How To Ruin Your Game's PC Port
An anonymous reader writes "An article at Ars goes through some of the biggest sins game publishers commit when porting a console game to the PC. At the top of the list, predictably, are annoying DRM and inconvenient game settings. From the article: 'PC gamers like to play with their mouse settings, adjust the amount of detail in the characters or environment, and change the audio mix between the music and the sound effects. We want to adjust the resolution, the aspect ratio, and even the field of view settings. The more options given to PC gamers, the better. While some engines support more options than others, there is a minimum amount of tweaking that should be available when we jump into the game. For an example of how badly PC gamers can get screwed on this issue, we can take a look at Bulletstorm when it was launched. Not only was mouse smoothing turned on as a default, but there was no way to turn it off. You had to find the configuration files, which were encrypted for some insane reason, and then install a third-party program to be able to turn off mouse smoothing and get the game feeling like it should on the PC."
Note how 3 of the 5 things actually mean extra work for the game developers and QA department. That work probably causes the 4th thing to happen: delayed release.
The fundamental flaw is a business plan of treating your customers as criminals. If a large gaming company took the lead and provided inexpensive software that people could actually use, economics of scale would bring those profits back. Until then, everything is going to suck and I'm not even going to consider wasting my time with this. I don't spend money and time to be insulted.
Easy: just disconnect your joystick, connect your game port to the electric grid and the electronics will blow.
Archimedes Plutonium, is that you?
A port is a connection, right? Have they brought back the game connector that used to be on some sound cards? How could you possibly ruin one of those? Why is it a problem? http://en.wikipedia.org/wiki/Game_port
Then I read TFA. Faceplant.
Sorry, that's just stupid. I guess you'd be the type that would consider Ketchup as a serving of vegetables too. If you don't like it, don't eat it! Have fun with your DRM riddled crap, instead of actually looking for a real solution. You go branding people with legitimate complaints as criminals? SCREW YOU, STUPID USELESS TROLL. Your stupidity won't save you.
... have I (as a PC gamer) encountered crappy console conversions. Three examples off the top of my head:
Mirrors Edge: Yes, you could configure the controls, but in-game they were still referred to by their Xbox 360 identifiers. I.e. you could set jump to space, but in the tutorial it kept referring to non-existant buttons. Made the game virtually impossible to play since you'd get confused by the bad labeling.
Blur: Insane keyboard controls and completely unconfigurable. You had two keyboard layouts to choose from, both pre-defined and written in stone. Or you could use a 360-controller. Completely retarded. Various references all through the game telling you not to turn off your "console" while saving.
Assassins Creed: Completely un-intuitive console controls. Impossible to change.
Feel free to provide more examples.
I enjoy large posteriors and I cannot prevaricate.
I'd really like to see games in the future support playing on secondary monitors, and support changing the audio output.
COD: Black Ops is so far the only game I've seen that would launch automatically on my tv, and let me change the sound to work over HDMI.
It's not just games ported to the PC. Even games supposedly native to the PC and built from the ground up for the PC are succumbing to this consolification of gaming. Crisis 2 did this by only having "Medium, High, Ultra" settings. That was all you could alter your graphics.
There is also an upcoming multiplayer shooter a few months from now that has a massive PC player fanbase that seems to be doing this, too. No setting alias levels, bloom, draw distance, shadows. Nothing. Just Low, Medium, High.
Stop blaming our shitty products that cater more toward trendy new social networking bullshit and hampering DRM and late releases and half-assed ports that seem to make PC versions of games red-headed step-children! It's all because of teh ebil pirates! They're to blame for any sales problems! Duke Nukem Forever was an AMAZING masterpiece! Don't blame us for it sucking; blame the pirates!
It's hard to feel proud of being a PC gamer anymore. It's just kind of depressing. There are still a few gems on PC, but we increasingly sit here with fantastic beasts of machines (compared to consoles) that are given short shrift on the software side. Sad.
Make the game for the console then port it to PC.
Why should 'software development craftsman' be exempt from the rules/expectations required of real world craftsmen?
You demand equal protections from the law, regulations, and business practices for your IP...or is IP something ephemeral and aether-like?
You insist on calling yourself 'engineers'.
Hmm. So I guess it's 'Hurray for me, and Fsck you!'
Make up your mind/s already.
[generalized warning...outliers expected]
I guarantee you that I can 'hack and crack' the physical world far more than anyone can do so in any game. MacGyver be damned, for a n00b and amateur.
Why not approach it from a 180 degree, player POV, instead of 'what will make next quarter profits'. It is not a binary choice....there is a middle ground.
