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Console Manufacturers Want the Impossible?

Phopojijo writes "Consoles have not really been able to profitably scale over the last decade or so. Capital is sacrificed to gain control over their marketshare and, even with the excessive lifespan of this recent generation, cannot generate enough revenue with that control to be worth it. Have we surpassed the point where closed platforms can be profitable and will we need to settle on an industry body, such as W3C or Khronos, to fix a standard for companies to manage slices of and compete within?"

316 comments

  1. Really? by Anonymous Coward · · Score: 5, Insightful

    Quite a bold statement that the console market isn't profitable, where is your source for this? MSFT posted Q1 2013 earning for the Entertainment and Devices Division:

    "generated revenues of $2.53 billion for the quarter, up 53 percent from the same period a year ago. The division includes the Xbox business and Microsoft said there is now 46 million people signed up to use its Xbox Live online service, up 18 percent from the same period a year ago."

    Seems pretty damn lucrative to me...

    1. Re:Really? by Anonymous Coward · · Score: 0

      Pretty sure they included revenue from the ads plastered all over xb in those numbers. It doesn't say much about actual gaming part of the platform.

    2. Re:Really? by gnasher719 · · Score: 1

      Quite a bold statement that the console market isn't profitable, where is your source for this? MSFT posted Q1 2013 earning for the Entertainment and Devices Division:

      You'd be surprised what products are reported as part of "Entertainment and Devices Division". Rumor is that all Macintosh software created by Microsoft is part of "Entertainment and Devices Division", most likely to make it look more profitable.

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

      You can't prove something is profitable by making a statement about its revenues. If you look at the divisional earnings over the last 5 years it hovers around the $0 mark - profits in some quarters, losses in others - and the console segment is the least reliable earner in that division.

    4. Re:Really? by Anonymous Coward · · Score: 1

      So? It's still Microsoft making money on the product.

    5. Re:Really? by gsslay · · Score: 4, Insightful

      Article summary should be re-written;

      Console market isn't profitable in the way that some gamers would like.

    6. Re:Really? by thunderclap · · Score: 1

      compared to what? Think about this. An xbox is useless if unconnected to the internet. Same for a PlayStation 3. So really they have no choice. Oh and when you are talking about the new Xbox one, this video was from its launch. I love how it was edited to point out the obvious. Very little games. Isnt that the purpose of a console? I mean if I want another dvr I can get a non microsoft or sony one right? Watch this and count the number of times any game or game logo appears. Then ask how of that 2 billion was actual games.
      http://youtu.be/KbWgUO-Rqcw

    7. Re:Really? by thunderclap · · Score: 2

      Article summary should be re-written;

      Console market isn't profitable because there are few games being made gamers want.

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

    8. Re:Really? by Anonymous Coward · · Score: 0

      The console segment is the MOST reliable not the least. The ups and downs are caused by the far more volatile parts of the division like huge losses in online and mobiles.

    9. Re:Really? by slim · · Score: 2

      XBone marketing has barely started. There's been one press conference about PVR / social media / blah. There's been stuff about CoD. And that's it.

      Of course there will be games. Lots of them. Whether they're games worth buying an expensive new system for, we'll have to wait and see.

    10. Re:Really? by Parker+Lewis · · Score: 3, Insightful

      And how about the loses from the beginning of this generation? The article talks about the entire generation, not only a specific quarter.

    11. Re:Really? by Xest · · Score: 2

      "compared to what? Think about this. An xbox is useless if unconnected to the internet. Same for a PlayStation 3."

      What? Why are they useless? They both still function perfectly, just like with a PC you can't enjoy online content like multiplayer gaming or watch things like iPlayer or Netflix that stream video that's all.

      Neither the XBox 360 or PS3 have an online requirement for anything other than online content. The only exception I can think of is if you want to download Live Arcade games on, say, a friend's console and then continue to play them after disconnecting from XBox Live.

      "Very little games."

      There usually never is more than 10 - 30 on release of a console. I think the XBox One said 15 exclusives on release and then presumably a whole bunch of non-exclusives and possibly even some arcade games, so all in it seems about standard for a console release. Not sure about the PS4's launch lineup though.

    12. Re:Really? by tgd · · Score: 4, Informative

      Article summary should be re-written;

      Console market isn't profitable because there are few games being made gamers want.

