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Bethesda: We Can't Make Dawnguard Work On the PS3

An anonymous reader sends this quote from Geek.com: "PS3 gamers may now never get access to the content in Skyrim's Dawnguard DLC. That's the news coming out of Bethesda via their forums. Administrator and global community lead Gstaff posted an update on the state of PS3 DLC for the game, and it's not looking great. Gstaff explains that releasing sizeable DLC is a complex issue, and it seems like for the PS3 it might be just a bit too complex. No detail is given as to what the specific problem is, but Bethesda is preparing PS3 gamers for the reality that Dawnguard, and for that matter any other Skyrim DLC, may never reach the platform. I'd like to know what the exact problem is they can't overcome, but I'd also like to know if this is a failing on Bethesda's part or a shortcoming of the PS3 architecture. Maybe Sony should pay Bethesda a visit and see what's going on." In other Skyrim news, a mod for the game that attempted to recreate J.R.R. Tolkien's Middle Earth, has received a Cease & Desist letter from Warner Bros, causing development to stop.

371 comments

  1. the reason by Anonymous Coward · · Score: 5, Funny

    The rootkit takes up too much disk space on the drive.

    1. Re:the reason by Anonymous Coward · · Score: 0

      So remove the drive. The 360 doesn't have one, and it can play the content just fine.

    2. Re:the reason by VGPowerlord · · Score: 1

      So remove the drive. The 360 doesn't have one, and it can play the content just fine.

      You know that 4GB, 120GB, 250GB, and 320GB in the Xbox 360 model names? Those are HDD sizes (or Flash in the case of the 4GB model).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:the reason by Amarantine · · Score: 1

      You know that 4GB, 120GB, 250GB, and 320GB in the Xbox 360 model names? Those are HDD sizes (or Flash in the case of the 4GB model).

      You know that the first generation of Xbox 360 also came in a version without storage? Also, game developers were required to always make their games playable on any Xbox, including the ones without storage. This caused quite a few headaches to some developers.

    4. Re:the reason by Kalriath · · Score: 2

      Actually, no it can't. Downloadable content requires storage media. Either a hard drive, or a memory card in the controller. If you have no storage device, the 360 would not let you download Dawnguard (or anything else for that matter).

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    5. Re:the reason by VGPowerlord · · Score: 1

      You know that 4GB, 120GB, 250GB, and 320GB in the Xbox 360 model names? Those are HDD sizes (or Flash in the case of the 4GB model).

      You know that the first generation of Xbox 360 also came in a version without storage? Also, game developers were required to always make their games playable on any Xbox, including the ones without storage. This caused quite a few headaches to some developers.

      And by "the first generation" you mean one of the two models in the first generation; said model also came with wired controllers. The other model came with a 20GB HDD and wireless controllers.

      No Xbox 360 model made in the last 5 years has had no storage... even the base models were bumped to 256MB and have since increased all the way to 4GB. And nothing from XBLA, DLC included, will run on Xbox 360 systems that have no storage space, which ruins your argument since that's what this entire discussion is about.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:the reason by Your.Master · · Score: 1

      Games maybe. DLC no. It's not even sensible -- what are you downloading to, RAM? If they had the "DLC" on a disk they could maybe play it.

  2. Is it Bethesda or the PS3? by 0racle · · Score: 5, Insightful

    One way to answer that question is to ask are any other companies having problems with large DLC on the PS3?

    --
    "I use a Mac because I'm just better than you are."
    1. Re:Is it Bethesda or the PS3? by Cinder6 · · Score: 3, Interesting

      Well, Bethesda themselves released Shivering Isles on the PS3, and that was a rather large piece of DLC.

      As someone who owns the PS3 version of Skyrim (wasn't paying attention and ordered it instead of the PC version, said "screw it, I'm impatient" and played it instead of returning it, and now I'm regretting it more and more each day), I can't tell you if Dawnguard is more complex than Shivering Isles.

      I spoke with Gamestop a couple weeks ago, and they offered $23 for Skyrim. Right now, they have a +50% trade-in bonus going on, making the trade-in value $34.50. I'm tempted to take advantage of it, and then watch Cheapshark for deals on the PC version of Skyrim. I've seen it for $30-$35 in the past.

      --
      If you can't convince them, convict them.
    2. Re:Is it Bethesda or the PS3? by Darby · · Score: 0

      As someone who owns the PS3 version of Skyrim (wasn't paying attention and ordered it instead of the PC version, said "screw it, I'm impatient" and played it instead of returning it, and now I'm regretting it more and more each day),

      As someone who owns a PS3 but not an XBox and is waiting on a major price drop before buying Skyrim, I have to ask why apart from this?

    3. Re:Is it Bethesda or the PS3? by ildon · · Score: 3, Informative

      At one point during the Steam summer sale, Skyrim was ~$30. I'd expect a similar (or better) price drop on Steam either during Black Friday or just after Christmas.

    4. Re:Is it Bethesda or the PS3? by justforgetme · · Score: 2

      I haven't heard of anything like that before. Could it be that Microsoft just lined those guys' pockets? Everybody know that the Xbox division has been given unrestricted playroom in order to get exclusivity...

      --
      -- no sig today
    5. Re:Is it Bethesda or the PS3? by fuzzyfuzzyfungus · · Score: 4, Informative

      I suspect that Shivering Isles isn't a terribly useful comparison. It's fairly large, in terms of quests and art assets and whatnot; but it is only modestly more demanding than any other part of Oblivion in terms of other resources.

      For the PC versions, the minimum-recommended specs for Oblivion GoTY(Oblivion+all official expansions) are fairly modest:

      Processor: 2 Ghz Intel Pentium 4 or equivalent

      Memory: 512 MB

      Graphics: 128 MB Direct3D compatible video card and DirectX 9.0 compatible driver

      Hard Drive: 4.6 GB

      The minimum recommendation for Skyrim, no DLC, is substantially higher:

      Processor: Dual Core 2.0GHz or equivalent processor

      Memory: 2GB System RAM

      Hard Disk Space: 6GB free HDD Space

      Video Card: Direct X 9.0c compliant video card with 512 MB of RAM

      And, if you actually want it to look nice and play properly at higher resolutions, the recommendation is double that on both system and GPU RAM, and a punchier processor.

      Obviously, direct comparisons are a bit tricky, since the Cell is sort of an oddball; but the PS3 only has 512 MB of RAM total, which must be a nasty constraint to work under(and it seems likely that Bethesda is having some trouble coping, even on the PC side, they cut the various battles in the civil war questline right down to the bone, with barely a handful of soldiers on each side and magic fast-disappearing corpses, in order to keep things running).

      I am a trifle surprised that Bethesda can't get a gimped version of Dawnguard running on the PS3(ie. no improvements to poly counts, texture quality, environmental detail, etc. over the original release; but with the new items and quests and arrow-crafting); but I'm rather more surprised that Skyrim ever managed to be released for the PS3 at all...

    6. Re:Is it Bethesda or the PS3? by drkich · · Score: 2

      Steam sale on July 15, $29.79 USD

    7. Re:Is it Bethesda or the PS3? by Talderas · · Score: 1

      That Dawnguard will never reach the PS3 is more surprising than Dawnguard not being made available to the PS3 as DLC. This should not be a content size issue since I doubt that Skyrim utilizes the entire disk space of a Blu-Ray and it should be trivial for them to release an edition that includes Dawnguard and whatever other DLC they want to include. They've done this before with Oblivion and Fallout 3 GOTY editions that included all the released DLC.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    8. Re:Is it Bethesda or the PS3? by rwven · · Score: 0

      rtfa? You can't get the DLC on the PS3....

    9. Re:Is it Bethesda or the PS3? by msclrhd · · Score: 1

      I suspect that it is to do with adding the vampire mechanic to Dawnguard (new skill tree, new form, powers and abilities, etc.). This most likely required modifying the core Skyrim engine (program) to add the new logic, which is where Bethesda is likely having the issues getting working on the PS3. With Shivering Isles, I suspect that this did not require extending the core Oblivion engine just adding new content.

    10. Re:Is it Bethesda or the PS3? by Cinder6 · · Score: 1

      Before this announcement, I wished I had the PC version for the superior graphics, controls, and modding capabilities. Now I wish I had the PC version so I could play this DLC I've been looking forward to for a while.

      --
      If you can't convince them, convict them.
    11. Re:Is it Bethesda or the PS3? by Simply+Curious · · Score: 5, Insightful

      Mods. Bethesda has one of the best user communities for making mods. Any Bethesda game should only ever be purchased for the PC because the mods will extend and improve the game dramatically.

      "Oh, there's a game-breaking bug for this quest?" There's a mod for it, faster than the official patch.
      "I find the levelling system to be annoying." There's a mod for it.
      "I want a new guild, with new questlines, and new NPCs across the world." There's a mod for it.
      "I want a complete world conversion with a brand new storyline, balanced gameplay, and an in-depth world." There's a mod for it.
      "I want to ride a pink zebra while casting spells that will turn villagers into anthropomorphic wombats." There's a mod for it.

    12. Re:Is it Bethesda or the PS3? by Cinder6 · · Score: 1

      I doubt it's due to graphical requirements. The 360 has Dawnguard, and the 360 is weaker than the PS3. I'm guessing the reason here is incompetence.

      --
      If you can't convince them, convict them.
    13. Re:Is it Bethesda or the PS3? by MikeBabcock · · Score: 1

      The game crashes and locks up and gets terribly slow -- standard Bethesda crap programming issues, just like Morrowind on the PC used to do.

      I spent 3 months waiting for a new patch to come out for stability issues, then loaded my game and played until it locked up 5 minutes later.

      Its playable for hours sometimes, sometimes its not. Its almost completely random.

      --
      - Michael T. Babcock (Yes, I blog)
    14. Re:Is it Bethesda or the PS3? by VGPowerlord · · Score: 3, Informative

      No, but it could be due to RAM or processor issues.

      Both the PS3 and Xbox 360 have roughly 512MB RAM.

      The Xbox 360 has 10MB of eDRAM embedded on the graphics processor die, plus 512MB GDDR3 system RAM. My understanding is that it can allocate some of the system RAM to the video processor as needed.

      The PS3 has 256MB XDR DRAM for its processors and 256MB GDDR3 RAM for its GPU. Yes, you read that correctly: the PS3 has as much video RAM as it does regular RAM.

      If it wasn't clear, this means that the Xbox 360 has more RAM that games can use.

      As for the processor, the PS3's Cell processor (and its 7-8 SPUs) is harder to optimize for than the 3-core PowerPC processor used by the Xbox 360.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    15. Re:Is it Bethesda or the PS3? by admdrew · · Score: 1

      This. I've had all the Elder Scrolls games on PC, and have a few of them on Xbox1/360, and have allllllways enjoyed them on PC more (for the very reasons you mention).

    16. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      I can attest to this: I ran Oblivion just fine on my modest PC.

      Skyrim is a bloody slideshow and completely unplayable even with pop-up maxed out (ie render distances set to about 5 feet). There appears to be no way to scale the graphics down besides reducing the render distance either.

    17. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      Link for that last one? (hoping beyond hope...)

    18. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      What if you despise mods and would never let one near your game? does it still hold?

    19. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      Your loss. You might not be aware of some of the better mods out there; there's a lot more to Elder Scrolls mods than chainmail bikinis and pimped-out player homes.

      A few of the better ones:
      Unofficial Skyrim Patch
      SkyUI
      Static Mesh Improvement Mod
      Open Cities Skyrim

      There's also some really neat stuff going on with SkyProc, a Java library that can read and write Skyrim plugins.
      ASIS
      Automatic Variants

    20. Re:Is it Bethesda or the PS3? by Kalriath · · Score: 1

      My favourite has to be the one that smites guards with lightning from the heavens if they mention arrows to the knee.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    21. Re:Is it Bethesda or the PS3? by Kalriath · · Score: 1

      No, because we already know that Microsoft paid to get exclusivity - for 30 days.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    22. Re:Is it Bethesda or the PS3? by shutdown+-p+now · · Score: 1

      Or even:

      "I've just dropped $600 on a brand new graphics card and want to fully load it". There's a mod for that, with uber-high-res textures and ridiculous amounts of shader effects and whatnot.

    23. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      You also forgot graphic card. Xbox 360 also have a superior graphic card which is one full generation ahead of ps3

    24. Re:Is it Bethesda or the PS3? by AbominousSalad · · Score: 1

      Man, I just have to say the extremely obvious

      hahahahahahahahahahahahahahahahahahahahahahahahahahahaha.

      What the hell were you thinking, buying this for a console?

      seriously, I feel bad for you guys, but remember this, next time one of your friends looks at you and asks what the fuck possessed you to buy a game like this for console rather than PC.

      --
      Every trollism an AC posts is prefixed, in my mind, with "A. Coward whined, in a weak and cowardly voice:"
    25. Re:Is it Bethesda or the PS3? by Anonymous Coward · · Score: 0

      Wrong. The Radeon x1800 (what Xenos is based on) was a direct competitor to the Geforce 7800 (what RSX is based on). In most gaming benchmarks the 7800 is either neck and neck with the x1800 or completely smokes it.

  3. Consoles are at their limit by AdmV0rl0n · · Score: 3, Interesting

    With gfx, storage, cpu, mem all piling on the pressure, consoles are drowning. Eventually, devs will move back to the PC because of its more open, less limited setup - even with the headaches that brings with it.
    Frankly, with steam its a good platform for devs and users. And the hardware is pretty amazing today, even in the medium PC markets, with bang for buck being quite high.

    --
    We`re all equal .. Just some of us are less equal than others.
    1. Re:Consoles are at their limit by Anonymous Coward · · Score: 5, Funny

      Woah woah woah! Didn't you get the memo? The desktop PC is dying! Everyone is going to be playing FPS' on their touchscreen tablets.

    2. Re:Consoles are at their limit by Anonymous Coward · · Score: 5, Insightful

      *Current gen* consoles are at their limit (well past them, actually, most games can't even come close to 720p @ 30fps these days, let alone 1080p @ 60fps), but there will inevitably be a pair of new consoles out next year that will reset the clock so that instead of working with a 10 year old PC equivalent the devs are only working with 2 year old PC equivalent.

      The PC will always end up ahead in terms of raw power and flexibility but game devs like the stability of consoles and the low barrier to player entry that gives them a bigger target market.

    3. Re:Consoles are at their limit by crazyjj · · Score: 1

      Eventually, devs will move back to the PC

      No, eventually MS/Sony/Nintendo will release a new generation of consoles. But do keep dreaming.

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    4. Re:Consoles are at their limit by Colonel+Korn · · Score: 5, Interesting

      Eventually, devs will move back to the PC

      No, eventually MS/Sony/Nintendo will release a new generation of consoles. But do keep dreaming.

      In terms of sales the PC is the largest and fastest growing game platform every single quarter.

      --
      "I zero-index my hamsters" - Willtor (147206)
    5. Re:Consoles are at their limit by Anonymous Coward · · Score: 2, Insightful

      Yikes.... I cant even stand playing an FPS on a console, let along on a tablet o.O

    6. Re:Consoles are at their limit by RoboJ1M · · Score: 1

      We had this conversation the other day. The Xbox GPU is around the ATI X1800 mark, and if you look at games released on the PC in that year they look... poop.

      Having a static development target means x360 and ps3 games look better then their equiv gen pc cousins ever can/could.

    7. Re:Consoles are at their limit by RogueyWon · · Score: 4, Interesting

      The move back to PC is already happening. The proportion of games which aren't single platform console exclusives which don't get a PC port is shrinking fast. And if anything, the number of single platform exclusives on the consoles is shrinking even faster; one lesson of this generation has been that development costs are so high that you can't afford to limit your market unless you're getting a very, very high degree of financial support from the console manufacturer.

      We're also at the point now where even the shoddiest and most rushed of PC ports are significantly better than the console equivalents. I recently played Spec Ops: The Line (great game, don't be put off by the title and box art, it's not a generic modern military shooter) on the PC and felt pretty hard done by. The port's an absolute mess, with all of the rubbish around lack of graphical and control customisation options that drive PC gamers up the wall. Then I saw the 360 version running on a friend's console. And all of a sudden, I felt rather better about the PC version, simply because it was so much easier to actually see what was going on with a decent resolution.

      The true next-gen is probably still 18 months or so away (the Wii-U doesn't really count, in hardware terms). Developers know they can get a head start on it at the moment by working on PC development - particularly with all the indications that the PS4 will go for a more PC-like architecture.

      We've been here before, actually. Just as "PC gaming is dying" is a cyclical thing, so is "console games have been left in the dust". The PC actually moved into a very commanding position at the end of the SNES/Genesis cycle, when there was a long gap before really credible console successors emerged in the form of the Playstation and (to a lesser extent) the N64. That was a great time to be a PC gamer and a terrible time to be a console gamer.

      We kind of missed out on this at the end of the last cycle because, to be honest, the PS2, Xbox and Gamecube probably had a year or so of life in them when they were replaced by a new generation (indeed, the PS2 carried on doing quite nicely for ages after the PS3 launch, getting some of its best games during this window). But that was in a different economic environment, when there was felt to be a lot of customer demand to spend money on new consoles and when it felt like a genuine race to market. This time around, the PC's had much more of a chance to come into its own.

      Of course, 6 months after the next Xbox and the PS4 launch, the gaming headlines will be full of "PC gaming is dying".

    8. Re:Consoles are at their limit by fustakrakich · · Score: 1

      A console is just a form factor. It can be filled with all the processing power you need.

      --
      “He’s not deformed, he’s just drunk!”
    9. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      You posted that from your tablet, didn't you? I can tell ...

    10. Re:Consoles are at their limit by RyuuzakiTetsuya · · Score: 2, Funny
      --
      Non impediti ratione cogitationus.
    11. Re:Consoles are at their limit by Cinder6 · · Score: 0, Redundant

      Oh, how appropriate this is today:

      http://xkcd.com/1102/

      --
      If you can't convince them, convict them.
    12. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      Being over 30, I wholeheartedly support this. See if these snotty little pricks can insta-headshot me now!

    13. Re:Consoles are at their limit by Khyber · · Score: 0, Troll

      "Having a static development target means x360 and ps3 games look better then their equiv gen pc cousins ever can/could."

      I am sorry, but you're full of shit. When the 360/PS3 came out, we already had GIGS of RAM in our machines, with far more advanced GPUs (The PS3, released in November 2006, ran a modified 7800GT, that same month saw the 8-series GeForce GPUs come out) more hard drive space, and more. The limitations of consoles forced developers to LOWER texture/model/level/detail quality and come up with rendering tricks to make games work with such limited hardware.

