Slashdot Mirror


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?"

55 of 389 comments (clear)

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

      It's short for "verisimilitudinously".

  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 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.

    3. 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/
    4. 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."
    5. 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!

    6. 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!
  3. 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.

  4. 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 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.

    2. 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.

    3. 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.
    4. 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.

  5. 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 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.

    2. 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).

    3. 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.

    4. 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.

    5. 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.

    6. 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.

    7. 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!
    8. 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.

  6. 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 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.

  7. 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.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  8. 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.

  9. 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.

    --
    $_ = "wftedskaebjgdpjgidbsmnjgcdwatb"; tr/a-z/oh, turtleneck Phrase Jar!/; print
  10. 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.

  11. 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.

    --
    http://en.wikipedia.org/wiki/Jury_nullification
    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 Nyall · · Score: 2, Insightful

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

      --
      http://en.wikipedia.org/wiki/Jury_nullification
    3. Re:its a really simple answer by SEE · · Score: 4, Funny

      Is that a big-endian 11 or a little-endian 11?

  12. 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.

    --
    "This is considered plagiarism."
  13. 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.

  14. 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?

  15. 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.

  16. 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
  17. 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.

  18. 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
  19. 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.

  20. 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.

  21. "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.

  22. BOOM HEADSHOT by kafros · · Score: 2, Funny

    Sorry, what was the question again?

  23. 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.
  24. 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.

  25. 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.

  26. 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.
  27. 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.
  28. 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.