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

      Except that its:

      a) Not being marketed at all yet
      b) Explicitly described as not having DVR capabilities

      So you're wrong on both counts. Guess you've got a case of the Tuesdays.

    13. Re:Really? by ceoyoyo · · Score: 1

      That statement said absolutely nothing about profit.

    14. Re:Really? by mjwx · · Score: 5, Interesting

      Quite a bold statement that the console market isn't profitable, where is your source for this? MSFT posted Q1 2013 earning for the Entertainment and Devices Division:

      "generated revenues of $2.53 billion for the quarter, up 53 percent from the same period a year ago. The division includes the Xbox business and Microsoft said there is now 46 million people signed up to use its Xbox Live online service, up 18 percent from the same period a year ago."

      Seems pretty damn lucrative to me...

      That assumes that MSFT have not costs.

      It took MSFT 3 years for the Xbox360 to stop being a loss leader (each console sold for less than what it cost MSFT to make it), it took Sony 5 years for the PS3 to stop being a loss leader. Neither have paid back the initial R&D costs.

      Sure Sony and Microsoft have lots of nice shiny revenue, but anyone in business will say "Revenue is vanity, profit is sanity". The PS3 and Xbox360 have been huge money sinks for MS and Sony.

      But I feel we're forgetting someone.... Someone who made a lot of money...

      Oh hai NINTENDO.

      Nintendo made a metric buttload of cash, paid off their R&D very quickly and never sold the Wii as a loss leader. More than that, the Wii was hugely successful. Released last and outsold Microsoft and Sony's combined console sales for 3 years. Why, because they didn't pretend the console was a PC. They made a console that for the first time since the Super Nintendo was actually fun to play. That's how you make money in the console world. Sony and Microsoft need to learn it's not about how powerful your console is, it's about how fun and accessible it is. It seems the PS4 and Xbox One have given this generation to Nintendo by default (as the Wii-U is a mediocre console).

      To say that "consoles" are unprofitable is really to say "Microsoft and Sony consoles" are unprofitable. Nintendo consoles were very profitable.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    15. Re:Really? by Anonymous Coward · · Score: 0

      Quite a bold statement that the console market isn't profitable, where is your source for this? MSFT posted Q1 2013 earning for the Entertainment and Devices Division:

      "generated revenues of $2.53 billion for the quarter, up 53 percent from the same period a year ago..

      revenue != profit

    16. Re:Really? by Anonymous Coward · · Score: 0

      x bone. I love that title!

    17. Re:Really? by Trailer+Trash · · Score: 2

      Article summary should be re-written;

      Console market isn't profitable because there are few games being made gamers want.

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

      Except that its:

      a) Not being marketed at all yet

      You've heard of xbox one, therefore, it *is* being marketed. They haven't ramped it up to the launch level, but it's there.

    18. Re:Really? by Anonymous Coward · · Score: 0

      What? Why are they useless?

      Because even single player games have to be connected, thanks to corporate greed. I no longer play video games thanls to the console makers and game makers sociopathy. Fuck 'em. If you can't sell what I want, I ain't buyin'.

    19. Re:Really? by Anonymous Coward · · Score: 0

      It also includes peripherals, like mice and keyboards, so whenever you see a keyboard with a Windows key, Entertainment and Devices Division get a cut towards their profits. Same is true for Microsoft mice. Also, Games for Windows is part of the Entertainment and Devices Division, so it's not only consoles, but also PCs that contribute to the profits of the division.

    20. Re:Really? by whoever57 · · Score: 1

      revenue != profit.

      RTFA. It does show the Xbox as profitable now, but over its lifetime, it shows a cumulative loss of over $7B

      --
      The real "Libtards" are the Libertarians!
    21. Re:Really? by UnknowingFool · · Score: 1

      Are you sure about that? For that to be true Xbox would have to have steady or increasing sales quarter after quarter for years. And the Xbox would have to have no increased costs like startup costs for a smaller Xbox, the new Kinnect, etc.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    22. Re:Really? by Anonymous Coward · · Score: 0

      Doesn't it also include Android royalties? Which will be around 3.4 billion for just this year (http://www.techspot.com/news/52542-microsoft-will-pocket-34-billion-from-android-this-year.html).