      Almost every single comparison between a console game and the equivalent PC version shows the PC version way ahead of the console in detail, effects, and more, even when the PC version is a port directly from the consoles. Why? MORE AND BETTER HARDWARE ON THE PC END.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    14. Re:Consoles are at their limit by an+unsound+mind · · Score: 1

      Given that the GP said "largest and fastest-growing" - no, it isn't appropriate at all.

      You seem to have entirely missed the point of the comic.

    15. Re:Consoles are at their limit by Gr8Apes · · Score: 5, Insightful

      Should developers move back to OpenGL, then the API is relatively fixed, and these particular issues all go away. What's more, 1 codebase for all platforms, and then consoles will essentially die, to be replaced by commodity small form factor PCs that will perform better, are most likely upgradable regarding CPU, and just all around better. Since DirectX seems to be slower than OpenGL, there's no argument for coding to that proprietary API anymore anyway, and perhaps we really can move to a single graphics API, which would improve things across the board even if you can't take advantage of that one little hack on a specific system to get that 401 fps vs 400....

      --
      The cesspool just got a check and balance.
    16. Re:Consoles are at their limit by Zaphod+The+42nd · · Score: 3, Insightful

      You've just demonstrated a large ignorance of games, consoles, and hardware.

      If gfx, storage, cpu, mem were the issue, we wouldn't be seeing Skyrim on PS3 at all.

      Skyrim is already on PS3. This is purely adding a small DLC. There's no way that its memory or gfx or cpu limitations.

      Maybe, MAAAAAYBE I could see an argument for RAM limitation being the limiting factor here, but I still feel like there'd be tons of workarounds. Most of the new content isn't stitched into the existing world, and I don't think they're that maxed out on RAM budget all the time, they could just cache to disk more, and the game already has to have to cache to disk. Most of the new areas are separated from the overworld, and so allow you to unload the overworld from memory to load the new areas.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    17. Re:Consoles are at their limit by falcon5768 · · Score: 1

      " Eventually, devs will move back to the PC because of its more open, less limited setup"

      Don't bet on that. As long as there is more money in console development, and there are 3 brand new systems on the horizon in the next 2 years there is little point to move away from developing for them. Remember the current gens been out for years now. THATS the only reason they are having issues with the PS3 DLC, not the system it's self but its age.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    18. Re:Consoles are at their limit by Zaphod+The+42nd · · Score: 2

      NOPE. Its not the static development target at ALL that makes the difference. You're right that those games looked poop and they run better on the same hardware now, but you've completely failed to recognize the reason.

      Those differences in quality from when X1800 was out? Those are differences in RENDERING ALGORITMS. Improvements to bump mapping, then parallax mapping, then displacement normal mapping, have progressively allowed more detail without costing more polygons. This is purely software, math, not hardware changes. Notice how people have gone back and modded Oblivion to add bloom and HDR and normal mapping, and it looks 100x better? That's not because of a "static target", you can change your hardware and Oblivion still looks and runs good with bloom and HDR.

      What does help the consoles run better than an equivalent PC is that they don't have a big-ass OS running in the background to split resources with, and they don't let you run torrentz or whatever in the background. If you ran a PC on a slim, console OS, you'd get the same improvements.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    19. Re:Consoles are at their limit by Desler · · Score: 1

      It's easy to be the fastest growing when the sales on the platform were in the shitter for years and was a tiny fraction of console sales. Also, where are your stats to prove this? This claim keeps being made but with no evidence while the game comanies are saying otherwise.

    20. Re:Consoles are at their limit by mlts · · Score: 1

      The reason why consoles are looking pretty infirm (I don't want to use the phrase "dying") is for four reasons:

      1: Not much in the way of "cool new" stuff. Another FPS, another year of Madden, another multiplayer game where you can have the joy of hearing a 12 year old attempt to out-curse a Marine gunnery sargent, etc. All requiring not just the cost of the game, but additional cost for "mandatory" DLC like weapons or armor.

      2: The economy has changed. People don't have $500+ for a good console with the full accessories needed to play (such as a decent hard disk.) Even $200 for something stripped down to the bones is expensive. PCs have good graphics, and improve each year, so a low-end desktop or laptop will have better graphics than a console will given a couple years.

      3: Barrier of entry. On a Mac, it costs a C-note a year, but I can get an application in the App Store. If the application uses kernel extensions, I can have a signed binary on a website. Similar with Windows. The barrier of entry on consoles is a lot tougher (for example, the story of the indy dev who found it too expensive to submit a bug fix update.)

      4: DRM. People are getting tired of the shell game and the fact they are getting less and less value for the money spent. First, one bought a game, and accessing the entire content was a matter of opening the packaging. Then came paid for DLC, which was nice at first, then became a requirement in order to do content which should have been in the original game. Then came the license keys, making people who bought a used game have to pay almost the retail price again in order to play.

      If the economy improves, consoles may pick up as a market segment, but people these days are more interested in buying groceries as opposed to the latest PS or Xbox iteration.

    21. Re:Consoles are at their limit by Desler · · Score: 1

      Yes, and he asserted it with zero evidence.

    22. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      Got to make sure you're looking at PC *exclusives* for that year, because there's going to be a lot of badly-ported console trash making the PC look bad.

    23. Re:Consoles are at their limit by olau · · Score: 1

      Actually, if they could just tap your head to fire at it, you might be in for some trouble. :)

    24. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      Pfft! Get with the TIMES, grandpa! You'd better get used to it, because trendiness and hipness will surely un-invent demonstrably superior (for the task at hand) input methods any day now! I mean, look at the mouse, that outdated relic! It doesn't even have ONE app store built into it! And it has to rely on a stodgy old DESKTOP or LAPTOP to post to all social media available how far you've moved it in the past five minutes! It can't do it itself! How quaint!

    25. Re:Consoles are at their limit by Narishma · · Score: 4, Insightful

      You missed his point. He didn't say consoles had better versions of the games compared to expensive high-end PCs of the time. He said console games look and perform better than they would running on PCs with similar specs.

      --
      Mada mada dane.
    26. Re:Consoles are at their limit by Applekid · · Score: 2

      I haven't personally messed with OpenGL in a long while. What I remember is that while the core was standard, all the really cool stuff is always via vendor-specific calls that had to be discovered via enumeration (and no guarantee that Nvidia's version worked the same way as ATI's version).

      Is that still the case?

      --
      More Twoson than Cupertino
    27. Re:Consoles are at their limit by bdwebb · · Score: 2

      And your evidence to the contrary is wheeerrre? To invalidate a claim you have to provide evidence supporting your position. Granted, the GP does too, but just having an "I'm right, you're wrong - because." war is for politicians.

      I on the other hand used the Google on the internet machine and after 10 seconds of searching for the simplest metric I could think of, 'PC vs Console sales', came up with the following from Nvidia last year:
      http://wraltechwire.com/business/tech_wire/news/blogpost/10174154/

      Granted this is from last September but it shows the rising trend of PC gaming once again and the stagnation of console gaming across the past few years and the trends into the next few years. GP was wrong in that PC gaming is still the largest - that hasn't been true since Brody and Broseph found out about Call of Duty...however, PC gaming is coming back in spite of all of the claims to the contrary over the approx. 19 years that I've been into PC and console gaming.

    28. Re:Consoles are at their limit by cpu6502 · · Score: 1

      >>>With gfx, storage, cpu, mem all piling on the pressure, consoles are drowning. Eventually, devs will move back to the PC because of its more open, less limited

      OR:
      The console makers might do what they've always done and release a next-generation console that can match what the PC tech can do (for that year). When the PS1 started looking aged, Sony released the PS2 that was looked just as good as the PCs of 2000. When PS2 had aged, they released PS3 which could rival 2006 PCs. And now they'll retire the PS3 and go for the next-gen console. (Ditto Microsoft.)

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    29. Re:Consoles are at their limit by cpu6502 · · Score: 1

      >>>I am sorry, but you're full of shit. When the 360/PS3 came out, we already had GIGS of RAM in our machines, with far more advanced GPUs

      Yeah except PCs are burdened by having to support thousands of drivers for multiple CPU or CPU configurations (read: overhead and wasted cycles). In contrast with consoles the programmers can go direct to the metal and eke-out every bit of power. The end result is the an X360 or PS3 game looks essentially the same as a game running on a 2006 PC. They do not have equivalent power/specs but they do have equivalent results because of having static, known hardware that can allow code optimization.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    30. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      That's great, I'm the world's best DanceWalker and I could totally beat Usain Bolt in a DanceRace.

      Unfortunately that's not really a metric anyone can or should care about.

    31. Re:Consoles are at their limit by Sir_Sri · · Score: 1

      The PC will always end up ahead in terms of raw power and flexibility but game devs like the stability of consoles and the low barrier to player entry that gives them a bigger target market.

      And the MUCH MUCH MUCH MUCH MUCH easier support and testing.

      Not that any testing of parallel computing problems is easy, but compared to the insanely large set of possible PC configurations consoles have a strong appeal. The PC is a great way to test out all of the things you figure will be in the next gen consoles so you know how to implement it there, but it's a difficult market to actually be in.

    32. Re:Consoles are at their limit by Sir_Sri · · Score: 1

      You made a bit of a logical fallacy.

      When the 360/PS3 came out, we already had GIGS of RAM in our machines, with far more advanced GPUs

      Well.. you and I did, and probably most of the people on /.. But we are in the minority, and lots of people were still running core + x600's and 700's and 4000 and 5000 series nVIDIA parts. For them a 500, or 600 dollar console was a huge step up in quality.

      The november the PS3 launched I was at a local game development conference (an excuse for the local game developers to drink on publisher money), and at the time a lot of people in the room were still trying to target PC that were no where near PS3 quality, and that was a challenge.

      The PC always has the capability to be the superior platform I'll 100% agree with you there - although you can't do an apples to apples on memory or CPU- but that doesn't mean every PC in game market (which is a subset of the total PC market) was actually superior to the consoles.

    33. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      Still full of shit as even then PCs were playing titles at/exceeding console resolutions @60fps, and the consoles could never touch that.
      Please have this asshat define 'look better', because I'm thinking it's fanboy preference over reality at this point in his post.

      Maybe he means more fuzzy, so you can't see all that aliasing.

    34. Re:Consoles are at their limit by SScorpio · · Score: 2

      The main reason is this generation is running too long. The original Playstation came out in the US in 1995, the Playstation 2 2000, and the Playstation 3 2006. The Xbox 360 came out in 2005, it will be eight years old by the time the next revision comes out, the Playstation 3 will be seven years old. And the Wii was outdated when it was launched.

      In past console generations the games looked a year or two ahead of what was available on a PC when they were launched. With this generation PCs were about a year or two ahead of the consoles when they were launched.

      Developers are limited fully by the console hardware as they know how to pull the maximum performance from them, but with PC you will have about a decade of improvements (if the PC was two years ahead of the 360, it is 2003 tech and the next console will hopefully launch in 2013).

      The cost of entry isn't stopping anyone. Console were always niche devices. You can't claim $200 is too much to spend when people were blowing more than that on arcade quality joysticks when Street Fighter IV was released.

      The biggest thing this console generation has done is made it easier to game on a PC. You can buy a PC for $500 that will play any game out on the market at higher quality than the current consoles. Spend $800-1000 and you'll have a PC that will be as powerful as the rumored specs for this "next gen" consoles that are coming.

    35. Re:Consoles are at their limit by Sir_Sri · · Score: 1

      Now exclude MMO's from you data and work from there.

      Any MMO developer with a competent legal team looks at the consoles as a seriously bad place to setup shop for a lot of reasons. And those are cash cows on PC.

      Also, for the last couple of years at least PC's have been significantly more powerful than consoles for a reasonable price, so that's a viable market. When consoles go back to being sold at a loss and with some fancy new hardware in them that might* change the equation for a couple of years.

      *might, because it depends what the console guys try and actually do with the consoles.

    36. Re:Consoles are at their limit by Cinder6 · · Score: 1

      I agree with 1-3, but not with 4. I'll buy console games simply because of the illusion that I'm avoiding DRM. Console DRM does exist, but it doesn't slow down my system or have a chance of breaking it like PC DRM does (looking at you, Ubisoft). You don't need to worry about those POS license keys if you buy games new (which you basically have to do for all PC games anyway), and PC games also have the same DLC.

      That said, I prefer PC gaming.

      --
      If you can't convince them, convict them.
    37. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      "Skyrim is already on PS3. This is purely adding a small DLC. There's no way that its memory or gfx or cpu limitations. "

      Point one, yes but it looks like shit.

      Point two, this is NOT a small DLC as they've already pointed out.

      It's more likely that deployment of fractured consoles(having different storage solutions combined with whatever is used up already) would pose a major problem for Sony's pitiful network if it ran into problems on multiple machines at once due to local limitations(drive is full etc).

      If they didn't shit-down the graphics for the PS3, then size and GPU power could most definitely be a problem. Stop assuming things. This is fucking Bethesda + Sony....all you have to do to make a triumvirate of bullshit is to add EA.

    38. Re:Consoles are at their limit by MikeBabcock · · Score: 1

      Considering how unstable Skyrim is on the PS3 in the first place, I suspect terrible underlying software engineering to be at fault.

      Other large RPGs on the PS3 don't suffer like Skyrim does.

      --
      - Michael T. Babcock (Yes, I blog)
    39. Re:Consoles are at their limit by Colonel+Korn · · Score: 1

      Yes, and he asserted it with zero evidence.

      I assumed we all remembered the quarterly stories reminding us. I'm at work now so it's hard to the most relevant sites, but here are two links:

      http://vr-zone.com/articles/pc-gaming-fastest-growing-platform/16749.html to support the "fastest growing" claim and http://www.tomshardware.com/news/nvidia-pc-console-sales-battlefield-3-bf3-pc-gaming,13499.html to compare PC game software sales to the sum of all console sales. It doesn't show PC game sales vs. each individual console, which is related to my claim, but notice that in 2008 PC game software sales were over 50% of the total sales of all consoles combined and since then that fraction has been growing every year.

      So to reiterate my initial claim, now with annoyingly indirect but still strong evidence, the PC platform is both (1) the largest and (2) fastest growing and it has been for many years. And to those linking to today's very nice XKCD, claim (1) means that the comic isn't relevant to claim (2). Anyway, pwned.

      --
      "I zero-index my hamsters" - Willtor (147206)
    40. Re:Consoles are at their limit by dnaumov · · Score: 1

      Eventually, devs will move back to the PC

      No, eventually MS/Sony/Nintendo will release a new generation of consoles. But do keep dreaming.

      In terms of sales the PC is the largest and fastest growing game platform every single quarter.

      Boy are you confused. The fastest growing game platform, by far, is the iPhone.

    41. Re:Consoles are at their limit by Thuktun · · Score: 1

      And before anyone argues otherwise, posting to Slashdot is totally like playing an immersve FPS.

    42. Re:Consoles are at their limit by HapSlappy_2222 · · Score: 1

      You know, this is probably true, and well said, but it's always good to include the *why* of it for perspective. Otherwise people tend miss the point, as the guy you responded to did.

      Consoles are (ostensibly) dedicated to gaming, and have identical specs, across the board. This just has to be easier to optimize for than trying to come up with a bare-bones, a mid-range, and a high-end graphic settings buffet for any PC that gets show-horned into running your game.

      That said, we know for certain it's possible to tweak a PC game and have more realism, better performance, and more customization. You just have to have the higher specs and a bit of know-how, as you say.

      As always, I much prefer having the choice of what my hardware consists of, though I have a PS3 and a Wii too. Different items used for similar but discrete purposes, like so many things in life.

    43. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      No they will not. The next generation of consoles will be released, capable of doing 1080/60p with decent shaders and antialias and almost no developer will give a shit about the PC market when they can sell 50x copies on consoles.

    44. Re:Consoles are at their limit by HapSlappy_2222 · · Score: 1

      A big part of making a quality game is consistency, and it's plain easier to be consistent when you know exactly what hardware will be used. Having your lowest common denominator be basically identical to the highest end hardware your game will use gives you the opportunity to really push the limit of that hardware.

      Maybe the topic of discussion should be re-stated as "consistent high quality, across the board, is generally easier to achieve with a console, while the same development for PC hardware requires setting the 'minimum acceptable quality' bar lower." Of course, this doesn't mean higher quality isn't possible on a PC, just that it's easier to be broadly consistent on a console.

    45. Re:Consoles are at their limit by Lord_Naikon · · Score: 2

      The way you program the GPU has drastically changed since the advent of shaders, for both Direct3D and OpenGL. In the end, both APIs are now glorified memory managers (for texture and vertex buffers); all the actual effects and vertex transformations are programmed using shaders. Any other functionality they offer (matrix operations for instance) can be replaced by other libraries. Annoyingly both APIs use a very similar but different shader language. ATI vs nVidia is still a problem though in terms of the stuff you can do with shaders (and the quality of the drivers).
      You will find that the most important vendor specific extensions people have been using for years are now in the core library (in particular vertex buffers).

    46. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      Caching is a major problem with Skyrim and the PS3. The game has enough problems with it as it is, doing more will bring the shitty 15fps and juddering down even more. Even those using SSDs in the PS3 still suffer with IO issues on this particular title.

      The reality is, Bethesda are using a 7 year old engine that is unsuitable for the PS3's memory configuration. They're not interested (or able) to fix it. Sony are as much to blame, they should have sent Bethesda a bunch of developers to help them as soon as the problems were found. They also gave a broken game the green light on their platform, knowing it had many performance problems. Sony didn't want this to become a MS only title, so they let their users get screwed over.

    47. Re:Consoles are at their limit by Black+LED · · Score: 1

      Some games that came out in 2005-2006 on both Xbox 360 and PC.

      Call of Duty 2
      Condemned: Criminal Origins
      F.E.A.R.
      Gun
      Hitman: Blood Money
      Prey
      Quake 4
      The Elder Scrolls IV: Oblivion
      Tomb Raider: Legend

      I have played most of this list and in every case, the PC version looks (and usually controls, due to keyboard/mouse) better than the 360 version.

    48. Re:Consoles are at their limit by Anonymous Coward · · Score: 0

      OpenGL hit the same level of complexity as Direct3D9 in core releases back around 1.3, maybe earlier. Majority of the heavily used extensions have been adopted into core or into ARB extensions that are widely supported. Even if you stick to just core features, it's still got more to offer than Direct3D.

      The only thing I suspect is holding back most Direct3D developers from learning and sticking with OpenGL is the flat API. With Direct3D everything is nice and object oriented, easy to tell what values should be used with what functions. OpenGL on the other hand doesn't have any object abstractions, not even simple abstractions like enums for the core. It's all documented in an easy enough format to follow along with, but it's not very friendly to people that have learned to code in modern heavily object oriented languages.