It has been arguably documented that a strong 'mod community' helped promotion/sales*KaChing!$* for said game.
YMMV, but it seems to correlate with the perceived value of the game to the user/buyer to your game.. (hint:GIGO from POV)
Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
1. Require Games for Windows Live to be installed.
2. Require Securom to be installed.
3. Sell the game on steam with the above two.
Design for console, then port to pc.
I'm a minority race. Save your vitriol for white people.
When I read "How To Ruin Your PC's Game Port", I thought "Easy! Just apply an overvoltage!" and immediately thought about all the wonderful hacks that we did, driving stepper motors via the parallel port and reading ultrasound proximity sensors via the game port...
*sigh*
Those were the days...
Can't help but read it that way around. Does anyone still use a Game Port on a PC?
I've been buying more games lately and have been amazed at how many have to be run in windowed mode, run at an incredibly low resolution, or both. And most of those games are not even ports.
Minecraft, probably the current king of indie games, only runs at 800x600, Cogs only supports up to 1280x1024 and Hammerfight by default is windowed at something like 800x600 and requires editing a config file to increase it.
Sorry, I'm unimpressed.
Having a lookup table for what keys are assigned to what function is technically a little extra work, but really very little. And in fact you have to do it anyway, if you want a game written for gamepad buttons to respond to keys and mouse buttons at all.
Hard-coding key codes makes no sense and is really frakking retarded and all around an anti-pattern.
Furthermore, most game engines and frameworks ALREADY have this kind of stuff. You just need to use it.
So you're telling me... what? That a game that blew the schedule by at least months, was totally saved by not spending a day or two implementing such a trivial thing that would make it actually playable?
A polar bear is a cartesian bear after a coordinate transform.
I've actually made only one of the many adjustments the author claims "pc gamers" want. That adjustment wasn't voluntary. I had to make it to get the game to play. The author is portraying everyone as being like he is without any research to back up his statements. It makes exciting commentary though. I grade this journalism C-
- I've got bad karma because I won't parrot everyone else's opinion
And here I was, thinking this article would be about cool hacks you could try with a long-deprecated IO port.
With my ISP randomly disconnecting at random times, any offline game which proposes to boot me out several times a day just because the ISP crapped... yeah, it just told me I'll need a cracked version just to be able to enjoy the game.
In fact, it's starting to make me think about plain old piracy. I haven't pirated games since early college, but maybe I should look into it again. The idea of being counted in the success story of that DRM stupidity if I buy it and then have to have to crack it just to be able to play, is seriously unappealing.
A polar bear is a cartesian bear after a coordinate transform.
A while ago I started playing Section 8: Prejudice on PC, and experienced something odd. In all the other games I play (even Quake TF, which is very fast-paced), I have no problem tracking enemies when they're in my face and running around me. In Section 8, about 1/3rd of the time I'd completely lose track of them.
I soon came to realize this was due to optimization for consoles.
Consoles have very limited graphics power, so game levels are usually designed to keep you from seeing too much at once: they'll usually have a lot of buildings or a hill in the middle of a map to block your view. When this doesn't give enough of a boost, they lower your field of view -- basically zooming in slightly, to remove some things to draw from the edges.
We have about a 120 degree field of view. Most games until now stayed with the FOV Quake introduced: 90. Section 8 was using 70, with no way to change it. Even worse, it was treating widescreen as "4:3 with top and bottom chopped off", so the effect was even more zoomed. Eventually they did listen to a lot of complaints and added a (still clamped but better than nothing) setting that you could only change by modifying a config file. Most devs (especially the big ones) wouldn't have even given us that, so I guess I should be happy.
PC gaming today is crap. Even Portal 2 was designed for consoles first, with constant loading and nothing requiring the fast/precise aim of a mouse.
CONTROLS!
controls
controls
controls!!!!!!!!!!
press B to continue.
Graphic options i don't much care about. But damm. Controls make or break any game. Such as the piece of shit called dungeon siege 3 here lately. That was such a crap port it was sad.
As a supplement to "Forget that most PC gamers aren't using a gamepad", some games assume that everyone has an Xbox 360 controller and offers little to no support for other gamepads. Now this doesn't affect me too much because I DO use a wired xbox 360 controller on my PC but many don't and it's frustrating getting it to work at times. Mind you there are xinput wrappers to get around this problem.
Crysis 2 (cough cough...)
Initial release had a "Press X button to start"
Just sad.
Grand theft auto IV. Yes, the port that came out 4 years ago in 2008 with recommended requirements of a quad core CPU and 8600GT graphics. Make the recommendation to have to have a $1000 worth of hardware to play your $49 game. That's a sure way to port!
We have about a 120 degree field of view.