    23. Re:Really? by UnknowingFool · · Score: 1

      MS is making money now and then on the hardware. It needs to make up for the billions in losses they incurred over the lifetime of the project to be considered profitable.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    24. Re:Really? by UnknowingFool · · Score: 1

      It used to be. Mac software was moved out a few years when the division started becoming profitable. Either MS was losing a lot of money on Mac software or they were using it to soften the loss for the rest of the division until Xbox started showing profit in hardware.

      --
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    25. Re:Really? by TWiTfan · · Score: 2

      Yeah, except there were just two problems with the Wii, no one bought games for it and no one is buying its successor.

      I myself have a Wii sitting in my closet (the only time I bring it out is for parties, and even rarely for those). I bought 3-4 games for it, and that was it. Contrast that with the 100+ 360 and PS3 games I own, an Xbox Live subscription that goes back to to the Xbox1, and tons of peripherals and other crap I've bought for those systems--and you start to see that making money on the initial console sale itself isn't nearly as lucrative as the long-game. I guarantee you that MS and Sony (particularly MS) have made *way* more money off of my game purchases and Live subscription than they lost on the initial console sales. Nintendo, by contrast, hasn't made jack-shit off me since my initial purchase (and probably won't make even that this time out, because I doubt I'll buy a WiiU).

      --
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    26. Re:Really? by MrL0G1C · · Score: 1

      I don't know why your post is modded up. You imply that revenues = profit which is of course incorrect, they could easily be operating at a loss in the entertainment and devices division regardless of revenue.

      --
      Waterfox - a Firefox fork with legacy extension support, security updates and better privacy by default.
    27. Re:Really? by Anonymous Coward · · Score: 0

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

      Actually they are currently trying to place it as a convergence device. Gaming, video chat, on-demand video delivery, etc. They are also planning on some huge sales.... the number 1 billion has been thrown around in several articles as a possible sales target.

    28. Re:Really? by tlhIngan · · Score: 1

      Console market isn't profitable in the way that some gamers would like.

      Of course we haven't seen any games yet for the new consoles. Perhaps there's this little conference I'll call the Expensive Electronic Entertainment Expo, E-E3 that's coming up in a couple of weeks or so?

      I don't know, but I think if gamers call the next-gen consoles dead because they can't wait two effing weeks until the big nerdgasm of gaming meccas open where everyone will have huge keynotes showing off their new systems and what games will be on it...

      Which of course, really makes Microsoft's announcement a bit odd, given they could've stole the show at E3 by holding their shindig there. Sony's played their hand, and 3 weeks wouldn't make a huge iota of difference other than keeping Sony guessing going into E3.

    29. Re:Really? by Anonymous Coward · · Score: 0

      Contrast that with the 100+ 360 and PS3 games I own, an Xbox Live subscription that goes back to to the Xbox1, and tons of peripherals and other crap I've bought for those systems

      And therein lies the rub. You are a statistical outlier - that is, you are part of that small core segment of the market that is highly lucrative to Sony and MS, but very small nevertheless. The console manufacturers can't survive marketing to the core alone, despite the high levels of per-capita spending in the core market segment. By contrast, Nintendo proved it was possible, even profitable, to aim their efforts toward the mass market, and away from the core segment represented by gamers such as yourself. In the end, they profited handsomely for their efforts.

    30. Re:Really? by Anonymous Coward · · Score: 0

      Reveue is not profit.

    31. Re:Really? by Anonymous Coward · · Score: 0

      Thank you! I feel like the one thing that so many people are ignoring in the gaming community is accessibility. As per your reasoning on the Wii above, it was a very simple machine to use; pointing and clicking on its menus with the Wiimote was very similar to lots of other UIs people had used before. For the Xbox (which actually changed its UI several times, don't get me started on that), navigating with a controller is not always the most intuitive thing. Furthermore, adding in mandatory patches or mandatory installs to more games in more recent times puts up another barrier to people, you know, actually playing games.

      I think that's the reason that mobile gaming has gotten so big so fast, you can tap on an icon and be playing in a matter of seconds. For most console games, there's patch / install times and then load times on top of all that. The quicker a designer can get a player into a game, the more fun they will have. The Wii went a long way towards keeping the whole process simple and that naturally appealed to larger base than just 'hardcore' gamers.

