Hong Kong or the UK suffer, so does the US financial market, among others.

    Strat

    --
    Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
  76. Duh by Anonymous Coward · · Score: 0

    How about yourself.

  77. marshalling is a reason by Anonymous Coward · · Score: 0

    I think it can be because of serialization of game objects, also called marshalling (useful for checkpoint/replay, and sometimes the whole multiplayer sync). It's pretty hard to do in C++, and even harder to make it platform-agnostic: the packing of data structures is different, and if you transmit that to the other platform, you have to code (template) the conversion.

    And do this for all libraries and middleware in your game, because those never have the same serialization system, if any. And it's very difficult to standardize (boost is not used on consoles, for instance).

    So.. in most cases it won't work, but the managers know better, so it won't even be tried !

  78. Re:FLOATING POINT IS NOT CROSS PLATFORM by Bert64 · · Score: 1

    Assuming it uses the x87 floating point unit, which Intel are trying to deprecate... Modern x86 processors support SSE instructions for floating point math, which will outperform the x87 equivalents.

    --
    http://spamdecoy.net - free throwaway anonymous email - avoid spam!
  79. Players 2 through 4 by tepples · · Score: 1

    But those are rare third party components

    The only way a Windows-compatible USB gamepad is "rare" is that the maker of a popular Windows-compatible USB gamepad owns a video game development company called Rare Ltd.

    a KB and mouse is ubiquitous and available on every PC.

    And a single gamepad is ubiquitous and available on every console. So why aren't console games limited to a single gamepad in the same way that most PC games are limited to a single keyboard+mouse?

    Given the nature of fighting games there should be no surprise that they dont sell on PC's, they really are designed for gamepads and machines with multiple input devices.

    No console has come with two gamepads since the Super NES era.

    So here's my question: For which platform should a microISV develop a game designed for multiple input devices?

    1. Re:Players 2 through 4 by mjwx · · Score: 1

      The only way a Windows-compatible USB gamepad is "rare" is that the maker of a popular Windows-compatible USB gamepad owns a video game development company called Rare Ltd.

      By rare, I mean few people will have them. It would be stupid to try and develop a game for the PC that is dependent on a game pad being present. You are guaranteed that a Keyboard and mouse are present. When developing for PC, develop for the KB and mouse first and then introduce the options for other controllers (Joystick, gamepad, Xbox controller).

      And a single gamepad is ubiquitous and available on every console.

      A mouse and keyboard is more configurable then a console controller. Often the console controls are not reconfigurable at all.

      So why aren't console games limited to a single gamepad in the same way that most PC games are limited to a single keyboard+mouse?

      PC games arent limited to the KB and mouse, you can use a joystick or gamepad or steering wheel, you just cannot count on any of these devices being present. Whilst consoles on the other hand are limited to the controller unless the third party has made a specialised controller (Guitar Hero) but this will require the device to be licensed by the consoles manufacturer, PC's do not have this restriction.

      No console has come with two gamepads since the Super NES era.

      Did you mean that no console had had more then one controller since the Super NES era. I suspect you meant to say that all consoles since the super NES came with more then two controller ports, please see the Playstation and Playstation two. The 4 controller scheme was first introduced in the Super NES via an add-on, first built in to the N64 and the Sega Dreamcast was the first non Nintendo console to have more then two controller ports, 3 years after the N64 and 1 year before the PS2.

      So here's my question: For which platform should a microISV develop a game designed for multiple input devices?

      I'm a bit uncertain what you mean but I will try to answer.

      This depends entirely on the target audience, this is typically defined by the games genre. If you are making a beat em up, then target the consoles exclusively, Wii and Xbox360. If you are making a turn based strategy game then target PC's and make sure it will run on low spec machines as the audience for TBS often has an old computer that they play Civ on occasionally. Picking an input device comes after you've identified you're target market, then you create an input scheme or device that suites the platform(s) that make up the core of your target market.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  80. Re:OT: who to blame for economic woes (vendor lock by cyber-vandal · · Score: 2, Interesting

    I understand that part. I'm just not sure how the sub-prime lending law was the cause of it. After all, damaging though it must have been to the US economy, it wouldn't have had such a dramatic global effect without those toxic financial instruments, and, as far as I understand it, those were a completely private sector invention that decent oversight would have prevented.

    I doubt though the global financial crisis is as simple as either of us think though and keeping a very close eye on all the greedy fools would be in everyone's interests.

    Just as a point as well: the UK doesn't have any such law and yet our financial institutions were doing very stupid things like sub-prime mortgages, easy to obtain debt consolidation loans, 125% mortgages etc etc. What we did have though was a similar relaxing of bank governance allowing them to do stupid risky things.

  81. Re:OT: who to blame for economic woes (vendor lock by mi · · Score: 1

    After all, damaging though it must have been to the US economy, it wouldn't have had such a dramatic global effect without those toxic financial instruments, and, as far as I understand it, those were a completely private sector invention that decent oversight would have prevented.

    This is, what I was referring to with my "car analogy". There is nothing any more wrong with those private sector inventions, then with a 300 HP engine. Using the fast engine is only a problem, when the road is bad — the faster you go, the harder it is to stop.