But how much of this field of view does your monitor occupy? CSS specifies the standard viewing distance for a desktop PC monitor as 28 inches, meaning a 21" 16:9 PC monitor has only 36.2 degrees. (Showing my work: 21" diagonal VIS * 16/sqrt(16^2+9^2) = 18.3" wide. Horizontal field of view is 2*arctan(width/2/distance), or 36.2 degrees.)
USB is a dream as far as joysticks/gamepads go.
So why don't more PC games support a home theater PC mode, in which four USB gamepads are connected through a hub to a PC with a TV as its monitor?
Meh, I prefer a gamepad.
I feel that mouse/keyboard is a hack that only works for certain types of games. Games aren't meant to be played with mouse/keyboard, it just happens to be what everyone had laying around. It's also less comfortable.
I can understand certain types of games converging to a mouse-like control. However the keyboard is a joke for gaming. At least drop the keyboard and give me a real gaming tool for my left hand.
Initial release had a "Press X button to start"
I haven't played any Far Cry or Crysis games, so I don't see how this is necessarily so bad. Most emulators for NES and Game Boy that I've seen map Z on the keyboard to the emulated B Button and X on the keyboard to the A Button until the user remaps the controls. If your game starts out mapped that way, then of course "Press A Button to start" will become "Press X Key to start".
I once ruined my PC's game port by pluging it into my monitor. Started the wires on fire - didn't hurt the motherboard though.
I enjoyed playing my friend's copy of Resident Evil 4 on GameCube in college. I didn't have a gamecube myself, but after graduating I found a copy of the PC version - I thought SCORE! Then I played it.
The game felt like someone had taken the Gamecube controls and directly ported them to the keyboard no alteration - button for button.
Zooming seemed to be based on a feedback control, allowing you to control the intensity, but you can't do that on a keyboard, so you had to zoom and unzoom, hoping to get the right level. Direction control was mapped to the arrow keys, of all things. Why on earth would you not map them to the mouse? The D pad can only go at one speed, which can easily get you killed in a game like that.
I found the game ultimately unplayable and forgot about it.
The last time I checked the numbers, console and handheld games sales accounted for something like 7x the sales of PC games in the U.S. (about $1 billion a year for PC games, and $7 billion for console and handheld games) And that gap has been widening for years.
So which do you think they're going to prioritize?
In fact, considering those numbers, I'm shocked that any developer still releases any PC-only games at all. If they're not developing console ports, they're basically throwing away most of their money.
SJW: Someone who has run out of real oppression, and has to fake it.
FTA --"Ubisoft claims this is a win for the company"
Charlie Sheen rides again!
There are even more ways to ruin a Mac game than a PC version. All of the ones in that article, plus why bother to write a native port when you can run everything through a Windows API translation layer instead? It's a sure-fire route to making performance suck, and only the real pedants will care about things like .ini files randomly turning up in the Documents folder.
What annoys me most is their arrogance; it's like the publishers expect me to be grateful for scraps. Assassins Creed II actually manages to be incompatible with Keyboards (seriously - if you're on a laptop than you have to use the built-in keyboard, anything plugged into the USB won't be recognized). Ubisoft tech support said: "At this point in time there is no plant for a patch to change this. I wish there was enough space on the game box to write all this, but i will defiantly escalate your query to head office." Never mind that the game box was Steam's web page with essentially unlimited space, in what universe does it make more sense to advertise your bugs than to fix them? I just wish I could have been there to see that defiant escalation...
The number one gripe I have is that the interface usually ends up stunted. Fallout 3 was like this.
- they tried to reduce the number of buttons needed so it could easily be ported to a console, and left the PC users with a clunky interface when we could have easily just used more buttons.
- huuuge text that forced you to scroll all the time
Knights of the Old Republic wasn't as bad, but was still obviously optimized for a console.
Dungeon Siege 3 is one of the absolutely terrible examples.
The camera view is utterly useless, you need to hit a button to pick up *everything*, in coop mode, your camera flies all over the place in an attempt to keep both characters on screen, the menus are so obviously Console based it's not funny, and I could go on and on.
Simply fucking terrible. I wish I could claim my money back.
Coz eternity my friend, is a long *ing time.
Biggest offender: Thief 3. Thief 1 and 2 had *huge* levels. The one where you sneak around half the city on rooftops before entering the fortress is a great example- it really feels like you have the run of the city (although it is a bit linear)
Thief 3? You can barely move across a room without seeing fog and a loading screen. You can't move around the city at all without endless jumps between areas. It totally kills the immersion, and even if 1+2 have poorer graphics they are far, far better games.