      And that's a lesson MS and Sony seemingly haven't learned.

    32. Re:Really? by Anonymous Coward · · Score: 0

      The big giant tent on the Microsoft campus with scores of journalists invited to see the 'press event' last week would seem to indicate that you are wrong about it not being marketed yet......

    33. Re:Really? by Anonymous Coward · · Score: 0

      There have been other fun consoles (Saturn / Dreamcast) but for the sort of cash Xbox / PS3 cost they should have been as good as something like the Neo Geo was when it was first released. If the software cost can be justified it should be properly optimised not just made in the laziest way possible. I like Nintendo stuff that they make but I think in hindsight when it came to ports the SNES / Genesis ones played less well than the TG16/PC Engine ones. (I never knew that at the time probably why it didn't do so well).

      The Arcade games that are only really seen in Asia running on things like the Tatio/SEGA hardware seem to have a much better amount of quality control. (Even compared to much higher spec PC's running the same software).

      I think this generation we will also find out what MS and Sony should have been able to provide last generation but couldn't be bothered. (With the Wii U being fairly similar hardware).

    34. Re:Really? by luther349 · · Score: 1

      there still losing money on each system sold you have to buy a certen number of new games for them just to brake even and lets face it these last 2 years have sucked not one thing i would pick up for a console.

    35. Re:Really? by luther349 · · Score: 1

      something tells me this gen isnt going to do very well the qualty games have been on a sharp decline. and even with wii-u barley moving of the shelf's i think your correct in saying there gonna beat sony and microsoft again.

    36. Re:Really? by vux984 · · Score: 4, Insightful

      I myself have a Wii sitting in my closet (the only time I bring it out is for parties, and even rarely for those). I bought 3-4 games for it, and that was it.

      I myself have a Wii sitting under my TV. It still gets played multiple times per week, even though there's a WiiU next to it. I bought a binder full of games for it over the years.

      I don't own an xbox / xbox 360 at all. I do have an HTPC hooked up to my TV though, and another 100 games there via steam / gog.com / humble bundle.

      The kids play the Wii & WiiU far more than the HTPC.

      Nintendo, by contrast, hasn't made jack-shit off me since my initial purchase

      And the only thing I've purchased from Microsofts Xbox division is an xbox controller for the HTPC.

      I doubt I'll buy a WiiU

      I don't regret mine; and the kids love it. They're getting a ton of mileage out of Nintendo Land. Netflix works particularly well with the tablet controller.

      We only have a few WiiU titles though, there is still a real dearth of good games for it, and I wouldn't necessarily recommend the WiiU to everyone at this point.

      But as the titles come out, its value proposition will continue to improve. I'm looking forward to Pikman 3.

      I have absolutely zero interest in putting up with the Xbox One; although there have been some games I'd have considered over the years that were exclusives, I have plenty enough to occupy my time and don't really miss them.

      I guess we represent different demographics. I won't pretend you don't exist if you'll return the favor.

    37. Re:Really? by Anonymous Coward · · Score: 0

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

      You misspelled "drm"

    38. Re:Really? by spire3661 · · Score: 1

      The very first thing i thought of when seeing Xbone is that it has the potential to be both a true convergence device AND a 1984 Telescreen. IM excited where we are with tech, but im disappointed in how its being used.

      --
      Good-bye
    39. Re:Really? by spire3661 · · Score: 1

      I have to disagree that Nintendo made a 'buttload' of cash. They sold way WAY less software, and thats where the console profit truly is.

      --
      Good-bye
    40. Re:Really? by Phopojijo · · Score: 1

      Not only that, but that is roughly 2000$ of license fees (~$10/game + 50$/yr * 10 years + "tons of peripherals and crap" which I'll conservatively say is $500) that you did not need to pay if you didn't game on a console.

      And once your consoles break and are out of support... all that money has nothing to run on.

      Not only is it not profitable for Microsoft and Sony... but customers, like you, who overpaid for disposable content.

    41. Re:Really? by Anonymous Coward · · Score: 0

      You do realize that the business model for consoles involves them never being profitable, right? You might as well laugh at Gilette for never reaching profitability on 80% of their razor handles, some only after decades.