    49. Re:Consoles are at their limit by Black+LED · · Score: 1

      The beauty of a PC game is you don't have to limit yourself to a specific set of hardware. You can allow the player to select which graphical options to change. Remember when Crysis came out and it would only run at maximum settings on a dual 8800 in SLI? Nowadays, pretty much any modern GPU can handle it, so in a way Crytek "future proofed" their game because it still looks great and it's still something no console can run with the same detail level.

      Many people were disappointed that Crysis 2 for PC took a bit of a step backwards in the graphics department, but if you look at Crysis 2 on the consoles, they look even worse.

    50. Re:Consoles are at their limit by jmerlin · · Score: 1

      This is what libraries are for. Instead of manually enumerating features of a GPU to enable/disable functionality in your engine, you can use a library built to do just that. Same goes with normalization. Take web development as an example: no two browsers are completely consistent (this goes pretty far, even the execution of Javascript is different on different browsers). You don't need a framework to completely abstract the underlying system from you, you just need it to do some utility stuff and even out the hills so you have something consistent to work with. I don't think something as heavy as DirectX is necessary for that, and I'm pretty sure the issues you describe have been fixed by a heavily used and stable library already, at least I get that impression from comments Carmack has made in his keynotes and the recent discussions about OpenGL on Linux from Valve.

    51. Re:Consoles are at their limit by shutdown+-p+now · · Score: 1

      Notice how people have gone back and modded Oblivion to add bloom and HDR

      I'm pretty sure that Oblivion had bloom and HDR out of the box with no mods necessary. Indeed, I remember playing it and thinking that the whole point of that first dungeon was to showcase those when you walk in the dark and pass by a well in the ceiling, and look up at the bright sky above.

  4. Bethesda is just incompentant by h4rr4r · · Score: 2, Informative

    The simple answer is they are incompetent. After all the issues I had with Fallout and New Vegas I will never buy another Bethesda game. The crashing, the stalling, the slowing down of the game as you get farther along.

    Games are my time to relax, not be frustrated with the amateur hour programming Bethesda seems to employ.

    1. Re:Bethesda is just incompentant by i+kan+reed · · Score: 4, Insightful

      Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.

    2. Re:Bethesda is just incompentant by crazyjj · · Score: 1

      I'll take a Bethesda huge open-world game any day over 99% of the games from every other studio. Of course they're buggy. *You* try building open worlds on the scale and complexity of Fallout New Vegas or Skyrim and see if you don't end up with at least a few bugs, bucko!

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    3. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 1

      In all fairness, New Vegas was put out by Obsidian. I stopped buying brand new stuff from them and wait until it's in the bargain bin.

    4. Re:Bethesda is just incompentant by h4rr4r · · Score: 5, Insightful

      Good programmers can make serious bugs, but good companies fix their products when they find them.

      What unyielding deadline? These games have been out for years and they are still not fixed.

      Oh noes, its hard, so we should be able to ripoff the customer with an unfinished product that we will not take a return on nor will we ever fix.

    5. Re:Bethesda is just incompentant by h4rr4r · · Score: 1

      We are not talking about a few bugs, we are talking about a great many bugs, and that two plus years later are still not fixed.

      If they ever go back and fix Fallout 3 or New Vegas, just one I am not greedy, I will buy more Bethesda games.

    6. Re:Bethesda is just incompentant by dywolf · · Score: 0

      Right. Incompetent. Amateur hour....Sure.
      It has nothing at all to do with the limits of the consoles when playing what is essentially a massive PC game crammed into a tiny unexpandable box.

      And before the "fanboy" comments... of course I'm a bethesda fan, been playing their games for years...on a PC. Starting with Future Shock IIRC. I'll call bs when I see bs. and the BS i see is "ill never buy another game from thos eidiots"....idiots who apparently did something right enough to be laughing all the way to the bank for YEARS now, from multiple franchises.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    7. Re:Bethesda is just incompentant by h4rr4r · · Score: 1

      I played the PC version of Fallout 3. There are game ending bugs there too. The community patches are about the only way to play it.

      They have been putting out buggy garbage for at least a decade. The fact that you and other fanboys still buy it is what keeps them going. What they have been doing right is not investing in QA, not investing in patches and putting out half done projects. The margins on that sort of thing are pretty good compared to doing the development right.

    8. Re:Bethesda is just incompentant by 2fuf · · Score: 1

      Ooh, their sooo incompentant!

    9. Re:Bethesda is just incompentant by 2fuf · · Score: 1

      nobody makes mistakes, right?

    10. Re:Bethesda is just incompentant by not+already+in+use · · Score: 1

      not be frustrated with the amateur hour programming Bethesda seems to employ.

      You are aware that the PS3 architecture is notoriously difficult to develop for, right? Bethesda should be given a medal for getting Skyrim running on a system with a single general purpose processor and 256 megabytes of system RAM.

      --
      Similes are like metaphors
    11. Re:Bethesda is just incompentant by h4rr4r · · Score: 1

      Ones that you can't fix even after several years?

      I can accept bugs at launch, happens to the best of them.

      Fallout 3 came out October 28, 2008 and today Aug 31, 2012 nearly 4 years later still has major bugs on all three platforms.

    12. Re:Bethesda is just incompentant by Hatta · · Score: 1

      Fallout 3 worked just fine on my old core 2 duo with 2 gigs of RAM and an ati 4250. Not a crash or a slowdown once in 70 some hours. Perhaps the issue really is the PS3.

      --
      Give me Classic Slashdot or give me death!
    13. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 1, Informative

      Open world sandbox games are more difficult to code properly than a level based game. A level based game can forget most of what you did after you completed the level. An open world sandbox game however has to constantly remember and check against almost everything you did throughout the game, in case you return to an old area or talk to an old npc again.

      It's no surprise then that Bethesdas games are buggier, they have many more variables they have to work with.

    14. Re:Bethesda is just incompentant by Type44Q · · Score: 2

      Of course they're buggy. *You* try building open worlds on the scale and complexity of Fallout New Vegas or Skyrim and see if you don't end up with at least a few bugs, bucko!

      But is that why they're buggy? I suspect not...

    15. Re:Bethesda is just incompentant by Altanar · · Score: 2

      You can't judge Bethesda for New Vegas. New Vegas was made by Obsidian, masters of half-finishing games.

    16. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 1

      If you played the game and saw the type of bugs in it, you'd change your mind. Some of these bugs aren't "Ugh, what a crappy XYZ I have to work with, I can't get it to work properly" type of bugs but rather simple logic bugs like "Hmmm, I didn't bother making sure speech check A doesn't break the same quest I programmed it for". It's like a webpage with a broken submit button. Amateur hour, indeed!

    17. Re:Bethesda is just incompentant by The+Moof · · Score: 1

      Yea, good programmers create bugs, and nobody will ever code a flawless system. But Bethesda really raises the bar in the "screwing things up" department. Some of the problems they have had in original releases and patches would have never cleared a preliminary round of testing in a "professional software development" environment. They also have a knack of reintroducing bugs fixed in previous patches. Their problems range from glaringly obvious but cosmetic problems (such as displaying the entirely wrong buttons/keys in game for actions if you changes any keybindings - doubly so for 'hidden' action associations) to enormous, game-breaking problems (patches wiping out all system settings and save files).

    18. Re:Bethesda is just incompentant by Altanar · · Score: 2

      Considering the size of Fallout 3, the bug list is pretty short. Personally, I've never had any issues with Fallout 3. New Vegas is a different story. But then again, Bethesda didn't make New Vegas. Obsidian did.

    19. Re:Bethesda is just incompentant by Moheeheeko · · Score: 3, Interesting

      The real problem here is both of those games are on console, and if they fixed the pc version they would be forced to also patch the console versions, and console patches are HUGELY expensive.

    20. Re:Bethesda is just incompentant by Thruen · · Score: 2

      It's a massive world with more options than you can count, as open as game play gets, you can dump hundreds of hours in without ever doing the same thing twice, of course it's buggy. Find me any game with a world that large and open that Bethesda didn't make with fewer bugs. Go for it. I don't think you'll have any luck, though. MMOs are often as big but they're far simpler worlds, much more linear game play, and all the ones I've played (which is a good number) have both been full of bugs and failed to hold my interest past a single end-game run. The closest single-player showing I can think of is Two Worlds, which had such potential to beat out Oblivion with mounted combat and two-player action, but never stood a chance with a crap story and more bugs than you can shake a stick at, definitely more buggy than any Bethesda game I've played. The truth is, most of us know exactly what we're in for with a Bethesda game, it's going to be somewhat buggy, but it's going to be a better game than anything else out there so we put up with it. If you don't want to, that's fine, but to call them incompetent is a bit absurd given the popularity of their games, obviously they're doing something right and most of us appreciate it.

    21. Re:Bethesda is just incompentant by Type44Q · · Score: 1

      idiots who apparently did something right enough to be laughing all the way to the bank for YEARS now

      I thought the myth that intelligence equals financial success had been dispelled long ago...

    22. Re:Bethesda is just incompentant by ildon · · Score: 1

      Skyrim PC, while still exhibiting a lot of Bethesda's traditional AI goofiness, is the most stable Bethesda game I've ever played, even before it had any patches. I completely understand your trepidation after Oblivion/FO3/NV, but as long as you don't get the PS3 version, Skyrim is actually pretty damn solid. Part of that is likely due to them moving to their own game engine rather than continuing to rely on Gamebryo.

    23. Re:Bethesda is just incompentant by Khyber · · Score: 1

      "If they ever go back and fix Fallout 3 or New Vegas,"

      That's implying the Oblivion engine can be fixed.

      It can't. That's by far one of the worst game engines I'd ever seen, laid hands on, and tried modding.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    24. Re:Bethesda is just incompentant by h4rr4r · · Score: 1

      No they would not. They could release a PC fix and say the console fixes were not financially viable.

      The reality is they don't care about quality and until they do I am not buying their products.

    25. Re:Bethesda is just incompentant by h4rr4r · · Score: 1

      A refund would be a fine fix.

    26. Re:Bethesda is just incompentant by gman003 · · Score: 2

      Bethesda sucks at removing bugs. We know this, we've known this ever since what, Morrowind? Maybe even earlier.

      But that doesn't mean their programmers are incompetent. Their problem, rather, is twofold:

      1) They give level designers access to a fairly powerful scripting language (it's no UnrealScript, but it's more code-like than most others). All those quests with broken "coding"? All those items with broken effects? Those are the natural result of giving a programming task to a non-programmer.

      2) A focus on quantity over quality. They downright *brag* about quests being made by one guy in a few days. That may be the only way to produce the amount of content they need, but it's hardly conducive to reliable, well-tested content.

      Those bugs may be infuriating and numerous (the Unofficial Oblivion Patch fixed roughly 7000 bugs back when I used it), but they're not the kind of bugs that would prevent them from getting the game to run. Their actual engine coders seem pretty competent.

      My own suspicion is that it's just a RAM issue. The PS3 has a whopping 256 megabytes of main memory, plus another 256 for video data (textures and meshes). The 360 at least has a 512MB chunk shared flexibly between both - a game that needs a lot of RAM like Skyrim can sacrifice some texture resolution to free some up for the CPU. And of course on the PC it's not a problem, since even the weakest gaming PC has 4GB plus another gig or two in the graphics card.

      I'll end by noting two things:
      1) Bethesda seems to slowly be getting better at quality. Oblivion had bugs everywhere, Fallout 3 had fewer, and Skyrim had only one bug that I actually encountered.

      2) New Vegas wasn't developed by Bethesda.

    27. Re:Bethesda is just incompentant by fuzzyfuzzyfungus · · Score: 4, Interesting

      Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.

      In fairness to h4rr4r, Bethesda is notorious for releasing sprawling RPGs with absurd numbers of bugs(and not just technically challenging 3d-engine-developer-wonk stuff, bugged quests, faulty item stats, broken dialog trees, etc. are also quite common and can persist through multiple patches even after being conveniently cataloged on the assorted fan-wikis or even systematically cleaned up by 3rd-party mods...)

      Software quality is definitely a hole with no bottom, into which even the smartest can fall; but Bethesda is undeniably a standout for "AAA big-budget titles from people who should know better that are crawling with bugs you can discover just by playing through once, never mind actually doing any QA".

    28. Re:Bethesda is just incompentant by crazyjj · · Score: 1

      Last time I checked, Bethesda has released MANY patches to fix issues in most of their games. They are hardly the kind of company to just release software and then ignore bugs.

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    29. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      Fallout was such an unstable piece of shit that I never tried New Vegas. Bethesda is dead to me. I would not even pirate their code.

    30. Re:Bethesda is just incompentant by negRo_slim · · Score: 1

      I played through it on a dualcore 2ghz amd system with a 1800 xt, slow during the finale sure but there were no game breaking bugs, nor was it "unplayable" as others suggested. Replaying with dlc on 360, can't recall a bug same with NV. Skyrim had one guy fall through the map, but I could still get to him with some effort. I honestly don't get the complaints I'm reading in this post.

      --
      On the Oregon Cost born and raised, On the beach is where I spent most of my days
    31. Re:Bethesda is just incompentant by fuzzyfuzzyfungus · · Score: 2

      I think my favorite Fallout 3 outstanding bug is the 'Entire game locks up hard periodically on at least some systems with more than two cores" one.

      Since the CPU requirements aren't actually all that high, you can change one line in a config file (or modify the processor affinity settings for the game process, though that is more of a pain) in order to confine it to two CPUs and entirely avoid the problem. Despite already having the pre-launch utility that detects hardware capabilities and produces a recommended configuration accordingly, they haven't deigned to add a simple check that does this automatically if more than two cores are present...

    32. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 1

      Forgive me, but it sounds like you've never used a Bethesda RPG in your life, neither have to read about them.

      This isn't the odd bug, this is an utterly broken PS3 project. IGN got slammed so hard, they removed the users' comments section for it.

    33. Re:Bethesda is just incompentant by fuzzyfuzzyfungus · · Score: 1

      Fallout 3 worked just fine on my old core 2 duo with 2 gigs of RAM and an ati 4250. Not a crash or a slowdown once in 70 some hours. Perhaps the issue really is the PS3.

      It wouldn't surprise me if the real killer is the '2 gigs of RAM' part of that set of specs... The PS3's RAM(while fast) was rather stingy even by the standards of its release date, and is absolutely non-expandable. On the PC side, all but the cheapest and nastiest desktops, and the cheaper or older laptops, may have only shipped with 1GB or so; but can now be bumped to 3(as much as you'd really bother with if still running a 32 bit OS) or 4 for under $50, so it hardly matters.

      Plus, it's a great deal easier to compromise on visual icing-on-the-cake or resolution if the GPU isn't punchy enough. Much harder to neatly scale down your RAM requirements.

    34. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 2, Informative

      The large-scale stuff isn't where Bethesda put bugs, though. It's all the close-range stuff like conversations not triggering properly, leaving you stuck in one location forever, or the infamous "dragons flying backwards" bug.

      Or cliff racers.

    35. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.

      When you have that game company, naughty dog, kojima productions, quantic dream, grasshopper, irrational games, media molecule, 2k and dozens of other companies making trouble free, really fun and great games for the ps3 then no one else has an excuse. It would be one thing if only a couple companies succesfully made a game on the ps3 but its been done hundreds of times, there are tons of really great games on the system so they have no excuse. Its their fault and no one elses.

      And its obvious youve never done professional software development in your life either. You just think it sounds good to say it as if it suddenly makes you sound suave and savvy.

    36. Re:Bethesda is just incompentant by Blakey+Rat · · Score: 4, Insightful

      To give you an idea, Skyrim has thousands of quests all of which can interact with each other in thousands * thousands of ways.

      There's no support in Bethesda's development tools for unit testing of quests. There's no support for fuzz-testing of quests.

      They don't have the tools to make a bug-free complex game, and they haven't bothered to make them.

      They did however waste tons of time writing a custom BASIC-esque scripting language (which is itself incomplete and buggy) instead of just glomming-on some JS or Lua.

      I used to think the problem was simply complexity, like you. Since Bethesda has released their dev tools to the public, now I'm thinking it's 90% incompetence.

    37. Re:Bethesda is just incompentant by Yunzil · · Score: 1

      Fallout was such an unstable piece of shit that I never tried New Vegas

      Boy did you miss out.

    38. Re:Bethesda is just incompentant by ravenshrike · · Score: 1

      Obsidian created F:NV in 11 months and gave it to Beth to QA. Think about the bugs on release. I'd ask what Beth was smoking, but finding out about the Metacritic deal tells me they pretty much explicitly released as is to keep the MC reviews from breaking 85.

    39. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      FYI: New Vegas was developed by Obsidian. Bethesda has their fair share of bugs don't get me wrong but Obsidian butchered Fallout as they did KOTOR

    40. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 1

      On the other hand and in my experience, Bethesda isn't as bad as some people make out.

      I've played all the "modern" Bethesda RPGs (Morrowind onward) and while there have been some technical issues, they haven't been any worse than most other publishers. Oblivion was the worst (the vanilla game required me to futz around with my PCs audio settings, and Shivering Isles had a nasty incrementing reference ID bug that destroyed my save game, but both were quickly patched). But in general, the underlying tech has been as stable for me as any other games, with few crashes or glitches.

      Now, with quest-related bugs, that's another issue but there I think some benefit of the doubt is owed them. There are just so many ways that all the different quests can interact that I can hardly blame them if a flipped trigger doesn't perform the expected result all the time. Frankly, this has been a problem with almost every open-world RPG, from Ultima 7 to Gothic, and is probably only more noticable with Bethesda games because of the sheer scope and vastness of their gameworlds.

      Well, okay, there was Fallout New Vegas. I couldn't even finish that game because of scripting errors. But that's Obsidian, not Behthesda. Oblivion couldn't write a bug-free "Hello World"; I'm not sure why gamers give their products a pass since the quality of their games is such utter crap, be it KOTOR2, Alpha Protocol, New Vegas or even Dungeon Siege 3.

    41. Re:Bethesda is just incompentant by DarkTempes · · Score: 2

      It'd be really interesting to see what a Bethesda QA person says the game looks like BEFORE release...

    42. Re:Bethesda is just incompentant by ravenshrike · · Score: 1

      True, it was developed in 11 months by Obsidian who then gave it to Bethesda for QA. Beth did not come back to Obsidian with any bugs before release.

    43. Re:Bethesda is just incompentant by Killjoy_NL · · Score: 1

      I love my Skyrim and Fallouts, but in all honesty, Bethesda's reputation for bugs is well known and sorrily enough well deserved.

      --
      This is the sig that says NI (again)
    44. Re:Bethesda is just incompentant by manekineko2 · · Score: 1

      That's really interesting.

      Asking as someone who has never so much as looked into the dev/modding tools released for various games, are there games whose publicly-distributed quest scripting tools do allow for things like unit testing?