    Those inventions were all predicated on (almost all) mortgages being solid — just as you would expect the read to be clear of obstacles, when you enter a turn at 45MPh. The artificially high rate of people unable to keep up with their payments was unexpected...

    Sure enough, both parties and multiple people are/were at fault. But the primary culprits are the Congressional Democrats of the 1999. The Republicans' fault is in not recognizing the problem as fatally flawed and to fight it more. McCain, for example, did try to raise an alarm in 2005, but no one was payed attention and he failed to sound grave enough and attract enough attention.

    Both parties agree, that high rates of home ownership is good for the country — sentiment derived straight from Cato The Elder's "tillers of the soil are the best citizens and the bravest soldiers". But it takes a Democrat to simply give a house to the poor, regardless of whether they can afford it, as if that immediately transforms them into a responsible home-owner, that makes a good citizen.

    It started with attempts to give mortgages with no money down (the poor, went the argument, are solvent, they just can't afford the down-payment). This devastated entire communities (some of them hitherto well off), when the poor moved in, then defaulted and walked away from the properties, in which they had no equity.

    That was, I think, 70ies-80ies. In the 90ies, that folly was avoided, but still — the people, who could not afford them were given mortgages... They usually did have some money invested (down-payments, however small), which delayed the bubble-bursting.

    In the end, to expand on my off-topicness further, it all comes down to whether the Government can help people — without hurting them (or others) more — even if everybody's intentions are perfectly clean and noble. And I — and the rest of the Libertarians — say, it can not. Nor is it legally allowed to despite multiple precedents:

    I cannot undertake to lay my finger on that article of the Constitution, which granted a right to Congress of expending, on objects of benevolence, the money of their constituents.

    James Madison — the co-writer of the Constitution

    FDR had to reshuffle the Supreme Court, before he was able to push his "New Deal" agenda, that is today the law of the land, through... But legality aside, it is simply a stupid thing to do...

    --
    In Soviet Washington the swamp drains you.
  82. Re:OT: who to blame for economic woes (vendor lock by cyber-vandal · · Score: 1

    And I'll say to you again, there is no such law in the UK and yet the banks were quite happy to engage in similar stupid practices, assuming that the market would always go up, which is a totally moronic assumption. Nobody forced our banks to lend to people who couldn't afford it - they fell over themselves to do it. So the GLOBAL financial crisis was not down to the Democrats' law but to poor oversight in general.

  83. Console license for a startup? by tepples · · Score: 1

    When developing for PC, develop for the KB and mouse first

    What library do you recommend for reading distinct actions from multiple keyboards and multiple mice under Windows? For example, how can a program distinguish a space bar press on player 1's keyboard from a space bar press on player 2's keyboard?

    A mouse and keyboard is more configurable then a console controller.

    "Press a button or a key for each of the following actions in order: Move left, Move right, Jump/climb, Crouch/climb down, Normal attack, Special attack, Shield." The player can choose to use a gamepad or a keyboard. I don't necessarily depend on a gamepad being present unless more than one player wants to join a game.

    Did you mean that no console had had more then one controller since the Super NES era.

    The first production run of the Super NES, which included Super Mario World as a pack-in, was the last major console that came with a controller for each of its two ports. All consoles since have come with only one controller and one or more empty ports. For example, a Wii console can use four Wii Remotes but comes with only one. So whether you're on the PC or on a console, you still have to buy something extra for more than one person.

    I suspect you meant to say that all consoles since the super NES came with more then two controller ports

    And almost every PC has six such ports: one for the keyboard, one for the mouse, one for the printer, and one for each of three gamepads. Hubs add even more. But each PC or console comes with enough controllers for one person: one keyboard and mouse for a PC, or one gamepad for a console. The other ports have nothing connected to them.

    If you are making a beat em up, then target the consoles exclusively, Wii and Xbox360.

    Allow me to rephrase: How can a small company produce a first title in a genre for which you would recommend that a developer "target the consoles exclusively"? The console makers want to see established companies with full-time employees in an office, not startups whose employees telecommute. (Source) What's the best way to get around "Concept declined; your company isn't big enough"?

  84. Re:OT: who to blame for economic woes (vendor lock by mi · · Score: 1

    And I'll say to you again, there is no such law in the UK and yet the banks were quite happy to engage in similar stupid practices

    UK banks bought plenty of "toxic" financial paper from the US banks. Also, the America's real estate bubble fueled similar exuberance elsewhere — simply by example. I'm not saying, they are faultless, just that they aren't the main culprits here — they were doing, what they were supposed to, and it would've worked, had it not been for the government's meddling.

    At least, UK's Barkleys survived well enough to take over America's Lehman Brothers and remain solvent without the government's support (and all of the attached strings)...

    --
    In Soviet Washington the swamp drains you.
  85. evolutionary forces destroy your utopia by r00t · · Score: 1

    Humans now face tremendous new selection pressure: birth control

    Failing to defeat birth control is every bit as selective as being eaten by a lion. Look at the traits that allow people to defeat birth control, and you can predict the future of humanity. Here are the most likely:

    1. high hormone levels in the woman (arms race with birth control pills)
    2. stupidity, impulsiveness, and lack of concern for long-term consequences
    3. an actual desire for children rather than sex

    All are being strongly selected for, but it is #3 that delivers the ultimate crushing defeat to birth control. The first two traits are only favored in the absense of the third; in people with a passionate desire to make kids there will be selection against stupidity.