"Seven Deadly Sins? I thought it was a to-do list!"
Hopefully, companies will start pushing tech again on the PC and develop games just for the PC to take advantage of it.
I used to be a big buyer of games. $60 a pop, often, no problem. Back in the golden days. But now I hardly buy any games, and I'm very wary of purchasing any game that was also released for a console. Most recent example, Dungeon Siege III. Thank god for the demo, because I may have bought it sight unseen.
But I heard this strait from developers. If you're going to sell 10 million copies of the game for the console, and only 1 million for the PC, who do you think gets priority? You can explain all day to them what they're doing wrong for the PC ports, but they already get it and just don't care, because that's not where most of the money is coming from.
It's the same thing that happened with the new Netflix web interface. You think they don't know it sucks for PC users? Damn right they know. They know and they just don't care, because their biggest customer base has shifted to "devices" that have different interface capabilities, and pleasing the PC user isn't worth the extra development cost.
It would be a game that looked as though you were looking through a window into another world the entire time.
Which is perfectly fine if your game isn't first-person, such as the side view or semi-overhead view. This was common in the 8- and 16-bit eras.
it is a bit better if you get more of a view of the world at all times so that you feel like there isn't a monitor.
A 1:1 mapping of game FOV and eye FOV would require either A. a much larger monitor than is common with PC games (think 60" flat screen at 28" away) or putting the monitor much closer to the face and using goggles to change the apparent focal and convergence distance. I just want people to recognize that the common practice of squeezing 90 degrees of game FOV into 36 degrees or less of human visual system FOV is a storytelling convention.
I recently purchased a PC game that came out in 2006. I wanted to run it in Linux, but I couldn't read the disk unless I was the root user even after mounting it! So, I have to run WINE as root in order for the CD checking malware to see that I did in fact purchase the game. The CD FS is iso9660.
But I really don't get it... What is the appeal of turning your honest paying customers into the enemy? When I buy a game, if the copy protection malware EVER inconveniences me (even for one second), it causes me to never buy from you again. I actually go out of my way to avoid supporting game companies these days. I try and buy everything second hand, even when it is more expensive than new... And for games that attack my right to resale, I buy them from third party sellers on Amazon... just to avoid giving you developers and publishers a dime.
This is the type of gamer you have created; by forcing increasing amounts of third-party software and registrations on me, along with malware that prevents me from running my games on a netbook or system with no CD drive. You game developers only have yourselves to blame.
Just take one look at this game to see how terribly, terribly wrong a PC port can go.
These guys outsourced to another company to do it, and when it was released, it had SO MANY PROBLEMS the company dropped it and ran.
If you even want to play it period on a windows 7 machine, you have to find a user created mod that fixes the issues, the most notable being the 200% or so speed up.
What do I know, I'm just an idiot, right?
Because most people don't hook computers up to their TVs.
Then why are people willing to hook up things like Logitech's Google TV box or a PLAYSTATION 3 console but not a similarly priced small-form-factor PC with an AMD CPU and NVIDIA graphics?
as far as PCs go, it's a much better experience to just play over a network, with each person having their own screen.
I agree with you with respect to FPS and RTS. But in a game like Street Fighter series or Bomberman series, what advantage would there be to give a distinct view of the action to each player?
I never understood why so many people liked goldeneye.
Because buying three extra TVs, three extra N64 consoles, and four copies of the game would have been cost prohibitive. There was a serial port on the original PlayStation for precisely such games, but the PSOne redesign didn't have it because so few games used it because it did turn out cost prohibitive.
Don't test it for any game-crippling bugs
#1 aggravation is not even in the article - usage of checkpoints or limited save capability. I have limited time and patience for a game, and the last thing I want to do is die and go back 10 minutes to the last checkpoint. I guess this makes sense in old school consoles with limited storage capability, but a PC game should be able to save its complete game state anywhere. Even if you have to make a complete dump of the game's image in memory, that is preferable to forced replaying. If I kill Foozle, he has to stay dead.
Are people still using PCs to play games other than minecraft?
This is blinging
Statisically, it's true. By far, most of the user base of any PC game did not pay for the game. It doesn't matter the reason; enough that it is true. This is why game publishers go with protection. It's not to punish, but to at least make some money from it. And as the bloke utters, if you don't like it, don't play it.
I did exactly the same thing. My first thought was "What, hardware destruction by software? This should be good.."
But alas...
I read this as "How To Ruin Your PC's Game Port"
My first thought was they still make PCs with game ports?
My second thought was I wonder what they are using the game port for that it gets ruined...
My third thought was I've been playing games on my PC for a long time...