    45. Re:Bethesda is just incompentant by MikeBabcock · · Score: 1

      Every single Bethesda game has had exactly the same problems, on every platform too.

      I can't speak directly for Arena, but its true of Morrowind, Oblivion, Skyrim and Fallout off the top of my head.

      They either don't do proper quality control or they don't engineer their code properly. Pick one.

      I've never had consistently bad crashing/slowdown issues with any other developer. Unfortunately, they make great content. Its the code that seems to suck.

      --
      - Michael T. Babcock (Yes, I blog)
    46. Re:Bethesda is just incompentant by MikeBabcock · · Score: 1

      Not the answer to your question, but Neverwinter Nights had fully customizable questing and items and never had bugs like this.

      --
      - Michael T. Babcock (Yes, I blog)
    47. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      I know its no consolation, but it runs better on the PC, and you have the console to turn on no-clipping for when you get stuck in the floor or wall.

      I hated the PS3 version. Slow to load, slow to run, buggy, buggy, buggy. Then I purchased it on sale from steam and threw it on a ssd. It was a completely different experience. While it was still buggy the console and a little google fu and you can un screw up most of the screw ups. I contemplated making a list of the bugs I had found, and what I had to do to get through them. then I decided it was too much work.

    48. Re:Bethesda is just incompentant by MikeBabcock · · Score: 1

      I don't mind bugs. I mind games that are unfinishable after I've put 50 hours into them.

      --
      - Michael T. Babcock (Yes, I blog)
    49. Re:Bethesda is just incompentant by geminidomino · · Score: 1

      Funny. Last time I checked, both Oblivion and FO had a "community mod pack" that fixed something like 1500-2000 outstanding bugs in each game.

    50. Re:Bethesda is just incompentant by geminidomino · · Score: 2

      We tried asking one once, but we couldn't get a satisfactory answer.

      He just kept mumbling "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

      We tried running it through ROT13, but no luck...

    51. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      So THAT's why the game keeps locking up on my machine! Fallout 3 is my first Bethesda game, and I've been so disapointed that a game with such a high profile would freeze all the time that I nearly gave up on it. In fact, I haven't touched it since last Winter, but I keep telling myself I need to give it another spin soon-ish.

      I'll look into this some more, and give the game another shot. Thanks a ton!

    52. Re:Bethesda is just incompentant by Zadaz · · Score: 1

      Oh god yes, this.

      With all of the buzz about Skyrim I felt a strong pull to play it. But given my past experiences with their recent games there was no way I was going to spend any money on it. The number and nature of the bugs is simply embarrassing for a AAA title in 2012. Hell, they'd be embarrassing for a budget title in 1990.

    53. Re:Bethesda is just incompentant by Terrasque · · Score: 1

      * Unofficial Skyrim Patch
      * Unofficial Obilivion Patch
      * Unofficial Morrowind Patch
      * Unofficial Fallout 3 Patch

      Starting to see a pattern here? And that's just what was "easily" fixable by the modding tools.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    54. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      That was true for past titles, but they have been a lot more active in fixing Skyrim. There have already been more patches for Skyrim then there were for Oblivion and Fallout 3 combined, and they are nowhere near done with the game yet.

      They've also been in touch with the guys working on the Unofficial Patch, as well as the modding community to fix bugs in the toolkit. They are at least making an effort this time around.

    55. Re:Bethesda is just incompentant by StillAnonymous · · Score: 1

      Maybe not like this, but NWN certainly had its fair share of bugs. Just look at how many patches were released. Some of them were game breakers too. Bioware was pretty good for patching though.

      I don't really fault either of these companies much though. These are big, big, complex games. There's just so much that you can do, and in all kinds of different orders that need to be anticipated.

    56. Re:Bethesda is just incompentant by StillAnonymous · · Score: 1

      The pattern says to me "buy these games on the PC, avoid the not-user-patchable console versions."

      A big problem is the revenue model for these games. After release, bug fixing is considered non-revenue-generating, and won't get much attention. Of course, that's from the bean counter's perspective and doesn't take into account pissed off users and sales of future products. Of course, that gets into a bigger problem with the world today with respect to short-term thinking, short-term profits, and nobody caring about the future.

    57. Re:Bethesda is just incompentant by Rakarra · · Score: 1

      Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.

      Back before "always on Internet" and patching became common, game companies had to make the best games possible with the technology available and those games had to work and be relatively bug-free. Now any company that doesn't care about quality control can rush titles out because the penalties for rushing aren't as severe as they used to be. Instead of a game that people can't play and they demand a refund for, they can release a post-ship patch. Glorious.

    58. Re:Bethesda is just incompentant by Rakarra · · Score: 1

      It'd be really interesting to see what a Bethesda QA person says the game looks like BEFORE release...

      If you can understand what he's saying through the frustrated sobbing.

    59. Re:Bethesda is just incompentant by shutdown+-p+now · · Score: 1

      The thing about Bethesda is, even when their games are buggy as hell (i.e. for the first month after every new release), you still play them because they're good in all the others things that matter.

    60. Re:Bethesda is just incompentant by shutdown+-p+now · · Score: 1

      NWN was never a sandbox world, and most quest lines were completely standalone, without intersecting in any way, even where you could run them in parallel (and that was also rather limited by splitting the game in several acts). Bethesda RPGs are true sandbox-style.

    61. Re:Bethesda is just incompentant by shutdown+-p+now · · Score: 1

      It was still QA'd by Bethesda.

    62. Re:Bethesda is just incompentant by shutdown+-p+now · · Score: 1

      Bethesda sucks at removing bugs. We know this, we've known this ever since what, Morrowind? Maybe even earlier.

      That's no "maybe". Daggerfall was well-renowned as a bug farm - so much so that people called it Buggerfall.

    63. Re:Bethesda is just incompentant by mrchaotica · · Score: 1

      Why should Bethesda bother fixing their problems, when (as you just demonstrated) the community is perfectly happy to do it for them?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    64. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      There comes a point when a huge open world is a detriment to gameplay. All Elder Scrolls games suffer from this, where the world is so large and yet so empty. Actions that you perform have no impact upon the world and it ends up becoming a repetitive grindfest that gets boring fast.

      Contrast to an open world like GTA IV, LA Noire or Sleeping Dogs, where there is a lot to explore and do, but you actually feel like you're doing something.

    65. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.

      While that may be true, it does not excuse it.

      It must be really hard to perform brain surgery or put a robot on a another planet, both with deadlines. But, if either of those things fail, there's hell to pay. Why does software development get a free pass? Because it's hard?

    66. Re:Bethesda is just incompentant by Anonymous Coward · · Score: 0

      It's a massive world with more options than you can count, as open as game play gets, you can dump hundreds of hours in without ever doing the same thing twice, of course it's buggy. Find me any game with a world that large and open that Bethesda didn't make with fewer bugs. Go for it. I don't think you'll have any luck, though. MMOs are often as big but they're far simpler worlds, much more linear game play, and all the ones I've played (which is a good number) have both been full of bugs and failed to hold my interest past a single end-game run. The closest single-player showing I can think of is Two Worlds, which had such potential to beat out Oblivion with mounted combat and two-player action, but never stood a chance with a crap story and more bugs than you can shake a stick at, definitely more buggy than any Bethesda game I've played. The truth is, most of us know exactly what we're in for with a Bethesda game, it's going to be somewhat buggy, but it's going to be a better game than anything else out there so we put up with it. If you don't want to, that's fine, but to call them incompetent is a bit absurd given the popularity of their games, obviously they're doing something right and most of us appreciate it.

      Look, that's still not an excuse. If you don't care that people cannot legitamately finish the quest, even after 3 years of the problem being patched by rank amatuers using your tools, then get out of gaming. I've had the game since december, I'm still unable to even attempt the Azura quest because the monster I supposed to kill won't wake up. I have a similar problem on the main quest -- there are times when a guy I need to kill for a key to leave doesn't spawn at all. And I'm locked inside.

      If you look at the quest list of any Beth game, they're all full of bugs, many of which essentially break the quest. Go to UESP and look at the quests. I've yet to see one with no bug attached.

  5. I've played Bethesda games by geekoid · · Score: 1, Informative

    so I'm not surprised it's too difficult for them.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:I've played Bethesda games by dywolf · · Score: 2

      I've played their games too. But on a PC. They make PC games, and then cram them into consoles. You think you can do better? Prove it.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    2. Re:I've played Bethesda games by h4rr4r · · Score: 3, Insightful

      You don't have to be able to better yourself to state facts about flaws.

      Do you think Ebert makes better movies? Do you think you should not be able to sue GM when your new car burns up in your driveway because you could not make a better one?

    3. Re:I've played Bethesda games by Nemyst · · Score: 2

      Hah! Nice one. Just a single look at the deficient UI for Skyrim on PC should be proof enough that Bethesda makes games for the most profitable platform available at the time, and then try to mostly port it to the other platforms. Hint: that platform isn't the PC.

      This is why the 360 gets the best experience with the fewest bugs and receives all the DLC exclusively for a certain time period.

    4. Re:I've played Bethesda games by Narishma · · Score: 1

      That might have been the case in the distant past, but for the last decade (since Morrowind) they make Xbox games first and then try to port them to other platforms.

      --
      Mada mada dane.
    5. Re:I've played Bethesda games by Anonymous Coward · · Score: 0

      You think you can do better? Prove it.

      So you can never criticize any act unless you can do better? You're a fucking retard.

    6. Re:I've played Bethesda games by admdrew · · Score: 1

      Partially agree, but all of the Elder Scrolls games are better experienced on the PC, assuming you have the hardware to crank everything up. Playing them on the 360 (which I have) is enjoyable, and the performance is good, but the stock visuals on the highest settings on PC (especially for Skyrim) are a head above the console experience.

      To the console-itis that the PC versions of Oblivion and Skyrim have had, I'll counter by pointing to the extensive ability to mod that Bethesda has continued to keep in their games on PC. Sure, they're not doing the actual work behind some great mod content, but they have provided the tools do make that content possible; something that really isn't done on consoles. Also, the Elder Scrolls games have always followed the "save anywhere" method in their console versions, a rarity in many (most?) other console titles.

      Your statement that the 360 "receives all the DLC exclusively for a certain time period" is pretty misleading. While Skyrim: Dawnguard didn't hit Steam until over a month after it did for 360, the next Skyrim expansion is slated to come out on 360 and Steam at the same time. The various DLC packages for Oblivion were also released pretty much simultaneously on 360 and for PC.

    7. Re:I've played Bethesda games by admdrew · · Score: 1

      Ehhhh that's a vast oversimplification. The modding capabilities of Oblivion/Skyrim are obviously PC-specific, and development started on Oblivion *immediately* after Morrowind was released, even before Microsoft began *planning* the 360.

    8. Re:I've played Bethesda games by bogjobber · · Score: 1

      Do you think Ebert makes better movies?

      Bad example. He's actually a pretty decent screenwriter.

  6. Pfft. Warner Bros... by dywolf · · Score: 1

    F em. the mod team put more time and effort into their free project than WB has put into....well pretty much anything since the 70s.

    --
    The guy who said the election was rigged won the presidency with the second-most votes.
  7. Middle Earth and Lawsuits go together by tradition by Anonymous Coward · · Score: 0

    I am not at all shocked to see this C&D letter arrive at their doorstep. Commercial rights owners will act to protect their properties. The (any) team doing dev work on a IP other than their own and acting without a license should expect as much too. It is always best to use IP with permission or that is original no matter how 'cool' the property may seem.

  8. PC for any Bethesda game by danbuter · · Score: 2

    I'm really glad I bought Skyrim on PC. I've got at least one "Dawnguard expansion" worth of material free as mods. (I've even posted a few small ones of my own)

    1. Re:PC for any Bethesda game by Anonymous Coward · · Score: 2, Funny

      Yes, we're all familiar with your "Winterhold Male Brothel" mod, Dan.

    2. Re:PC for any Bethesda game by zlives · · Score: 1

      hey every one needs a little lovin :)
      don't hate... create something better/different if you like.

  9. Obligatory by bazorg · · Score: 4, Funny

    "I'd like to know what the exact problem is they can't overcome[...]"

    perhaps an arrow in the knee?

    1. Re:Obligatory by FSWKU · · Score: 1

      "I'd like to know what the exact problem is they can't overcome[...]"

      perhaps an arrow in the knee?

      This (NSFW) seems an appropriate response...

      --
      "So after all this, you make my case for me. To end this stalemate, you must die..."
    2. Re:Obligatory by zlives · · Score: 1

      aww damn, now i have coffee coming out of my nose
      +1 funny

    3. Re:Obligatory by webheaded · · Score: 1

      Back to Reddit with you! :p

      --
      "Those who would sacrifice essential liberties for a little temporary safety deserve neither liberty nor safety." - BenF
    4. Re:Obligatory by Anonymous Coward · · Score: 0

      "I'd like to know what the exact problem is they can't overcome[...]"

      perhaps an arrow in the knee?

      Sony probably wants more money to allow the DLC than Bethesda can charge with a straight face.

  10. Re:Middle Earth and Lawsuits go together by tradit by jythie · · Score: 2

    Yeah, but it would be nice if the receivers did not have to bow simply because they can not afford to fight back. The rights of IP ownership are often much more restrictive then the companies sending out these C&D letters with they were.. but they have discovered that they can abuse the civil system to make it behave like they have rights they do not, simply because it would be too costly for the defendant to defend themselves.

  11. The RAM is the issue. by Anonymous Coward · · Score: 0

    Bethesda just has less to work with. The PS3 only has 256 megabytes of RAM compared to the 360's 512 megabytes. I'd also bet this was the reason for PS3 Skyrim's performance issues.

    1. Re:The RAM is the issue. by ciderbrew · · Score: 1

      If they are trying to be pixel perfect it's an issue. It's how much they can scale back before it looks awful is the other. I always thought the PS3 was supposed to win with procedural textures - bet it would look awful.
      I would happily spend the money to upgrade the ram in the thing. consoles are boring.

    2. Re:The RAM is the issue. by RaceProUK · · Score: 4, Informative

      The PS3 only has 256 megabytes of RAM compared to the 360's 512 megabytes.

      It's not as simple as that - PS3 has 256MB CPU RAM and 256MB GPU RAM, where the 360 has 512MB shared by both CPU and GPU. In real terms, the memory available is more or less equal.

      --
      No colour or religion ever stopped the bullet from a gun
    3. Re:The RAM is the issue. by firex726 · · Score: 1

      Yea, I thought it was established that the RAM was the initial issue with Skyrim and that later patches semi-fixed it.
      Maybe next time Sony wont be stingy on the RAM.

    4. Re:The RAM is the issue. by ciderbrew · · Score: 1

      expenditures rise to meet income. With 4k 3D displays to cope with, they'll need 16GB+.

    5. Re:The RAM is the issue. by Type44Q · · Score: 0

      The PS3 only has 256 megabytes of RAM compared to the 360's 512 megabytes.

      I'm not a console gamer but I distinctly recall that they both have 512MB...

    6. Re:The RAM is the issue. by emanem · · Score: 1

      Can you believe? Was playing a game on Linux (Heroes of Newerth) and alone that one sucks ~2GB of RAM (plus some other chunk of VRAM)... Otoh I just finished Uncharted 3 on the PS3. Awesome game, great graphics and everything else. How the hell did they manage to fit it in only 256+256 MBytes of RAM?!?!?!

    7. Re:The RAM is the issue. by Anonymous Coward · · Score: 0

      Not at all; the xbox has more free memory available (less OS overhead), and has a simple linear memory model; doing anything useful in the PS3 requires dealing with many CPUs, each with their own memory (and VERY limited); the PS3 is good at many small things, but larger data processing is very hard.

    8. Re:The RAM is the issue. by RaceProUK · · Score: 1

      That's the benefit of a fixed hardware platform - you know exactly what's running on it. That means you don't have to compromise on performance, like you sometimes do with a PC.

      --
      No colour or religion ever stopped the bullet from a gun
    9. Re:The RAM is the issue. by Anonymous Coward · · Score: 0

      There are some really cool tricks you can do on the XBox to reclaim a lot of what would otherwise be used by the video backbuffer, though, like running in slightly less than HD (512p, IIRC) and/or rendering the screen a quarter-panel at a time (takes the same time but less memory to render a frame).

      Open-world games are usually willing to sacrifice some effective visual resolution for wold complexity - and with post-processing you hardly notice the difference. The net result is that you can have over 300MB to use on the Xbox360 whereas the PS3 you have somewhere in the low 200s. That's a huge difference, especially now that games are really getting into the GB range in terms of the data they need to juggle in and out of RAM.

    10. Re:The RAM is the issue. by firex726 · · Score: 1

      Maybe, but by the time those displays are that common we'll also have Netbooks coming out with 32gb RAM standard; upgrade to 96gb for an extra $100.

    11. Re:The RAM is the issue. by RaceProUK · · Score: 1

      Hence why I said 'more or less', not 'the same'.

      --
      No colour or religion ever stopped the bullet from a gun
    12. Re:The RAM is the issue. by emanem · · Score: 1

      But that's the thing, you know? What I'm really wondering is all the artwork, textures, models and so on, how the hell do they fit all of that in only 256+256? have you seen Uncharted 3? :-) Like, HoN doesn't have the graphical complexity of Uncharted 3 but sucks up 1.9 GB of RAM....

    13. Re:The RAM is the issue. by ciderbrew · · Score: 1

      http://www.whathifi.com/news/ifa-2012-sony-4k-tv-due-in-the-uk-this-december
      I think the first LCD TV started off at this insane price 10 years ago. This res would have been common for games monitors if T.Vs hadn't stagnated the market with 1080p crap. (xkcd phone res link please). This will be sooner than you think for games. TV & film content not so much.

    14. Re:The RAM is the issue. by firex726 · · Score: 1

      I know that exist, just aren't common.

      Many people are still without HD TVs to today.

    15. Re:The RAM is the issue. by gman003 · · Score: 1

      Except on the 360, you can use that 512MB however you want. If you only need a tiny amount for the CPU but want massive textures, go for it. If you need to keep track of millions of objects on the CPU and are willing to downres the textures and meshes to do so, go for it.

      Skyrim is likely a case of the latter. They need to keep track of an absurd number of objects and NPCs, and they probably did that on the Xbox by aggressively purging cached assets to free up GPU memory for the CPU. It might stutter occasionally if it needs to reload several textures and meshes, but it will generally run smoothly. But they can't do that on the PS3, so they have to either find a way to trim down the RAM usage, or just give up.

    16. Re:The RAM is the issue. by Anonymous Coward · · Score: 0

      The difference is they are spearate and discrete, 256MBs for CPU and 256MBs for the GPU. In other words when programming, you have to swap code in memory in order to access the different memory locations (CPU or GPU). Now multiply this the number of times this has to be done once you go past your memory limit.