    You can thus predict a temporary drop in typical intelligence, and a long-term increase in family size. Ultimately we return to the age-old situation of huge families, with the resulting resource consumption problems and early death.

    1. Re:evolutionary forces destroy your utopia by bluefoxlucid · · Score: 1

      This is a good thing, people not wanting kids not making kids. Also I know some stupid people who want kids ... seems retarded, dysfunctional women want to be a mommy. WTF?

  86. This "anti-feature" needed in Sugar for the XO by westlake · · Score: 1

    Limiting amount of applications that can be open simultaneously on one Windows version versus not doing so in another, when both share the same code again - antifeature.

    Limiting the number of applications that can be opened on a system with very limited resources can make a great deal of sense when the market is the novice user without technical support:

    If you have more than one activity running, you can switch to it by clicking on the appropriate icon in the ring.

    The size of the ring segment that an activity occupies is intended to represent its overall memory usage, but that feature does not work yet. When the ring fills up, no additional activities may be launched until some resources are freed up. In today's XO laptops, only a few activities can be started at the same time, and when memory is exhausted, one of them will die suddenly without any warning. Note: it is possible that work or play that is in progress may be lost. Switching Between Activities

    1. Re:This "anti-feature" needed in Sugar for the XO by amn108 · · Score: 1

      Well, if applications crash when memory is exhausted on XO, that is a valid reason to hardcap the limit, I guess. Otherwise, it is worth remembering that resources are users property, not vendor. Vendor is trusted to manage these resources (that they do not own themselves) to their best degree of ability. They should not cross the line (something done far too often today. No make that "nearly always".) to assume ownership of these resources, by limiting users access to them. But like I said, if XO crashes, and the hardware simply is unable to isolate memory exceptions from the entire experience, there is no other choice. I doubt there is no workaround though. Even hardware without memory manager can be "programmed around" so as to not cause system-wide havoc when some component somewhere goes belly up.

  87. Re:OT: who to blame for economic woes (vendor lock by cyber-vandal · · Score: 1

    How do you know it would have worked? You can't say that government-forced lending to people who couldn't afford mortgages in America was a huge mistake however when it was done in the UK it was just the market working as it should be. Let's be sensible here. This whole mess was a combination of bad government and bad corporate governance, not just the lefties trying to undermine capitalism.

    Do you think there never would have been another recession? By the way Barclays survived thanks to a major injection of cash from the Abu Dhabi royal family which I'm sure has plenty of strings attached too.

  88. Re:OT: who to blame for economic woes (vendor lock by BlueStrat · · Score: 1

    This whole mess was a combination of bad government and bad corporate governance, not just the lefties trying to undermine capitalism.

    This as a whole is true. However, in the US, without the government interference that mandated the creation of so much toxic mortgage paper, there could not have been a collapse of such magnitude, given the vast majority of mortgage lenders' loan practices prior to the interference by government.

    Once the government forced them to create so much risky paper, it would be only natural that they'd try to sell-off as much as they could to whomever they could get to buy it to mitigate their risks.

    It just happened that they couldn't sell off enough to prevent themselves from cratering, but they *did* manage to convince enough foreign banks and financial institutions t buy enough to inflict heavy losses on them as well.

    The government interference was essential to creating such a disaster. Without it there might have been a temporary downturn in the mortgage finance market, but nothing approaching the size and severity we've experienced.

    To think that these same people in government...like Barney Frank & Nancy Pelosi and the rest of the greedy, short-sighted, power-hungry incompetents in Congress...could end up running US health care is frightening to ponder.

    Strat

    --
    Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
  89. it's all about the network by phirewind · · Score: 1

    It has nothing to do with hardware compatibility, it's all about the network. In the PS2, it was pretty much up to the developer to create whatever "online" ability a game would have. In one version of Tony Hawk, the devs actually encoded drivers for a handful of USB ethernet adapters so that you could get online and play without buying the official PS2 harddrive/ethernet add-on. That is no longer the case, in both the PS3 and X360, the manufacturers have created proprietary networks. Some X360 games can be cross-platform compatible with PC games because MS allows it, and it's "possible but improbable" that could also happen with the PS3, but it's very unlikely that MS and Sony will ever agree to allow cross-communication and interpretation between the 2 consoles. Are there no other slashdot'rs that remember Quake 3? If you kept a copy of Quake 3 patched to version 1.06n, it used the same network protocol as the retail release of Quake 3 for the Dreamcast system, and you could get on GameSpy with your PC and beat the ever-loving crap out of Dreamcast players. That was definitely not a matter of hardware compatibility, it was all about using the same network. Incidentally, that was also the empirical evidence for "end of discussion" re: gamepad vs mouse/keyboard in an FPS. Assuming equal base skill and hardware performance, Gamepad user = horrid death at the hands of the PC player, every time.