My fourth thought was I wonder if I can get Tie Fighter working on windows 7
[The Universe] has gone offline.
1. The game doesn't immediately turn the screen black and require a reboot to get out of it.
2. The vendor makes the customer whole by accepting a return when 1 happens.
3. The manufacturer supports the customer in getting #1 not to happen.
And yes, Duke Nukem Forever, Fry's, and 2d, I'm talking about YOU.
i've kept on reading "bulletstorm" and kept on thinking, mehh the author of the article has to go checkout some of the call of duty black ops "issues" :(
do you happen to know any other game which
1) corrupts video textures by a hit of "alt"+"tab", yeah switching to winapm while in game is a no no no
2) performs poorly, i.e. unplayable in multiplayer due to video fps drops from 125+ to ~6, on 6x core cpu, with 8gb of ram, with a pair of raid 0'd drives and a gig on a vid card as well
3) has gigantic compatibility issues with, i'm sure unknown and not widely used, realtec audio chipsets
4) has compatibility issues with multicore and hyperthreading
i've played bulletstorm with 0 isues on the same machine btw, and to date every other game runs fine...
My games library has rapidly grown to contain far more indie titles than recent AAA titles. I get accused being some sort of "I liked it when it was obscure!" hipster because of it. And I reply, "No, I just prefer giving my money to people who seem to want it and don't punish me for it."
Point me to a single console game that earned as much for its producer as WoW. What platform is SWTOR for? Okay, so FF13 sucked on the PC but still is not available on the PS3. What platform is Civilization a hit on again? Oh and what about The Sims? Another money generator of which the console ports suck donkey balls.
And with games that come out on both platforms, the PC version is always a LOT cheaper.
But I note that your brilliant statistic handily includes ALL non-pc platforms while it excludes farmville and the like as PC games, wanna bet you also exclude MMO subscriptions.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Details cost money. A while ago I worked for a large company that produces printed content. During a presentation the presenter was very proud they had managed to get rid of a guy who was unwilling to adjust to changing times by retraining. The guy's job? Proof reading. He was a proof reader and that is what he wanted to do and continue to do. So when his position was made redundant, he was fired for being unwilling to change. This was meant to tell us that we had to be flexible and go with the flow. What it told me? I don't know, I was to busy noticing all the spelling errors in their publication.
How does this relate? Stuff like the driver setup used to be a part of the core development team and the reason big companies made better titles. It wasn't glamorous work but there are many developers who are no good with the latest 3D tech but who can write a reliable installer and test it over and over again on varying hardware and keep the program up to date. But it isn't glamorous.
So when companies can cut that job, they will. It used to part of every large publisher to have an installer routine that would handle all the setup. Now? That is an afterthought. When consoles became more capable then the xTh platformer, those companies that shifted towards the console instantly gave up configurability. There are a lot of console games where you can't even turn the music off. It just ain't an option. Why? Because it is easier, one less thing to test, one less setting that can be messed up.
But as the article rightfully notes, PC gamers expect more. So we ignore the bad ports and game companies think that the PC gaming market is dying (plugging their fingers in their ears to avoid hearing Blizzard laughing all the way to the bank for year after year).
Mind you, bad ports are nothing new. I remember some fairly old games that had it. Console producers can't do PC games. It is a different market. For instance, when I recently finally played on a console for the first time in over a decade I was quite surprised to see game go to a black screen to save progress at SAVEPOINTS... on a PC I just hit quicksave and it saves instantly never interrupting the game flow...
Poor console gamers. They don't just have to deal with poor design in ports, their native games suck too.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Why has nobody mentioned Borderlands on this subject? On the off chance you could actually join a multiplayer game, (even LAN over Hamichi didn't work) your mic had no PTT mode! If you had a mic plugged in, it was enabled and in voice-activated mode. The only way to turn it off was to unplug your mic. As of when the second DLC pack was released, (and I gave up and stopped paying attention) there was still no other option or workaround. I've never seen a PC port so fundamentally unusable as when I tried using multiplayer in Borderlands.
I believe the correct technical term is 'consolitis', and a pile of games have been coming out with a near terminal case.
I've always wondered why game companies don't integrate with Steam more. For those who are wondering, this IS possible. Go download Spiral Knights, and any Steam friends you have who are playing the game are automatically added to your friends list, and you to theirs. Killing Floor uses the Steam servers to track what game server you're in. There are a few other examples, but I've always wondered: why do these game companies never integrate more with Steam? I mean, if you're going to do Ubisoft's dickish always connected DRM, might as well do it on a service that knows how to handle their services.
the idea is you're suppose to buy an Xbox pad to play your games with. Many Steam games only work with the 360 controller :(.
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