      The difference is that console manufacturers only have to make some of the ridiculously lucrative blades for this analogy, someone else will make quite a few of them for you. And then there's Xbox live, which has been profitable since day one...

      A final benefit Nintendo does not enjoy is reuse of R&D...Sony and Microsoft both make other hardware / software which uses components common to their consoles. So those R&D costs aren't paid back solely by the consoles.

    42. Re:Really? by nitehawk214 · · Score: 1

      Article summary should be re-written;

      Console market isn't profitable because there are few games being made gamers want.

      Fixed that. Seriously, Xbox one is being marketed not as a gaming console but a dvr.

      Seriously.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    43. Re:Really? by Pseudonym · · Score: 1

      By "big nerdgasm of gaming meccas", I think you meant "industry expo that just about everyone interesting doesn't bother with any more".

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    44. Re:Really? by Pseudonym · · Score: 1

      Because even single player games have to be connected [...]

      Apart from a few recent exceptions, that is not true. The overwhelming majority of single-player PS3 and XBox 360 titles, even those from the last couple of years, don't require a connection.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    45. Re:Really? by thegarbz · · Score: 1

      no one bought games for it

      And yet Nintendo still made a metric shitload of cash. The requirement to keep customers and sell a lot of games attracting licencing fees only exists if you sell something as a loss leader. Sure if another company were in this position it would be quite a calamity, however Nintendo can't hear your complaints over the sound of the money they made.

    46. Re:Really? by Anonymous Coward · · Score: 0

      Voice activated. Hmmm... "X-Box Load me some porn."

      Teen, Anal or Gonzo based on your profile?

    47. Re:Really? by Phopojijo · · Score: 1

      Some quarters they make a lot of money, other quarters they lose a lot of money; net is pretty near zero over the whole console life-cycle.

      Had they not wasted so much money and worked on an open platform, they would have steady profits almost the entire time.

  2. Consoles aren't profitable? by dicobalt · · Score: 5, Insightful

    *blink* *blink* No... I'm pretty sure Sony and Microsoft are making lots of money off licensing, game sales, and content distribution. The point is that the hardware itself doesn't need to be profitable.

    1. Re:Consoles aren't profitable? by gl4ss · · Score: 1

      *blink* *blink* No... I'm pretty sure Sony and Microsoft are making lots of money off licensing, game sales, and content distribution. The point is that the hardware itself doesn't need to be profitable.

      "even with the excessive lifespan of this recent generation, cannot generate enough revenue with that control to be worth it."

      personally though I wold think the hw to be profitable on it's own at least few months from launch at least.. or they're buying their stuff wrong. the next gen, knowing how x86 chip prices go, should be dirt cheap to them one year from now.

      --
      world was created 5 seconds before this post as it is.
    2. Re:Consoles aren't profitable? by citizenr · · Score: 3, Informative

      *blink* *blink* No... I'm pretty sure Sony and Microsoft are making lots of money off licensing, game sales, and content distribution. The point is that the hardware itself doesn't need to be profitable.

      Microsoft spend >6 billion dollars building Xbox brand. They barely started making profit last year? (or maybe in 2011). It will take them ~6 more years to recoup this investment.

      --
      Who logs in to gdm? Not I, said the duck.
    3. Re:Consoles aren't profitable? by RogueyWon · · Score: 5, Insightful

      That's the theory. Indeed, since Nintendo abandoned the "hardware at significant profit" philosophy as a form of emergency resuscitation for the 3DS (and hasn't gone back to it for the Wii-U) it's been the only theory in town as far as console developers go. Of course, most consoles achieve per-unit profitability after the first year or two (I got sick to death of being told that every PS2 was sold at a loss years after this ceased to be the case), but the general gist of it is that the hardware is a loss-leader and licensing is where the cash comes from. As manufacturer, other people invest to make games for your system and you cream off part of the revenue from every copy they sell.

      Unfortunately, even that model (which did very nicely for Sony through many of the PS2 years - look at the chart in TFA) is coming unstuck a bit these days. Sony are flat, Nintendo's nominal profit or loss seems entirely dependent upon what the yen has done recently (but strip that out and they seem to be losing money right now in a way that's unprecedented in the company's history) and MS's gaming income is mostly from stuff that's very marginal to... well... gaming.