    17. Re:The RAM is the issue. by Anonymous Coward · · Score: 0

      I dont even have 2 GB of RAM on my computer and I can run Heroes of Newerth fine, the fuck are you doing?

    18. Re:The RAM is the issue. by MikeBabcock · · Score: 1

      You don't actually understand what you're talking about, do you?

      The 360 has more RAM, by about 30MB than the PS3.

      Only if you drastically lower your GPU RAM requirements on the 360 does it have more RAM than a PS3 to code in though.

      --
      - Michael T. Babcock (Yes, I blog)
    19. Re:The RAM is the issue. by MikeBabcock · · Score: 1

      That's why I get to say that Bethesda writes terrible code. Every time I play a Naughty Dog game, I'm more aware of how lazy other developers are.

      If you want the really interesting one, go play their Jak 3 on the PS2 which only had 32MB of RAM.

      cf. http://www.franz.com/success/customer_apps/animation/naughtydog.php3 ... these are the same people that wrote games in LISP on the Playstation.

      --
      - Michael T. Babcock (Yes, I blog)
    20. Re:The RAM is the issue. by RaceProUK · · Score: 1

      Isn't that what I said?

      --
      No colour or religion ever stopped the bullet from a gun
    21. Re:The RAM is the issue. by emanem · · Score: 1

      When I run HoN on Linux 64, with ps I can see it uses 91-95% of RAM... and I've got 2 GB so....

    22. Re:The RAM is the issue. by Type44Q · · Score: 1

      Who's the bleeding halfwit who modded me down? The PS3 has 256MB of system memory and 256MB of video memory; the 360 has 512MB shared. Unless my math skills are off... :p

    23. Re:The RAM is the issue. by StillAnonymous · · Score: 1

      Does Uncharted 3 have to keep track of thousands of inventory items and their locations? Hundreds of NPCs, their items, locations, attitudes towards the player and other NPCs? Does the state of the world change and need to be kept track of?

    24. Re:The RAM is the issue. by emanem · · Score: 1

      Don't want to spoil the game for you, but for example there's a level where you're ou a boat and the boat is procedurally moved by a simulated sea, and at one point it capsizes 90 dynamically and all the geometry changes. That is quite complex imho.

  12. Depends on the genre by tepples · · Score: 1

    And the hardware is pretty amazing today, even in the medium PC markets, with bang for buck being quite high.

    True, PCs have enormous bang for buck with single player, long-form games like Skyrim . But some other genres tend to have shorter play sessions, and multiplayer among people in the same room can become expensive (if all PCs are owned by the head of one household) or impractical (if everybody has to bring his own PC).

    1. Re:Depends on the genre by RogueyWon · · Score: 1

      That's true, but unfortunately, the number of console games which allow for local (split-screen) or LAN multiplayer is pretty damned small these days. With the Wii-U likely to suffer local multiplayer restrictions due to controller limitations, the last bastion of console local multiplayer (Nintendo platforms) looks set to be undermined. Xbox Live and the PSN is increasingly where console multiplayer happens.

      Consoles in general have done a good job of undermining their historic strengths vis a vis the PC over this current cycle. In particular, we've lost a lot of the "insert cartridge/disc and play" ethos from console gaming, due to incessant firmware updates, patches and installs.

    2. Re:Depends on the genre by tepples · · Score: 1

      the number of console games which allow for local (split-screen) or LAN multiplayer is pretty damned small these days.

      Mortal Kombat (2011) is console-only despite that PCs can take multiple gamepads and display on large HDTV monitors.

      With the Wii-U likely to suffer local multiplayer restrictions due to controller limitations

      Nintendo has been spinning these limitations as creating an opportunity for "asymmetric gameplay": one player playing one role with the tablet and three players playing another role with Wii Remotes. There was a tech demo of this on the GameCube (Pac-Man Vs.) that used a GBA as a display.

      Xbox Live and the PSN is increasingly where console multiplayer happens.

      Does this mean parents will have to start buying one console per child instead of one console per household? Last time I asked about that, I was told it was an uncommon luxury option.

    3. Re:Depends on the genre by geminidomino · · Score: 1

      Nintendo has been spinning these limitations as creating an opportunity for "asymmetric gameplay": one player playing one role with the tablet and three players playing another role with Wii Remotes

      Gotta love the bullshit. It reminds me of an image macro I saw on some meme site, showing the "Luigi" sprite from the original SMB.

      It was captioned: "If you spent most of your time playing as this guy, you're probably the younger brother."

  13. Barriers to whose entry by tepples · · Score: 4, Interesting

    game devs like the stability of consoles and the low barrier to player entry

    PCs, on the other hand, have far lower barriers to developer entry. You don't have to start by making a mobile phone game in a genre you dislike in order to get a job working hundreds miles away for five years in order to build "relevant video game industry experience" in order to qualify for a console devkit.

    1. Re:Barriers to whose entry by squiggleslash · · Score: 1

      If you're EA, or some other major developer with huge amounts of money, power, and influence (but I repeat myself), which would you prefer? A platform that has high barriers to developer entry, or one with low barriers?

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:Barriers to whose entry by Golddess · · Score: 1

      I'd think I would prefer whichever one has the most users. But then I'm hardly qualified to make such a decision, so I could be wrong.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
  14. Huh? by gstoddart · · Score: 1

    In other Skyrim news, a mod for the game that attempted to recreate J.R.R. Tolkien's Middle Earth has received a Cease & Desist letter from Warner Bros, causing development to stop.

    This sounds like a gross abuse. Unless they actually used images from the films or made it look too much like the films ... the sheer amount of artwork imagining Middle Earth was already vast when I played D&D in the 80s.

    There's no way Warner Bros has the rights to all artistic works related to that. They may have the film rights, but I seriously doubt that precludes anybody from trying to do artwork featuring Gandalf and Elves and the like.

    Hell, the actual map was in the books ... it's not like it's a secret, and it's not like they created it. All this IP crap is getting ridiculous.

    Obviously they can't afford to fight this. Sad there doesn't seem to be a link to the actual C&D letter (at least that I can see) ... I'd be curious to see what they're claiming. I'd be willing to bet they're on some shaky footing with whatever assertions they've made.

    --
    Lost at C:>. Found at C.
    1. Re:Huh? by Anonymous Coward · · Score: 2, Insightful

      Warner Brothers has exclusive rights to make Lord of the Rings based video games. It is fully in their right to protest someone making such a game without their agreement. Before they bought Turbine, WB only had rights over a large subset of LOTR video gaming potential, now they have all of it.

    2. Re:Huh? by X0563511 · · Score: 1

      Funny then, how they were not making a game.

      It's only a game when the end user combines the assets with the engine. Prior to that it's just a bunch of artwork.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:Huh? by Anonymous Coward · · Score: 0

      Too bad sematic crap like that doesn't mean shit to the law.

    4. Re:Huh? by cpu6502 · · Score: 1

      Just because a company sends a cease-and-desist does not mean it is valid. These lawyers cut-and-paste these letters together & just spam away without ever researching if they C&D is valid or not. They know that many people will get scared and stop, even if said people were doing nothing wrong.

      I got one for selling "old time radio" MP3-CDs on ebay, but of course it had no validity. All that stuff is public domain now, so I just threw it in the trash. F the lawyers and their fake, nonlegal letters.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    5. Re:Huh? by X0563511 · · Score: 1

      Then the law is wrong or incomplete. It's not just semantic shit. It should actually matter.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    6. Re:Huh? by Anonymous Coward · · Score: 0

      If you go that route, then the modders were writing an unauthorized derivative novel using LOTR characters in violation of Tolkein estate trademarks, and/or plagirism.

      If you want to nit-pick, the lawyers are better trained than you are. I don't agree with the abundance of lawyers or the agressiveness of right-holders in situations like this, but you aren't going to win on a technicality like that.

  15. Permission how? Original how? by tepples · · Score: 1

    It is always best to use IP with permission

    How should a non-commercial mod team go about obtaining such permission, practically?

    or that is original

    How should a non-commercial mod team go about making sure that what they create ends up being legally original, that is, not "substantially similar" to anything already widely published?

    1. Re:Permission how? Original how? by RaceProUK · · Score: 2

      It is always best to use IP with permission

      How should a non-commercial mod team go about obtaining such permission, practically?

      By asking nicely.

      --
      No colour or religion ever stopped the bullet from a gun
    2. Re:Permission how? Original how? by Anonymous Coward · · Score: 0, Troll

      Either have the money to buy the rights you want or be willing to do the brainwork and make something up from whole cloth. JRRT did, why can't these folks take a REAL page from JRRT and do something original (if you gotta have influences, use mythology which nobody owns, just like JRRT).

    3. Re:Permission how? Original how? by gstoddart · · Score: 1

      How should a non-commercial mod team go about obtaining such permission, practically?

      Do they need such permission?

      Serious question: does the fact that someone owns the movie rights to these films preclude someone from doing an artistic work which is inspired from the books as long as they're not using someone else's copyrighted material or using their designs?

      There is a truly huge amount of artwork inspired by Tolkien's books, much of which was drawn on for inspiration for the movies.

      Much like Disney can't stop you from making stories based on the same stories as they did (providing it isn't using their images and the like), I am puzzled they could even possibly have the right to say "You can't make something set in Middle Earth, we own all of it".

      --
      Lost at C:>. Found at C.
    4. Re:Permission how? Original how? by bws111 · · Score: 1

      The stuff Disney based their works on was long out of copyright. Tokien's works are still under copyright for 30 more years.

      As for who owns what, it seems that Tolkien Enterprises owns all of the 'merchandising' rights (which would include movies and video games), but that 'specific likenesses of characters and other imagery is owned by the adoptors' (from wikipedia). So, either they must get permission from Tolkien Enterprises, or, if they are using likenesses and imagery from the movies, from WB.

    5. Re:Permission how? Original how? by tepples · · Score: 1

      Serious question: does the fact that someone owns the movie rights to these films preclude someone from doing an artistic work which is inspired from the books as long as they're not using someone else's copyrighted material or using their designs?

      My answer to that depends on the answer to this: How do I know whose copyrighted material I end up accidentally using?

      Much like Disney can't stop you from making stories based on the same stories as they did (providing it isn't using their images and the like)

      How is someone supposed to defend against a false accusation of having used Disney's images?

      I am puzzled they could even possibly have the right to say "You can't make something set in Middle Earth, we own all of it".

      That's the essence of "nonliteral copying".

    6. Re:Permission how? Original how? by Anonymous Coward · · Score: 0

      Bah. Work on it, don't tell anybody you're working on it, and when it's done, just release it anonymously.

  16. It doesn't say "Warner Bros Middle Earth" by monkeykoder · · Score: 1

    It says "J.R.R. Tolkien's Middle Earth" Tolkein is dead now his family who did not create this slightly above average series of novels gets to sell his work and make millions. There is nothing that seems right about this in my mind. No one should profit from another persons work. If you aren't doing the work yourself or at the very least making it easier for the person doing the work to do their job you should get nothing from it. Money is meant to represent a person's contributions to society if you haven't contributed you shouldn't have any.

    1. Re:It doesn't say "Warner Bros Middle Earth" by Anonymous Coward · · Score: 1

      If you inherit money or assets from your parents, you'll (of course) give them away because "no one should profit from another person's work", right?

      Snarky comment aside, Christopher Tolkien generated 12+ books based on JRRT's work, so he can say he contributed to the IP... And Warners and the Tolkien estate don't exactly see eye to eye.

    2. Re:It doesn't say "Warner Bros Middle Earth" by X0563511 · · Score: 1

      Ah, you must have gotten teased when you found it to be above your reading level.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:It doesn't say "Warner Bros Middle Earth" by bws111 · · Score: 1

      What an idiot. Are you trying to say that as soon as the major earner in a household dies, all of his assets should immediately disappear? House - gone. Bank accounts - gone. Retirement fund - gone. Every single thing that person has worked for instantly becomes worthless?

    4. Re:It doesn't say "Warner Bros Middle Earth" by zlives · · Score: 1

      they must have seen something eye-to-eye when they sold the portion of IP to warner...

      "Snarky comment aside"... darn

      "If you inherit money" you have to pay tax on inheritance... if it is an IP do they continually have to pay tax...?

    5. Re:It doesn't say "Warner Bros Middle Earth" by cpu6502 · · Score: 1

      >>>If you inherit money or assets from your parents,

      Not the same thing. Yes my siblings will inherit my money/physical goods, but they don't continue to get paid for a schematic or word document I created 50 years ago. Any residuals I get off that previous work should end when the original laborer dies. The idea that someone continue to college a waged, when they've done zero work on the schematic/document, makes no sense.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    6. Re:It doesn't say "Warner Bros Middle Earth" by Sarten-X · · Score: 1

      So my memoirs that I'll finish on my deathbed and publish posthumously should be worthless? I guess my family would be better off if I abandoned writing now, and got another job to get more cold hard cash for them, instead.

      The world doesn't need more literature anyway, I guess.

      --
      You do not have a moral or legal right to do absolutely anything you want.
    7. Re:It doesn't say "Warner Bros Middle Earth" by Anonymous Coward · · Score: 0

      No one should profit from another persons work

      So I take it you do no work at all? If you work for say mcdonalds, they are profiting off your work. You on the other hand profit off mcdonalds selling things.

      What you propose would grind our world to a screeching halt.

      Also what you propose would mean the end to all sort of programs that many depend on to live. Such as food stamps, social security, medicare, medicade, 'obamacare', etc...

      It would also mean the end to 'hey can I borrow some money to buy a house'. As short term you are profiting off the bank (and by extension their depositors). In the long term the bank profits from interest (and pays its depositors interest).

      But I'm sure you mean 'I do not want people to inherit things'. So you are a better judge of what people do with their money than they are? Everyone when they die should give up everything. So the guy who is in his mid 50s and owns a business and dies. His estate should liquidate immediately give 100% of that to the gov. Never mind the 20 families that depend on that business for their livelihood. Screw em people should not inherit wealth.

      No one should profit from another persons work
      Those are very selfish words. You are jealous that someone got something 'for nothing'. Then has managed to be a good salesman and sell that something to other people and make a profit. If you stop and think about your advice it really is very narrow minded.

    8. Re:It doesn't say "Warner Bros Middle Earth" by bws111 · · Score: 1

      100% wrong. There are three possible reaons for your siblings not getting paid for your work.

      1) You did the work freelance, and sold the rights to it outright
      2) You did the work as an employee, and your employer has the rights
      3) You retain the rights, but they have zero value because nobody wants it

      For options 1 and 2, you made the choice to accept the security of getting paid up-front vs getting paid by market value of your work. If you were wise, you invested some of that money in assets that have increased their value, and your siblings can now benefit from that investment. Meanwhile, whoever you sold the rights to has now assumed the risks and rewards of your work. Maybe they were never able to sell a single thing based on your work, and took a huge loss on it. You still got paid though, didn't you? Did you give the money back? Of course not. On the other hand, they could still be selling (and making money on) things based on your work. You could still be receiving income from that had you not opted for the security of a paycheck.

      For option 3, too bad. That is the risk inherent in basing your income on the market.

      Tolkien, on the other hand, received ZERO for the act of writing his books, not one cent. ALL of his income is because people actually want his product. The fact that his works are still making money today is not some sort of flaw in the system, it is a testament to his ability to create something people still want after all this time, and his willingness to take the risk of writing it, not knowing if he would ever make a single cent from it.

      The problem with you anti-copyright types is that you only ever focus on the upside. Copyright is evil, you say, because (among other reasons) people continue to get paid long after they did the 'work'. But you never say anything about the vastly larger group of people who write, compose, whatever, and make no money at all from it. That is their problem, you say, nobody is entitled to get paid just because they did work.

    9. Re:It doesn't say "Warner Bros Middle Earth" by bws111 · · Score: 1

      Of course they have to pay tax, what kind of stupid question is that? It is an asset, you pay tax.

      I don't know what you mean by 'continually pay tax'. You don't 'continually pay tax' on assets (except for real estate property tax). You pay tax on income generated from the asset, or from gains made when the asset is sold.

    10. Re:It doesn't say "Warner Bros Middle Earth" by Anonymous Coward · · Score: 0

      Yes my siblings will inherit my physical goods

      Stack of burned dvds with pirated content.

    11. Re:It doesn't say "Warner Bros Middle Earth" by zlives · · Score: 1

      it was more a snark attempt at tax rates, inheritance tax 55% capgains tax 15%
      but yeah thats a different debate.

    12. Re:It doesn't say "Warner Bros Middle Earth" by cpu6502 · · Score: 1

      You didn't address my point at all:

      People who *did not do the work* should not be receiving money. Tolkien deserves every penny he earned, because he's the guy who actually labored to product the product. His kids and grandkids did not. They just sat around doing nothing, and nos they are collecting millions in income. They should not be collecting "the spoils" for a book they did not labor to produce.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    13. Re:It doesn't say "Warner Bros Middle Earth" by bws111 · · Score: 1

      I certainly did address your point. You said that your siblings will inherit your money and physical goods, and apparently you consider that normal and OK. Well, what work did they do to earn that money and physical goods? None. The reason you have a certain amount of money and goods to pass on is because you got the paid the full value of your work up front. Tolkien did not get paid up front, he gets paid based on market demand. Why should the fact that he dies mean that his assets suddeny become worthless while yours do not?

      Look at it this way. You do some work under contract for someone, and the terms of the contract say you will be paid over the course of twenty years. You die 5 years into the contract. Does the person you did the work for suddenly get a windfall and not have to honor the contract? Or are your heirs getting paid for work they didn't do? Neither, they are getting money that would have been owed to you had you not died, just like copyright holders.

      Do shares of stocks continue earning income when they become part of an estate? Yes. If someone who owns an apartment building dies, do his heirs continue collecting rent? Yes. All assets continue earning whatever they earn when they pass into an estate. Why are you trying to carve out some special exception for copyrights?

    14. Re:It doesn't say "Warner Bros Middle Earth" by cpu6502 · · Score: 1

      >>>you got the paid the full value of your work up front. Tolkien did not get paid up front, he gets paid based on market demand.

      And that needs to change. The idea that somebody can write a popular book (or perform a song, or appear in a movie), and then sit on his ass doing nothing for 110 years is crazy. No other laborer gets to do that. We get paid; the end. Then we continue working, else we would starve.

      >>>the terms of the contract say you will be paid over the course of twenty years

      Every contract I ever signed said I had to WORK to fulfill the obligations of the contract. Not just work for 1 years and then sit on my laz\y ass for the next 19.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    15. Re:It doesn't say "Warner Bros Middle Earth" by bws111 · · Score: 1

      Quite an interesting debate style you have there. What do you call it, "just ignore what was said"?