      The whole console gaming industry in general is going through an odd round of self-cannibalism at the moment. There's just not enough money in the system. Console manufacturers are sinking (or have recently sunk) huge sums into R&D. At the same time, console game sales are actually falling quite sharply this year. They're caught between ultra-cheap (but mostly crap) mobile offerings and slightly-cheaper, more technically impressive PC releases of the same games (with even a basic home PC now easily able to outperform the consoles and the level of tech-savvy required lower than ever). Almost all of the big franchises which have released an installment this year - God of War, Gears of War, Dead Space etc - have seen a fall in sales on the consoles since the previous installments.

      At the same time, development costs for games have risen and are rising still further. Early in this console cycle, the rule of thumb was that an "AAA" console game needed to sell 1 million copies to break even. That figure is closer to 3 million now.

      Forget all the talk about corporate greed; barring the occasional mobile developer who gets (very) lucky, nobody in the gaming industry is raking in profits hand over fist at the moment. Stuff like online passes, day-one DLC and used-game controls aren't being implemented so that executives can have a bigger pile of gold to roll around on top of; they're fairly desperate survival strategies.

      A significant portion of the Japanese games industry has already given up (or is in the process of giving up) the ghost and pulling out of any meaningful participation in the international market, in favour of their more forgiving (and heavily kids-and-otaku-driven) domestic market. There are a couple of developers that still try to be international players (Capcom, Sega, Sony and the publishing, but not the development arm of Square-Enix), but many others have now retreated into the handheld/mobile/moe-game comfort zone that's still profitable in Japan on the basis of low development costs. Even Nintendo seems to be hiving off from the rest of the world a bit; the 3DS's much-hyped reinvigoration is overwhelmingly driven by Japanese sales; it's still underwhelming in the rest of the world.

      Western developers - and any console manufacturer who wants to be an international player - don't have that option. So manufacturers, game developers and retailers are all pretty much locked in a fight to the death with each other for the few shreds of profit left; with the irony being that they all need each other to survive.

      I think game pricing is at the heart of the problem. Games are cheaper than they used to be - a lot cheaper. In the mid-1990s, a new PC game would be 45-50GBP, with console games being more expensive still in some cases. Today, a new PC game will be 30-35GBP and most console games launch at 40GBP but are discount

    4. Re: Consoles aren't profitable? by Mabhatter · · Score: 4, Interesting

      The truth is that Microsoft forced $6 billion into the system to try to takeover... When there was NEVER $6 billion in profit to make back without knocking Sony or Nontendo out and gaining back control.

      Basically nobody LOST which means in a good capitalist system there isn't that much profit to go around... Even though Microsoft was trying hard make it a non-free market which is where they were pulling all their numbers for investors from.

    5. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      I think the submitter has been smoking something and it has addled his mind. I can't think of any possibility that an industry standards body could be anything but a HUGE backwards step. I think this must purely be someone that wishes they had some open standard to write to so they could profit off the industries work.

    6. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      They started making money in 2009 on it. the 360 they are now profitable on, though they are still in the toilet for total investment if you include original xbox.

    7. Re:Consoles aren't profitable? by Nyder · · Score: 1

      *blink* *blink* No... I'm pretty sure Sony and Microsoft are making lots of money off licensing, game sales, and content distribution. The point is that the hardware itself doesn't need to be profitable.

      Well, the Wii made Nintendo a ton of money. Mainly since they didn't take a loss with the 99 million consoles they sold. As for MS & Sony, I don't care. They choose the path they took, and if it didn't pay off, good. Not my fault.

      --
      Be seeing you...
    8. Re: Consoles aren't profitable? by Anonymous Coward · · Score: 1

      This is part of it, but he's also wrong on game prices in that the GBP market was being totally ass raped for a number of years. Similar to current software prices in australia.

      Games I bought ~1995-2000 were 39.99 as a maximum figure for a AAA title. Diablo 2 and Diablo 2 LOD come to mind, console games were more expensive due to licensing fees but I never saw anything north of 49.99 with maybe a few sports games etc as exceptions.