      I already explained how you had the exact same options, you just chose not to use them. You completely ignore that and try to make it into some kind of "us vs them" thing. You ignore the fact that whoever you sold your rights to can continue making money from your work. You ignore the fact that even if whoever you sold your rights to was unable to make any money off your work, you still got paid.

      And again, you completely ignore the downside - the thousands and thousands of writers, composers, etc whose work goes unsold and get paid nothing for their work. Where is your outrage that those people are not being paid for their labor? Surely some hack writing some novel that nobody wants to read deserves to make exactly the same money as Tolkien, right? After all, they are performing the same labor, which is all that is important according to your idiotic theory.

      And what is with your attachment to work/labor? Nobody gets paid for work or labor. You can move a pile of rocks back and forth all day (a lot of work), but if nobody wanted those rocks moved you don't get paid. Everybody gets paid not for the labor they do, but for the value that labor produces. Some people, such as yourself, are willing to accept a fixed, possibly low, value in exchange for getting paid now. Other people (such as writers) DO NOT HAVE THAT OPTION, and only get paid when their work is sold, which may be MANY years after they did the work.

      According to your idiotic logic, if when Tolkien wrote LOTR someone realized what that work was worth, and paid him $10M for it, that would be OK. But if it takes him 80 years to make the same $10M for doing the EXACT SAME WORK, that is somehow "getting paid for sitting on his ass"?

    16. Re:It doesn't say "Warner Bros Middle Earth" by monkeykoder · · Score: 1

      I believe a spouse should be taken care of as was not well enough explained in my above post and children under the age of 25 (or so) beyond that yes.

  17. Um, better be careful... by Type44Q · · Score: 1

    Maybe Sony should pay Bethesda a visit and see what's going on

    Search 'em for hidden thumbdrives before they;re allowed in the door...

  18. That's a shame by biochozo · · Score: 1

    Warner Brothers should have backed them instead of stopped them. I'm sure both parties could have come out on top there. Publicity for the Hobbit movie (say an exclusive area from the new movie in the mod). I could imagine the dollars gained from hype would make up for anything lost. Although in the real world even the legalities on the WB side would be insanely complicated to allow something like that to continue.

  19. HTPC gaming by tepples · · Score: 1

    The proportion of games which aren't single platform console exclusives which don't get a PC port is shrinking fast.

    One way to shrink it faster would be for PC makers to get serious about marketing gaming PCs whose cases are designed to fit in next to an HDTV. Case in point: Mortal Kombat (2011), another WB game, is for Xbox 360, PS3, and PS Vita, not PC, despite that the engine it's based on began on PC, because it's designed for the players to plug in two joysticks, and that's an uncommon use case on PC.

    1. Re:HTPC gaming by Moheeheeko · · Score: 1

      you do know its just as easy to plug 2 wired xbox controllers into a PC and play as it is to plug them into an xbox right?

    2. Re:HTPC gaming by tepples · · Score: 1

      plug[ging] in two joysticks [is] an uncommon use case on PC.

      you do know its just as easy to plug 2 wired xbox controllers into a PC and play as it is to plug them into an xbox right?

      I am aware of this. But multiplayer on a PC requires more than two controllers; it requires two controllers and a game compatible with two controllers. Most major PC game developers do not anticipate this use case.

    3. Re:HTPC gaming by alantus · · Score: 2

      It's a shame that PC games don't allow the user to control everything with a gamepad. I'm talking about starting the game, configuring settings, etc, just like in consoles. Not even in opensource games, I never see this.
      That makes them impossible or inconvenient to play from a HTPC.

    4. Re:HTPC gaming by spire3661 · · Score: 1

      Its getting better. You have to remember, before the Xbox360, there was no 'standard' PC controller.

      --
      Good-bye
    5. Re:HTPC gaming by mlts · · Score: 1

      We had HTPCs which were meant to be part of the stack of stuff by the TV with the proper black box and small LED screen as an option from HP and Dell for a couple years. Not many people bought them so eventually both companies stopped producing them.

      Maybe it is for the better because the best option might be just building one's own. It might be a good idea to buy a good HTPC case and quiet PSU, then use a pair of SSDs in a RAID 1 configuration.

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

      Other than, you know, the keyboard and mouse.

      I never understood why some console games get a pass when they are ported to PCs but play poorly with mouse/keyboard (e.g., Dark Souls); players just say "just use a gamepad". But should the opposite happen (PC-to-console port with controls poorly implemented on gamepad) then the game is a failure. Most consoles do let you plug in a keyboard and mouse, just as PCs let you plug in a gamepad, after all.

      The default controller for consoles is a gamepad. A game on a console should be built to the necessities of that controller. The default controller for PCs, however, is the mouse and keypad. A game that does not play well with that combo is a bad game.

    7. Re:HTPC gaming by PrimalChrome · · Score: 1

      Possibly because most PC titles that aren't ports have a diminished gameplay if you try to use a controller? Ever tried to play an RTS or DOTA with a controller?

    8. Re:HTPC gaming by spire3661 · · Score: 1

      Ever play racing games on a Kb/mouse Mr. Genius? It sucks terribly. Ditto for flight games. Ever try to carve out a curve in Need for Speed using digital only controls? The right tool for the right job remember? Do you REALLY think the KB/mouse is the end all, be all of controllers?

      --
      Good-bye
    9. Re:HTPC gaming by tepples · · Score: 1

      Possibly because most PC titles that aren't ports have a diminished gameplay if you try to use a controller?

      Perhaps if there were more recognition of gamepads on PC, there might be more original "PC titles that aren't ports" that work well with a gamepad. Especially indie developers would benefit, as they wouldn't have to qualify for a console license and make a console port just to get their game out there.

    10. Re:HTPC gaming by webheaded · · Score: 1

      Steam is working on that. Big Picture mode. Also a lot of games let you configure settings with a controller if they support a controller. It's just a matter of time, really.

      --
      "Those who would sacrifice essential liberties for a little temporary safety deserve neither liberty nor safety." - BenF
    11. Re:HTPC gaming by Anonymous Coward · · Score: 0

      I've noticed quite a few indie games making great use of the 360 controllers on the PC. Some examples: Super Meat Boy, Jamestown, Trine...

    12. Re:HTPC gaming by Anonymous Coward · · Score: 0

      The PC version of Skyrim has full support for the 360 controller. So do Fallout 3 and New Vegas.

    13. Re:HTPC gaming by Black+LED · · Score: 1

      I'll agree with you on racing games, but Freelancer implemented keyboard and mouse flight VERY well. Better than any joystick.

  20. Re:Middle Earth and Lawsuits go together by tradit by Anonymous Coward · · Score: 0

    These teams are better off making their own original IP - if your team (commercial or not) cannot afford to buy the rights, go make your own stuff up! Success is NOT limited to adhering to Middle Earth or any other author's universe. If you really want to celebrate J.R.R.T., do something original; he did (sorta). There is no defense for that team because they don't own the rights.

  21. Unplayable by symes · · Score: 4, Interesting

    Skyrim is pretty much unplayable on the PS3, particular in the latter stages. I enjoyed the game but have since swapped to my PC and will no longer buy new games for the PS3... now it just sits there as a bulky blueray player. I think this is Sony's loss rather than Bethesda's downfall, imho.

    1. Re:Unplayable by Flector · · Score: 2

      I played to level 31 on a PS3 before buying the Steam version for the PC. The PC version is so much more responsive, not to mention moddable, that there's almost no comparison. The long delays on the PS3 when moving to another area, opening doors & etc. was pure torture.

    2. Re:Unplayable by Zaphod+The+42nd · · Score: 1

      They're in an awkward position.

      They can continue to make bigger and better games for PC, and people want bigger and better games.

      But the consoles are getting REALLY old now. Longer than any console lifetime before. But nobody wants to buy a new $500 PS4, so we'll hang on to PS3s for awhile longer. But that means accepting that your box just can't handle what the PC can.

      So you get really crappy sub-par ports.

      Or, alternatively, you can have a game that runs okay on console, and looks disappointing on PC.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    3. Re:Unplayable by Anonymous Coward · · Score: 0

      hey at least you got a blueray player my xbox just sits there mocking me telling me I wasted all my money.

    4. Re:Unplayable by symes · · Score: 1

      The long delays on the PS3 when moving to another area, opening doors & etc. was pure torture

      I originally accepted these delays, convincing myself that it just reflected the games awesomeness. Then I saw it played on a high end PC.

    5. Re:Unplayable by Mordermi · · Score: 1

      I find it interesting that people find it unplayable. I wonder how isolated the issues were. I had plenty of hours and only had minor issues (I don't remember exactly how many, but it was over 100). My dad played for over 300 hours and only had minor issues.

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

      what did you do about your savegames, could you transfer them to the PC? I'm facing the same situation with crashes etc on PS3, at level 62 now and thinking to switch to PC.

  22. Re:Middle Earth and Lawsuits go together by tradit by Cute+Fuzzy+Bunny · · Score: 2

    I am not at all shocked to see this C&D letter arrive at their doorstep. Commercial rights owners will act to protect their properties. The (any) team doing dev work on a IP other than their own and acting without a license should expect as much too. It is always best to use IP with permission or that is original no matter how 'cool' the property may seem.

    Its no big deal. They just have to change a few things. They'll be marching with Bobbits (make your own joke) and smelfs, fighting balsmogs on their way to Fordor.

    As long as the game play doesn't include any pinchy motions, they'll be just fine.

  23. I've developed for the PS3. by Anonymous Coward · · Score: 5, Informative

    It's a strange architecture. Most modern machines are symmetric-multiprocessor (SMP). That means programming is very straightforward - all the processors share the same memory space and each processor can do any work you like, so you just have to worry about the normal threading issues (race conditions, deadlocks, etc.) but it's otherwise just standard multithreaded programming.

    The PS3 is not SMP - it has one main processor with 256MB of non-video RAM (a big chunk of which is reserved for the OS) and a lot of smaller coprocessors that have very limited RAM (256K). If you can fit chunks of work nicely into 256K, then the thing screams. If you cannot, then you have to do most of the work on the main processor, in less memory than is available on the Xbox360. In other words, you've gone from 6 hardware threads on the Xbox to 2 on the PS3. The combination of less general-purpose processing power and less usable main memory is a really hard problem to solve.

    Now, for a lot of games, the Cell is great. Fighting games, puzzle games, art games, ARPGs, JRPGs, platformers. Any time you can offload individual character animation or rendering to the SPEs, you win. The PS3 can animate and render a whole lot more mobs in a scene than the Xbox360 can. If you have a physics calculation like waves on water or swarm movement that is easily separatable into small chunks, the PS3 is also superior.

    But think about an open-world game - especially one with the sort of wide-open spaces and anyone-can-go-anywhere gameplay of Skyrim. We did open-world games and we constantly had trouble because physics and AI could interact over a long distance. We broke the world up into cells and aggressively limited the range of some computations to avoid this problem, but still, a lot had to run on the main processor because once the size of a physics calculation or a pathfind exceeded 256K, you couldn't do it on the SPEs. And believe me, pathfinding data alone in an open-world game is always going to be larger than 256K! AI in modern games is expensive, and we know that Bethesda takes their AI very seriously.

    Maintaining a large, persistent world also means keeping track of lots of stuff, and that means memory. On the PC, you have practically unlimited swap and tons of main RAM, so it's not an issue. On consoles you have limited RAM and swap space and fragmentation can kill you if you dead. To be honest, I'm surprised the game runs as well as it does on the Xbox360, but again, you have more memory there and they have the ability to "steal" RAM from graphics if they need it, whereas you can't on the PS3.

    So while I wish Bethesda had overcome the technical hurdles and made the game workable on the PS3, I can hardly fault them for coming up short. It's just not a platform well-suited to the type of game Skyrim is.

    1. Re:I've developed for the PS3. by Anonymous Coward · · Score: 0

      That's probably the most reasonable and helpful post I've seen on a /. article. I actually learned things! And this will be my first post ever to thank you for that.

    2. Re:I've developed for the PS3. by Anonymous Coward · · Score: 0

      >fragmentation can kill you if you dead.

      That sounds pretty serious!

    3. Re:I've developed for the PS3. by crossmr · · Score: 3, Interesting

      http://www.cracked.com/article_15748_a-gamers-manifesto.html

      I've been posting this link since it came out. This was originally written on a website called "pointless waste of time". I guess cracked bought them. Anyway, point 1, 5 years ago called this:

      Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    4. Re:I've developed for the PS3. by Sez+Zero · · Score: 2

      They already got the game to work though. Is there really that much more new stuff in the DLC that can't be bothered to figure out?

      It sounds like just a calculated choice: "It would take X man hours and would bring us Y dollars. Skip it."

    5. Re:I've developed for the PS3. by Hythlodaeus · · Score: 1

      There are certainly challenges in getting a game like Skyrim on the PS3. The strange thing is, given that it does run on the PS3, how can they be unable to add a few new weapons and monsters?

      --
      For great justice.
    6. Re:I've developed for the PS3. by Tridus · · Score: 2

      No, they wouldn't say they're going to do it, then suffer this embarrassment if it was really doable. The PS3 is a highly RAM starved system, and Skyrim uses a ton of data. Increasing the amount of data is going to hit a wall at some point where it's just not doable. GP already explained why extremely well.

      This is Sony's design decisions years ago coming back to bite people in the ass, nothing more.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    7. Re:I've developed for the PS3. by robmv · · Score: 2

      Because the Bethesda developers suffer the modern developer illness: "we have more RAM on this new platform, load everything to it" (no matter you do not use all that data everytime). I always wondered why Bethesa games always had long loading screens, they hasn't mastered the knowledge of streaming content

      I have learned my lesson with previous Bethesda games so I skip them until they reach the bargain bin. They know how to create amazing worlds and histories, but their code is crap. I have no problem with it when developer aknowledge there are bugs and they know it is their mistake and will try to do their best to fix them, but I hate when people blame it on the platform when other developers had done things more complex of what they aren't doing

    8. Re:I've developed for the PS3. by non0score · · Score: 5, Informative

      While I can attest the parent poster did actually develop for the PS3, I am sadden by the fact that he/she didn't get a chance to learn the tips&tricks of PS3 SPU programming that will, in all honesty, apply to all sorts of performance optimization work. Now to the parent:

      For one, if you're worried about SPU local store memory size, there are tricks to do double/tripple/etc... buffering. There are also libs doing software caching if you're inclined. At the end of the day, you just have to realize that local store latency to main memory isn't all that different from an L2 cache hit on a "normal" CPU - they're both around 500-1000 cycles. Only difference is that for SPUs, it's manual work to DMA it over from main memory and syncing. But really, that's only 4 extra lines of code that you can wrap up into two macros.

      But I think the real trouble isn't the hardware architecture, but your project's data layout. If the code accessing data all over the place (e.g. "over long distances"), then you're getting crappy performance anyway. It's not like the CPU has great prefetching (that you can't unwrap and do in the SPU anyway) or any out-of-order execution. So if you're just getting L2 misses all over the place (in your PPU), you're just stalling the CPU for those 500-1000, plain and simple.

      If anything, the SPUs make you VERY concious about your data layout. At the end of the day, you're going to get much, much more improvement in speeds via good data layout (as a first step anyway) than, say, doing super-low-level assembly programming. The L2 latency wayyyyy outweighs the 10 cycles you're going to save on your tight inner loop after going to ASM. The real benefit of ASM is if you have all your data laid out in a way that you don't stall, then the throughput really matters.

      For reference, people at my workplace have done AI updates on the SPU. They've also done full screen SPU post processing, animation (like you said), physics, etc...and even pathfinding! I'll even take your example. Do you need all 256k? Can you not cull out data on the PPU that you know won't be needed off hand? If you already compartmentalized each cell, then you certainly have enough information to work for a while on one cell. Then you can grab the potential references to each adjacent cell as you path to them and stream them in as you continue working. You can even predict which cells you need ahead of time and prefetch them, and discarding them when it doesn't look like you'd need them as you process more of your current cell. It's not like your A* isn't operating on triangles anymore, so you always have a finite set of triangles that you have to compute through before you can do anything else.

      It really is all about the data, man.

    9. Re:I've developed for the PS3. by Thelasko · · Score: 1

      Translation: "We would like to release this game on the PS3, but the cost benefit analysis showed we would never make our money back from all of the development work required to make it work on the PS3's crazy architecture."

      --
      One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    10. Re:I've developed for the PS3. by flimflammer · · Score: 1

      Have you actually played it for any great length of time on the PS3? It actually gets really bad as more and more information is loaded and stored. Skyrim on the PS3 is already starved for memory. Adding more is probably out of the question. I doubt Bethesda would just throw their hands up in the air for no reason. I mean it's not as though this DLC is free, so it would be hard to assume they just don't think it's worth it at all out of laziness.

    11. Re:I've developed for the PS3. by Andrio · · Score: 1

      Yeah, with enough time and enough money, there is nothing that can't be done.

      However, if the time/cost of putting the DLC on the PS3 exceeded the projected profits... then it just doesn't make sense--from a financial perspective--to put it on the PS3.

      --
      The Internet King? I wonder if he could provide faster nudity.
    12. Re:I've developed for the PS3. by non0score · · Score: 2
      I don't know about "calling" anything. If people are still complaining about the PS3's Cell, they really need to get over it or learn "how it's done" and stop being ignorant devs. The real limiting factor is actually memory or GPU, which is really a PITA.

      At my work, we're limited by the 360's CPU more than the SPU. We're data optimized enough to say that we're afraid of how underpowered 360's CPUs are. If anything, when the Cell came out, it was wayyyy more compute capable than x86.

      Then again, you're saying that both suck, so I don't know how your posting is relevant to to the GP's post (or the original story). That and it seems like the article you linked to is obviously written by someone who doesn't know programming. Afterall, said article uses the famous Burn The House Down as reference, which says (emphasis mine):

      Gameplay code will get slower and harder to write on the next generation of consoles. Modern CPUs use out-of-order execution, which is there to make crappy code run fast.

      So yeah, crappy code will always be crappy code.

    13. Re:I've developed for the PS3. by non0score · · Score: 1

      Huh? What are you talking about? This isn't about Sony's design decision biting them in the ass. It's about Bethesda deciding to use 360 as a lead platform and taking advantage of the shared memory structure without thinking about how it'd impact the PS3. Both systems have the same total amount of memory.

      If you're complaining about Sony chosing a split memory design, let me ask you this: when was the last time someone seriously complained about split CPU/GPU memory like the PC?

    14. Re:I've developed for the PS3. by Anonymous Coward · · Score: 0

      What's the problem with that?

    15. Re:I've developed for the PS3. by tlhIngan · · Score: 2

      http://www.cracked.com/article_15748_a-gamers-manifesto.html

      I've been posting this link since it came out. This was originally written on a website called "pointless waste of time". I guess cracked bought them. Anyway, point 1, 5 years ago called this:

      Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

      Wow... that's a whole pile of steaming turd.

      "In order" and "Out of order" just mean how the inter internal CPU treats instructions when executing them on the processor.

      An in-order processor processes each instruction as it comes in - in order. An out-of-order processor searches through the instruction stream identifying instructions that aren't dependent on one another and to run those in parallel (super scalar architecture - more than one instruction executed at a time).

      For example, your code may load a value from memory into a register, perform some arithmetic on it, then write it back to memory. The code following that may do something else - perhaps issue some I/O, but due to the way it's coded, they both use the same registers for the operation, creating an artificial dependency. An out-of-order processor will detect that, and while the load from memory is happening (loads take a little while), the processor can see it can do the other block (the one doing I/O) at the same time and executes it while the first part waits for the results to come back.

      It's a way to make processors faster - in-order processors are simpler to produce and are smaller (no instruction buffers to scan, no huge banks of rename registers, and all the associated book-keeping hardware), plus are also much more predictable in operation.

      It has zilch to do with AI or randomness. A smart AI can run on an in-order processor or an out-of-order one with no differences (other than ones due to processor errata). It will probably run a little faster on the out-of-order one, but that's it. Sure you could imply that a slower processor means your AI could be dumbed down so it runs "fast enough", but a dumb AI run on either kind of processor is still a dumb AI (which happens to run faster on an out-of-order processor).

      And it also has zilch to do with wide open dynamic worlds. If you want randomness, you use a random number generator which either comes from randomness hardware, or you use a pseudo-random number generator, neither of which are affected by the processor execution type, other than because the in-order one executes more predictably (you can count clocks), ones based on CPU clock timers might be more predictable because a fixed number of clocks execute each loop. Maybe.

      I don't think anyone can take that article seriously.

    16. Re:I've developed for the PS3. by Babbster · · Score: 1

      Probably at about the same time as they weren't able to increase their system RAM in a relatively inexpensive upgrade. PCs with 8+ GB of system RAM are commonplace now, so why would they need to access any of the video RAM to do CPU work?

      The sad thing is that it didn't really require any foresight on Sony's part to anticipate greater memory needs. PC games at the time of the PS3's design were already able to take advantage of more system RAM than they ended up putting into the PS3. It was a no-brainer that if they weren't going to allow RAM to be shared, they should have added more. Unfortunately, they were already in so deep financially that they felt they couldn't afford the increased unit cost - and in that sense they were right given how much they charged for the PS3 at launch.

    17. Re:I've developed for the PS3. by svick · · Score: 1

      Yeah, with enough time and enough money, there is nothing that can't be done.

      Nonsense. Considering how many limitations does a DLC like this one have (it has to run on PS3, it has to be small enough to be downloaded on a normal broadband connection, it has to have decent FPS, it has to be pretty), there are many things that are simply impossible, no matter how much money, time or talent do you throw at it.

    18. Re:I've developed for the PS3. by lightbox32 · · Score: 1

      I concur. Well thought out, informative and knowledgeable. And from someone who evidently has experience in this field. What is Slashdot coming to...

      --
      A camel is a horse created by a committee
    19. Re:I've developed for the PS3. by Raenex · · Score: 1

      On the PC, you have practically unlimited swap and tons of main RAM, so it's not an issue.

      If you're relying on swap on a PC, you're in trouble. Having tons of main RAM means you don't go to swap space.

    20. Re:I've developed for the PS3. by Anonymous Coward · · Score: 0

      But I think the real trouble isn't the hardware architecture, but your project's data layout. If the code accessing data all over the place (e.g. "over long distances"), then you're getting crappy performance anyway. It's not like the CPU has great prefetching (that you can't unwrap and do in the SPU anyway) or any out-of-order execution. So if you're just getting L2 misses all over the place (in your PPU), you're just stalling the CPU for those 500-1000, plain and simple.

      Technical side description looks very valid.

      Note that there are valid "gaming" consideration for the "over long distances" where not-directly-visible events affect game also.
      Example cases include: Civilization, SimCity, Settlers, Anno-series.. (I think "whole game world" is rather long distance..?)
      Also RPG games are now having "life-like" AI recently where NPC continue virtual tasks while user is not in the visible area..

    21. Re:I've developed for the PS3. by cavebison · · Score: 1

      Jesus.. your description of the PS3 reminds me programming assembler on my old C64. I thought it would have been a lot more high level these days, even when it comes to games.

  24. Re:Middle Earth and Lawsuits go together by tradit by firex726 · · Score: 1

    Plus it would have been good PR for the upcoming Hobbit movie.
    Now instead we get storied about the big bad WB being mean to the underdog dev.

  25. Nonliteral copying by tepples · · Score: 1

    Either have the money to buy the rights you want

    Where does a startup come up with such money?

    make something up from whole cloth. JRRT did, why can't these folks take a REAL page from JRRT and do something original

    Because JRRT and those who followed in his footsteps have already laid claim to various concepts. I am aware that copyrights are not identical to patents. But under copyright, the combination of "access" and "substantial similarity" implies infringement, and courts have held that "substantial similarity" includes similarity of nonliteral elements.

    1. Re:Nonliteral copying by X0563511 · · Score: 2

      Because JRRT and those who followed in his footsteps have already laid claim to various concepts. I am aware that copyrights are not identical to patents. But under copyright, the combination of "access" and "substantial similarity" implies infringement, and courts have held that "substantial similarity" includes similarity of nonliteral elements.

      You both seem to be missing the point.

      If it's not LOTR, then it's not LOTR and just some pretender.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:Nonliteral copying by bws111 · · Score: 1

      You seem to have some difficulty with the concept of 'original'. If JRRT et al have laid claim to 'various concepts', then come up with your own, NEW concepts. Granted, it may be much harder to come up with new concepts that anybody cares about, but that is not because of lack of money, it is because of lack of creativity and imagination. And that is why we reward the people who can come up with such things with IP.

    3. Re:Nonliteral copying by tepples · · Score: 1

      You seem to have some difficulty with the concept of 'original'.

      I do have such difficulty in understanding originality.

      If JRRT et al have laid claim to 'various concepts', then come up with your own, NEW concepts.

      Tolkien essentially codified the genre of high fantasy. Not all writers are ambitious enough to come up with a new genre.

      Granted, it may be much harder to come up with new concepts that anybody cares about, but that is not because of lack of money, it is because of lack of creativity and imagination. And that is why we reward the people who can come up with such things with IP.

      In order to try to understand your statement about the nature of originality, I have a few questions. The following statements are in my view extreme, but they are intended to establish a continuum on which we can discuss weaker versions. Which if any of the following statements are true?

      • All writers should attempt to come up with a new genre before releasing anything to the public.
      • A free (as in freedom) shared setting in which writers can hone their skills should not exist. Instead, each writer must first learn to come up with his own setting from scratch before releasing anything to the public, and this duplication of effort is beneficial to society.
      • The estate of William Shakespeare deserves royalties for West Side Story.
    4. Re:Nonliteral copying by Gr8Apes · · Score: 1

      Actually, they may attempt to lay claim, but many of the concepts JRRT used were already in the public domain. Just research stories on dragons, rings, elves, trolls, magicians, etc etc etc.... They go back hundreds of years, across large swaths of cultures. I'm not belittling JRRT's accomplishments, he created a believable fictional world, after all, with deep rich storied history. That alone is worthy of respect, that he did it with a compelling set of stories to boot, and wrote lengthy works that people eagerly read, that's worthy of more, even if you didn't like the stories.

      --
      The cesspool just got a check and balance.
    5. Re:Nonliteral copying by bws111 · · Score: 1

      Say what? All of your statements are just stupid.

      Who ever said anything about having to come up with your own genre? Anybody can write a mystery, war story, adventure story, romance, fantasy, or anything in any other genre. Your example is just ridiculous. That thing you linked to and called a genre is not a genre, it is a specific story. Now, if you want to phrase the statement as 'All writers should come up with his their own story', then the answer is an unequivocal true.

      Your second statement is equally as ludicrous. No, you don't have to come up with your own setting. There are thousands of stories set in 'New York', or 'England', or 'on a boat', or 'in a school', and none of them are copyright violations. If you mean, 'Each writer is free to use any other author's imaginary settings', then the answer is of course false. Make up your own imaginary place if that is what you want.

      Your last statement is the dumbest of all. Even under today's copyright laws, Shakespeare's works would have been out of copyright for over 300 years. If you want to phrase the statement as 'if Shakespeare died in 1890 his estate deserved deserves royalties for the first 10 years of West Side Story', then the answer is true, why not?

    6. Re:Nonliteral copying by Your.Master · · Score: 1

      Oh come on. They didn't make claims on the genre of High Fantasy. They made claims on particular plot elements of LotR, which the mod is explicitly trying to copy. Straight from them:

      Our goal as a team is to realize the world of J.R.R. Tolkien as closely as possible to his vision. We hold the lore to a very high standard and will try not compromise to it. We use the films for inspiration, but base our visual design mainly on the descriptions in the books and the works of Ted Nasmith and John Howe. We work very hard to bring a quality greater than that in vanilla Skyrim. We want our work to be looked at on the same level as that of a professional game.

      So to your statements:

      Disagree, and this is so much stronger than the claim at hand that it's irrelevant.
      Disagree, and I don't even see what you're getting at here. Unless 100% of authors throughout history deny permission for shared settings, which they haven't (some explicitly set out to create shared settings), so it's a moot scenario.
      Disagree, and here is where I agree you have a point. Dude's been dead nearly 40 years, and the LotR books were getting old even when he was still alive. The aspects introduced particularly to the movie or other recent licensed media may be claimable (in my mind; obviously they are all legally claimable) because they are much newer. Even so, there may be some argument that the estate has continued to curate the universe continuously between then and now, unlike Shakespeare's estate.

  26. Ask nicely, how many times? by tepples · · Score: 1

    On average, how many owners of copyright in a fictional universe will decline a non-commercial license before one allows a non-commercial license?

    1. Re:Ask nicely, how many times? by RaceProUK · · Score: 1

      And why should that stop them asking?

      --
      No colour or religion ever stopped the bullet from a gun
    2. Re:Ask nicely, how many times? by X0563511 · · Score: 1

      Ever hear "it's better to ask forgiveness than for permission?"

      If they ask and are told no, they are already being watched. If they don't ask, they stand a chance of flying under the radar.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:Ask nicely, how many times? by RaceProUK · · Score: 1

      Which works right up to the point they get sued for all they're worth when they do get noticed.

      --
      No colour or religion ever stopped the bullet from a gun
    4. Re:Ask nicely, how many times? by X0563511 · · Score: 1

      Which is never an issue with not-for-profit material like mods.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    5. Re:Ask nicely, how many times? by tepples · · Score: 1

      How does not-for-profit status make it not an issue? Capitol v. Thomas; Sony v. Tenenbaum.

    6. Re:Ask nicely, how many times? by X0563511 · · Score: 1

      You're going to have to provide actual links. I'm not a lawyer, I don't know how to look thing up via some random names.

      My statement really implied that they seem to just get C&D letters, and it is left at that unless it is fought or ignored. Do those cases actually have anything to do with game mods, or are you reaching out of context?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    7. Re:Ask nicely, how many times? by tepples · · Score: 1

      Did you try Google? Sony v. Tenenbaum; Capitol v. Thomas. Essentially, these were two record labels that skipped the cease-and-desist step and went straight to suing file sharers, and the labels won hundreds of thousands of dollars in statutory damages despite the file sharers not having made a profit.

    8. Re:Ask nicely, how many times? by X0563511 · · Score: 1

      So, totally unrelated to the topic of discussion. Because we're talking about modders making not-for-profit modifications for games using "IP" from books, and you're talking about MP3s on Napster.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  27. Only Company to not figure it out by Anonymous Coward · · Score: 1

    Really? Are they saying they could port that main game itself, but a little extra DLC has them complete bamboozled? I've never seen another developer say they Can't Do it On the PS3. Hell, Bethesda has done open-world DLC on the PS3 before, but all of a sudden they are stumped?

    And saying, oh, we could develop for the Xbox and the PC! means absolutely nothing, as the Xbox was designed to make it easy to port games back and forth. They just are too lazy to redevelop it; all that extra work will reduce the massive profits they make off DLC.

  28. Screw the PS3... by Anonymous Coward · · Score: 0

    ... I'm more alarmed that MERP was nuked by WB. Does WB even have the right, when they didn't even create LOTR to begin with?

  29. Re:Middle Earth and Lawsuits go together by tradit by TemperedAlchemist · · Score: 1

    I'm more surprised that they own the IP in the first place. It's been 75 years since The Hobbit's release, the author is dead, and it's owned by some mega company?

    Everything that's wrong with the IP system is right here.

  30. Why doesn't submitter even read article? by Orga · · Score: 1

    "we are working together with Sony to try to bring you this content."

    It's obvious that the person writing the summary hasn't even read the post from Bethesda, thanks for your useless commentary.

    1. Re:Why doesn't submitter even read article? by sykobabul · · Score: 1

      "An anonymous reader sends this quote from Geek.com: "

      It's obvious that the person writing the comment hasn't even read the post above, thanks for your useless commentary.

  31. Re:Bethesda is just a shitty developer. by Tridus · · Score: 2

    How many of those games are loading save files with as much persistent world state as Skyrim has?

    Zero? Right then. You just have no idea what you're talking about. The PS3's design is fundamentally bad for a game like Skyrim. It's too complicated, too RAM starved, and the SPUs have access to so little memory that you have to use the main CPU for far too much stuff. Trying to cram more data into it now is what's breaking things.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  32. Ummm... by Anonymous Coward · · Score: 0

    No.

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

      Yes!

  33. Button layout before setup phase by tepples · · Score: 1

    It's a shame that PC games don't allow the user to control everything with a gamepad. I'm talking about starting the game, configuring settings, etc, just like in consoles.

    Is there a best practice for doing this? PC gamepad APIs can see the number of buttons on the gamepad as say "button 1" through "button 10", but they can't see where they're positioned. And not all USB gamepads compatible with a PC have the same buttons in the same order as an Xbox 360 controller. So until the user configures the controls, which buttons on the (non-360) gamepad should the game use for OK and Back?

    1. Re:Button layout before setup phase by Applekid · · Score: 1

      I'm quite surprised the PC game hardware makers, Microsoft, Logitech, Thrustmaster, Saitek, (and others?) haven't formed an alliance of some kind to sort all that out.

      --
      More Twoson than Cupertino
    2. Re:Button layout before setup phase by SScorpio · · Score: 1

      That's why most games support support XInput. This lets them work out of the box with a 360 controller connected. Logitech also makes a controller that supports XInput.

      An option for older controller that don't support XInput would be starting the game at a controller configuration screen that sets up the controllers to navigate the menu which would allow the user to configure anything else.

    3. Re:Button layout before setup phase by tepples · · Score: 1

      An option for older controller that don't support XInput

      Or for operating systems that don't support XInput, or for cross-platform input abstraction APIs that don't support XInput (e.g. SDL).

      would be starting the game at a controller configuration screen that sets up the controllers to navigate the menu which would allow the user to configure anything else.

      So in other words, if the number of buttons or sticks on the first controller has changed, show something like this: "You have plugged in a new controller. Please press the following buttons in order: Up, Down, Left, Right, OK, Back." Would users have a problem with that?

    4. Re:Button layout before setup phase by geminidomino · · Score: 1

      They're actually starting to address that with XInput. If the device isn't compatible with that, that's the controller manufacturer's fault, not the game developer.

    5. Re:Button layout before setup phase by geminidomino · · Score: 1

      So in other words, if the number of buttons or sticks on the first controller has changed, show something like this: "You have plugged in a new controller. Please press the following buttons in order: Up, Down, Left, Right, OK, Back." Would users have a problem with that?

      Considering that's what we used to have to do (we called it 'calibration' back then), and have specifically decided to move away from it because it was an obnoxious PITA... yeah, it's safe to assume they would.

    6. Re:Button layout before setup phase by tepples · · Score: 1

      So what should the developer of a PC game intended to work with non-Microsoft gamepads use instead of such calibration?

    7. Re:Button layout before setup phase by geminidomino · · Score: 1

      This isn't the 80s. If the developers are worrying about the specific brand/model of controller at all, they're doing it much harder than they need to.

      They should keep doing what they (the good ones at least[0]) are already doing: stay with the modern API and let anyone trying to use the old crap either work around it with things like XPadder, or drop the ten bucks for an off-brand Xinput-compatible controller.

      And no, before you or anyone else protests about making them buy new hardware, remember: these are PC gamers we're talking about. Keeping our hardware at least semi-up-to-date is part of what we signed on for.

      [0] The bad ones are doing stupid things like leaving it out entirely, or like the subthread-starter mentioned, not letting you remap buttons and that sort of idiocy.

  34. The deadline by tepples · · Score: 1

    What unyielding deadline? These games have been out for years and they are still not fixed.

    For one thing, it costs the publisher money to have developers work on a change to an already-paid-for product for which the publisher won't see additional sales rather than a new product that's already getting preorders. For another thing, it costs the publisher money to have the console maker certify a patch; see what happened with Fez. The effect in practice is the same as that of an unyielding deadline: any bugs not fixed within the first couple months won't get fixed because they won't make more revenue.

    1. Re:The deadline by h4rr4r · · Score: 2

      I agree, which is why I am tying future sales to past actions.

      If more people did that then more revenue would be attached.

  35. Patch parity by tepples · · Score: 1

    They could release a PC fix and say the console fixes were not financially viable.

    Has this tended to happen in the past with other titles from other publishers? Because if not, there might be something in the contract with the console maker requiring patch parity with other platforms, just as (for example) Amazon requires price parity between an online seller's Amazon listings and the listings on its own web site.

    1. Re:Patch parity by h4rr4r · · Score: 2

      Yes, portal 2 and many other valve games are patched far more often than the PS3 ports. I know this because I only bought the PS3 version as it included a free PC copy.

  36. What dev cant make it work? by Anonymous Coward · · Score: 0

    If they cant make it to PS3 then they are not worthy of being called a developer!

    So much Jokes U will cry!

    1. Re:What dev cant make it work? by EGSonikku · · Score: 1

      Hey, it's not their fault Sony decided not to give the PS3 shit for RAM.

      Skyrim is already barely playable on the PS3 due to HARDWARE limitations. It's not like Bethesda can magically add more memory to the console.

      --
      - "Scientia non habet inimicum nisp ignorantem"
  37. Won't != Can't by kelemvor4 · · Score: 1

    In my experience, there are relatively few things a good developer can't do. There may be lots of things he doesn't want to spend the time or money to do. If the Bethesda devs are really telling the project managers it can't be done, it's time to bring in some fresh talent.

    1. Re:Won't != Can't by tchernik · · Score: 1

      Because they are such duds by bringing up a best-selling game in several platforms, that already earned Bethesda reviewer accolades and millions in revenue?

      They should certainly fire them ASAP.

    2. Re:Won't != Can't by admdrew · · Score: 1

      I'd disagree, mostly cause you're too literally focused on the "can't" part. Assuming the issue is a technical limitation of the PS3 (which is already known to be more 'difficult' to develop for than the 360), it is very possible that porting Dawnguard "can't" be done within the limitations imposed on Bethesda (ie, time and money). *Could* they do it? Sure. But is it feasible to do? Doesn't sound like it. And as tchernik alludes to in his/her reply, it doesn't really make sense for them not to do it simply because they don't want to.

  38. slightly to the left of the middle... by Anonymous Coward · · Score: 0

    it is not a lack of creativity or originality, but rather a passion for a setting or story. It is actually a lack of creativity of the IP holder (especially if it is being held by non creator) that they can just sit back and profit of the work of others, or block others from expanding the work rather than actually themselves create content that's worth while.

  39. How to ask nicely by tepples · · Score: 1

    how many owners of copyright in a fictional universe will decline a non-commercial license before one allows a non-commercial license?

    And why should that stop them asking?

    Because if there are 100 different universes, and a developer knows that 100 out of 100 owners will decline someone's proposal for a non-commercial project, that saves the time of formulating 100 proposals before skipping to plan B of trying to come up with something that someone else happens not to have done before.

    For another thing, please define "nicely". What are the best practices for formulating such a proposal?

  40. Re:Bethesda is just a shitty developer. by robmv · · Score: 1

    I think the parent post was to harsh, but it has some true. I have seen previous game save files of Bethesda games and it amazes me how big their save files are. I don't think a single save file of more that 10 Mb is a good design. I know the PS3 has hardware limitations, but there are always solutions.

    An example, not necesarilty the solution for Bethesda coding problems but it shows that you can solve things thinking outside the box (if you want, something Bethesda doesn't want to do, I think), Little Big Planet had problems with save files sizes too, because they store very bug user made levels, add to that that they allow gamers to import textures with the PS Eye Camera. What did they do to solve loading the save file to RAM and saving big files each time? They decided later with a patch to store everything on the game data area and not as save files, this allowed them to stream contents and save only part of the information instead of overwriting the save file. If you need a save file for backup, you use the menu to export all your profile data as a standard save file

  41. Oh well. by Anonymous Coward · · Score: 0

    I'll just pirate the PC version then.

  42. sony rootkit by Anonymous Coward · · Score: 0

    http://en.wikipedia.org/wiki/sony_rootkit

    never forget, never forgive

  43. Something people miss about the PS3 by Sycraft-fu · · Score: 2

    Is that the RAM is divided on it.

    So consoles don't have a lot of RAM compared to PCs anyhow. I mean even when the 360 and PS3 launched 512MB wasn't a ton, and now of course it is just minuscule. However consoles have two tricks that PCs don't that help:

    1) They don't have nearly as much overhead. A full blown desktop OS takes up quite a bit of RAM just to run, never mind all the background processes most users add on (IM client, virus scanner, etc). While consoles do have an OS these days, it is cut down a whole lot. So it needs much less RAM to run.

    2) The GPU and CPU share RAM. On computers it is separate. Discrete GPUs have their own RAM onboard, of course, and even iGPUs don't share system RAM in terms of actual data, they grab part of it for their own use. With consoles they share the units share the RAM, so you don't end up having a copy of something both in main and graphics memory.

    Well the PS3 doesn't do #2. It has 256MB for the CPU and 256MB for the GPU. They are separated. That means that while it technically has as much RAM as the 360, in reality it has less available.

    This is because Sony honestly thought the Cell was going to be the GPU for the PS3. I have no idea why they thought that would work, but they thought that would be the case. Then midway through development they realized it wouldn't cut it, so they went to nVidia to get a GPU. nVidia was happy to accommodate them, of course, but given the short timetable couldn't customize the GPU fully. So more or less they got an nVidia 7900, which of course uses separate RAM.

  44. Also more games are PC first-flight by Sycraft-fu · · Score: 1

    Battlefield 3 is a good example. It is substantially better on the PC. Better graphics (low-medium on the PC is like the console with the extended graphics pack), more people in multiplayer, good controls, and so on. They put in some serious work on the PC version to make it better than the consoles. It wasn't an afterthought, a quick port, it is the premiere version of the game.

    As you say this isn't surprising, just more examples of what you are talking about. Some devs put some serious work in to PC versions these days.

    Though I'm not so sure about the "PC is dying" thing with the next gen of consoles. With the last gen, they really pushed the high tech. The GPUs in the consoles were very high end when they came out, particularly the 360. You had to spend serious coin to get an equal PC GPU. I don't know that they are willing to spend that kind of money this time around. If the graphics processors are more mid-range, well then they will be less impressive compared to PCs and it may be a case of them catching up, more than a leapfrog.

  45. Rearchitecting is necessary by Animats · · Score: 1

    As someone else points out, it's possible to cram games into the PS3 if you architect them so that the independent parts of the computation are organized to fit in the 256K Cell processors. Converting a game that wasn't designed that way is a huge headache. Conversion will probably affect gameplay.

    Even Sony now admits that the Cell was a dud. The PS4 (if Sony ever gets it out the door) will have a more conventional shared-memory multiprocessor plus a GPU. The extra year or two required to make something run well on the Cell CPU means the Cell-based console lags the market.

  46. Of course they do by Anonymous Coward · · Score: 0

    He said console games look and perform better than they would running on PC

    Ever played a console port on PC? Most console=>pc ports were done with the minimal amount of work, that means barely tolerable controlls and almost no optimization. So you can't get more redundand than that statement.

    1. Re:Of course they do by Thuktun · · Score: 1

      For me, using a keyboard+mouse will always trump using a multistick+button controller. I'll put up with crappier graphics to have better, faster controls.

    2. Re:Of course they do by HapSlappy_2222 · · Score: 1

      Most console=>pc ports were done with the minimal amount of work, that means barely tolerable controlls and almost no optimization. So you can't get more redundand than that statement.

      This issue stems from the "minimal amount of work" part, not the differences in the hardware. Given the proper amount of attention, either platform is adequate, but optimizing for a console is easier. It works the other way, too; the latest release of Dark Souls on PC is pretty crappy compared to the PS3 version (I have both). It looks beautiful, but the controls just don't work form me.

      The other thing is different genres are just going to work better on a PC (RTS, MMORPG, 4X, etc) due to more appropriate (or just plain more) control possibilities. It's not black and white, since - going out on a limb here - most people would prefer to play a game with a little less graphical perfection that includes the ability to actually play it.

      Just cuz something looks better or has a better frame-rate doesn't mean it plays better, and the industry is littered with ports that fail; sometimes due to odd development choices, sometimes due to unrealistic ports, and, yes, sometimes due to hardware differences. It all comes down to developing for a discrete type of hardware, and not taking the effort to re-develop when releasing the software for another type of hardware.

    3. Re:Of course they do by Gr8Apes · · Score: 1

      And if they'd make available the proper controller for PCs, which is possible, then the entire controller preference issue also disappears, and all you're left with is a PC that looks better, runs better, is more flexible, and often less expensive to top it off. Perhaps what MS should have done is released the XBox controller for PCs instead of their money losing game division.

      --
      The cesspool just got a check and balance.
    4. Re:Of course they do by Black+LED · · Score: 1

      Like this?

      I'm pretty sure the 360 controller has been available for Windows for quite some time and Kinect is also now available for Windows.

    5. Re:Of course they do by Kalriath · · Score: 1

      Kinect for Windows isn't allowed to be used for games. The license agreement on the SDK expressly forbids it.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    6. Re:Of course they do by Black+LED · · Score: 1

      Doesn't the Kinect use generic components? Perhaps you can get around that by using OpenKinect, bypassing the SDK altogether? I wouldn't know since I don't have one.

    7. Re:Of course they do by Kalriath · · Score: 1

      Well the SDK is the software, so certainly you could get around it by using OpenKinect. The problem is that game development studios aren't going to want to cross Microsoft on it, especially since if they're making Kinect games for 360 Microsoft's paying them big bucks (either in cash or shitloads of free advertising). So your only hope is indie studios, who probably won't want to cross Microsoft for fear of being sued, no matter how unlikely that is.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  47. hilarious by slashmydots · · Score: 0

    Well, you know what they say: if you want to really play a real game, use a real computer. I can only imagine what hell it is to attempt to control skyrim with joysticks. I assume archery is impossible, if they even left it in the game in the first place.

    Do keep in mind though that back in N64 days, they had to 100% complete 100% of the game, test it until it was actually perfect, then release it and there was no way to patch it. Maybe they should bring back those sorts of standard.

    1. Re:hilarious by EGSonikku · · Score: 1

      It's starting to sound Ike you haven't played a console since the N64...

      --
      - "Scientia non habet inimicum nisp ignorantem"
    2. Re:hilarious by admdrew · · Score: 1

      The Elder Scrolls games actually aren't that bad on console (other than the lack of modding and the HORRENDOUS loading times, although mostly just on Morrowind on Xbox). I played a lot of Morrowind/Oblivion/Skyrim on Xbox, but I will say that I enjoyed them *more* on PC. That said, archery/spellcasting/etc are still very possible to control on console (just as the various modern console FPSes are pretty responsive).

  48. EA's answer might surprise you by tepples · · Score: 1

    If you're EA, or some other major developer with huge amounts of money, power, and influence (but I repeat myself), which would you prefer? A platform that has high barriers to developer entry, or one with low barriers?

    It could be argued that arcade has the highest barrier to entry, as you have to manufacture and sell your own console and monitor for each copy of the game. Otherwise, EA has expressed a preference for a single open platform.

    1. Re:EA's answer might surprise you by squiggleslash · · Score: 1

      That does surprise me. Thanks! That's an interesting link.

      --
      You are not alone. This is not normal. None of this is normal.
  49. Multiple keyboards or mice by tepples · · Score: 1

    its just as easy to plug 2 wired xbox controllers into a PC

    before the Xbox360, there was no 'standard' PC controller.

    Other than, you know, the keyboard and mouse.

    How many PC games support two distinct keyboards on one PC, where Space on one is distinct from Space on the other? How many support two distinct mice apart from Rag Doll Kung Fu?

  50. Underpromoted by tepples · · Score: 1

    We had HTPCs which were meant to be part of the stack of stuff by the TV with the proper black box and small LED screen as an option from HP and Dell for a couple years. Not many people bought them

    Did not many people buy them because not many people knew they existed? I never saw commercials for them on TV. Perhaps they failed solely for being underpromoted.

    Maybe it is for the better because the best option might be just building one's own.

    I don't fully understand what you're saying. More casual gamers aren't willing to spend the time to learn to build a PC. Is the publisher of a video game supposed to build such a PC and sell it in a bundle with the game, like the "plug-and-play TV game" consoles that Jakks made a decade ago?

  51. It is Bugthesda. by Anonymous Coward · · Score: 0

    Fallout 3 on PS3 is a lock up fest. This sets in after a certain amount of play time. After getting the GOTY I managed to get past 1 DLC and by the time I was in the 2nd I LITERALLY spend more time getting up and power cycling the PS3 to clear the hard lock, than I do playing the game.
    Fallout NV: same problem.
    Skyrim: I didn't buy this one. As I understand it has the same problem.
    I say thank you to Bugthesda for refusing to sell something that will not work, it sure took long enough. They should have started not selling a broken PS3 product with Fallout.
    It should also be noted that with a rich modding community it would be less than optimal to buy theses games on anything other than a PC.
    I think Ars? had an interview with their devs saying that their games would never work right on a PS3.

    1. Re:It is Bugthesda. by Anonymous Coward · · Score: 0

      The PS3 is simply an incapable machine when it comes to large, complex RPGs. You want large RPGs? Stick with a PC, or settle for an Xbox 360.

  52. Odd. by DarthVain · · Score: 1

    I somehow feel smarter after reading a slashdot post, curious.

  53. XInput royalty by tepples · · Score: 1

    They're actually starting to address that with XInput. If the device isn't compatible with that, that's the controller manufacturer's fault

    I was under the impression that it cost controller manufacturers substantially more to license the patents and encryption keys associated with XInput from Microsoft. At the moment, I can't dig up the Slashdot story about Xbox 360 not recognizing controllers without a cryptographic handshake, but Microsoft has sued Datel for making unlicensed Xbox 360-compatible controllers. This means budget controllers won't have it, nor will controllers manufactured before the fourth quarter of 2005 when the Xbox 360 was first sold.

    1. Re:XInput royalty by geminidomino · · Score: 1

      We're not talking about the 360, we're talking about PCs.

      Since they're likely using DirectX anyway -- seeing as 90% of PC games are on Windows -- and Xinput is part of DirectX, I really don't think that's it.

  54. I'd play that by Anonymous Coward · · Score: 0

    For the new side quests of course.

  55. Not here by Anonymous Coward · · Score: 0

    Are you kidding? I'm at level 57 and over 300 hours in, my save file is over 9MB, and I have never had any problems. Only three loading screen crashes ever. Started at the first version, and installed every update. Yes, that means I had the crash-by-going-in-the-water bug, but I simply deleted the game data (not my save files) and reinstalled, and it worked fine. My wife has been playing along with me on a separate profile, and even longer than I, and she has never had any problems either. This is on a PS3 slim with a 500GB 5400rpm hard drive.

  56. Sounds like a challenge for the modding community by Anonymous Coward · · Score: 0

    Sounds like a challenge for the PS3 game modding community. They've done a lot with other games, such as GTA4.

  57. XInput but PC-only by tepples · · Score: 1

    We're not talking about the 360, we're talking about PCs.

    Are any gamepads that are XInput-compatible but not licensed for use with Xbox 360? I was under the impression that there weren't any.

    1. Re:XInput but PC-only by geminidomino · · Score: 1

      I never cared enough to find out. Whether a PC gamepad is compatible with or licensed to use with an XBox 360 has proven to me to be even marginally less important than what color the box is.

  58. Difference between MP3z and fan fiction by tepples · · Score: 1

    I was under the impression that both MP3z and fan-made game mods based on a non-free fictional setting were copyright infringement, that is, unauthorized use of copyrighted works, in a not-for-profit scenario. If severe statutory damages are available to the copyright owner in one case, why not in the other? It's obvious that you're seeing some fundamental difference between the two cases that would affect the outcome of a copyright infringement lawsuit. The only such difference I can see is that MP3z is literal copying and fan fiction is nonliteral copying, but from how I read the copyright statute, I don't see how nonliteral copying alone is enough to rule out statutory damages.

    1. Re:Difference between MP3z and fan fiction by X0563511 · · Score: 1

      So, yes - it is the same by the letter. But please, use your mind some and think about it. Should that actually be the case?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  59. How to change it, practically? by tepples · · Score: 1

    I agree with you that noncommercial copying of a whole work and noncommercial copying of nonliteral elements are different things, and the fact that they're banned to the same degree hurts the public. But any change that diminishes the scope of copyright owners' exclusive rights would require somehow going around the copyright industry's stranglehold on the mainstream media through which the the majority of the public get their information on candidates' positions, which ends up amounting to politainment more than anything else.

  60. Sine Wave? by Anonymous Coward · · Score: 0

    Going by the logic of this comment, is it that PC popularity increases when console popularity decreases and vice versa? Since it is always due to limits of the tech inside consoles that cause this effect, could it be that we are getting near a peak of the PC gaming sine wave?

  61. With the admitted stupidity out of the way by tepples · · Score: 1

    The following statements are in my view extreme

    All of your statements are just stupid.

    Thank you for agreeing. Now that we have some common boundaries set, we can discuss the details.

    Now, if you want to phrase the statement as 'All writers should come up with his their own story', then the answer is an unequivocal true.

    What steps should a writer take to make sure his story is not too similar to any existing story?

    Make up your own imaginary place if that is what you want.

    What steps should a writer take to make sure his imaginary place is not too similar to any existing imaginary place?

    Even under today's copyright laws, Shakespeare's works would have been out of copyright for over 300 years.

    So we have established an upper bound on the acceptable copyright term. Do you believe that the current copyright term in effect in the United States is optimal, too long, or too short?

  62. What do they say on the box? by tepples · · Score: 1

    If I'm going to make an XInput-compatible gamepad a system requirement, I have to express it in the list of system requirements in a way that the user understands. Do XInput-compatible gamepads say "XInput-compatible" on the box? If not, how else is the end user supposed to figure out whether a particular PC gamepad is XInput-compatible before buying it?

    1. Re:What do they say on the box? by geminidomino · · Score: 1

      "Requires Windows Vista[0] or Later" probably.

      [0] Or XP SP3, or whenever XInput went live.

  63. Re:Won't == principled? by lpq · · Score: 1

    Bethesda dumbed down Skyrim for platforms considerably over Oblivion. If my PC @ 6x3.4GHz Cores, and GTX590 w/3G Video mem and 48G main mem, it's obvious that a next gen game that had to be dumbed down for the console in order to increase content, is experiencing problems related to size.

    If you want to play a reality simulation, get a reality engine, not a toy box (not that my PC is a reality engine -- but ... it's alot closer than a toy box.)...

    They already dumbed it down too much for it to work on my setup -- requiring 'Steam' (who doesn't support proxies).... so I never saw the PC version working. But from reviews and scenes/videos, I can see
    that the game was close to state of art for a 10 yr. old console. But way lacking compared to video in Dragon Age II.5 -- and even a major step down from Oblivion in graphic realism. .. still used XP-era DirectX 9 graphics when DirectX 11 had been out for 2-3 years. Bleh.

  64. Continuous curation by tepples · · Score: 1

    Disagree [...] Unless 100% of authors throughout history deny permission for shared settings, which they haven't (some explicitly set out to create shared settings)

    In other words, there exists another shared setting that is free. Thank you for explaining your rationale. Based on that explanation, I can proceed to explain my point: It appears that Middle-earth is non-free, while at least one other shared setting is free. So in which comparable shared setting should hobbyists create their mod instead?

    Even so, there may be some argument that the estate has continued to curate the universe continuously between then and now, unlike Shakespeare's estate.

    I agree with you that continuous curation is an aspect of trademark law that I would like to see introduced to copyright law. There was once a proposal called the "Public Domain Enhancement Act" or "Eldred bill" that would require copyright owners to pay a small property tax on copyrights in U.S. works starting 50 years after publication, which would have a similar effect of encouraging continuous curation.