      Accounting for inflation gets us to around $66 per title, which is roughly in the middle of triple a title prices these days. Development costs have risen, but the results for cost is insanely out of proportion. I shouldn't be able to buy an indie game that cost $500k to produce today that had an equivalent cost of $50+ MILLION just 3-4 years ago to produce. This trend seems to be proportional to the rate of larger studios snapping up smaller ones and I have more than a sneaking suspicion that there is a LOT of hollywood style accounting involved for these 100m+ budgets. I mean, even big stars are only reporting getting paid in the neighbourhood of 100-200k to do voice overs in a video game. At that sort of rate, for 50 million dollars every video game I play should have a star list similar in length to the expendables in it, or be as vast in scope as Skyrim.

      Man-hour costs should be the largest expense in any software project and going by average salaries and numbers of devs on a team plus length of development you often can't even crack 25% of the supposed budgets of a lot of these new titles, while being incredibly generous in salary and dev number estimations in many cases. Some barely make 10%.

    9. Re: Consoles aren't profitable? by Rockoon · · Score: 2, Insightful

      When there was NEVER $6 billion in profit to make back without knocking Sony or Nontendo out and gaining back control.

      As far as gamers are concerned, Nintendo *DID* get knocked out of the console market. While they had considerable success with the Wii, it wasn't at their competitors expense. Nintendo had to create a new far more casual market in order to continue doing business.

      --
      "His name was James Damore."
    10. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      Maybe if companies started to release something new sales would grow again. I'm not buying CoD 23 or Gears 9. I've played those games already multiple times, I'm not going to buy the latest and play through the same thing over and over. You can't keep rereleasing the same game and then wonder why the sales figures don't grow.

      I don't think single device gaming is dead, I think the problem is these devices are jack of all trades and we don't have a single decent device for it. I mean look at the 3DS, Vita and Wii U. They're all new consoles with absolutely no games to play on them, They hit a release date a then had no flow of games afterwards, so you have no reason to keep them in your head space and go looking for new titles for them. I like my 3DS, but I have like 3 games for it and nothing but a Wii game without the waggle is even on my radar for upcoming games.

    11. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 1

      Microsoft spend >6 billion dollars building Xbox brand. They barely started making profit last year? (or maybe in 2011). It will take them ~6 more years to recoup this investment.

      And far far longer if the fact that people like me have no intention of buying it actually makes any impact.

      Microsoft has a vision for the next XBox which basically says I won't be buying it, because they're cramming an always-on internet down my throat, and it's not something I am willing to use.

      When you tell your customers "it's my way or the highway", don't be surprised when some people decide to say the hell with you.

      Microsoft can eat shit, because they sure as hell won't be getting my money on an XBox One.

    12. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      Don't forget the accessories like the Minect and Move, and the shovelware associated with each. There much be massive profit margins on these things. As well as all those novelty shaped handles for the Wiimotes.

    13. Re:Consoles aren't profitable? by thunderclap · · Score: 1

      actually yes it does. Otherwise those shareholders will sell sell sell.

    14. Re:Consoles aren't profitable? by berashith · · Score: 1

      So I see some people breaking the Xbox division up and saying that the "games" portion of the device isnt making money, then we have this post where now the entire branding ( using a marketing department that is a company wide expense ) trying to show every dime that has ever been spent on xbox. Of course, using this logic, the xbox is a failed platform.

    15. Re:Consoles aren't profitable? by AmiMoJo · · Score: 1

      How much of that 6 billion was pissed away on replacing faulty hardware though?

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    16. Re:Consoles aren't profitable? by wienerschnizzel · · Score: 2

      On the other hand, the software development industry has moved on significantly since the early 1990's:

      .
      - development tools are more reliable, languages more fool-proof
      - there are extensive frameworks available - graphics, communication, logging - myriads of well tested libraries for pretty much anything
      - development processes are better understood and are readily supported by various development tools
      - automated testing and building software is much better
      - operating systems are much more robust

      These are all things that make development much cheaper and more stable.

      And then we see the presentation of the new Call of Duty and its great new innovation is the inclusion of a dog. Where exactly do the $100 million (or whatever the ridiculous amount is) go?

    17. Re:Consoles aren't profitable? by bloodhawk · · Score: 1

      The Xbox started making a profit back in late 2008/2009 and has been ever since. Overall they are still in the whole but not to anywhere near the levels your post makes out. Impossible to get any completely accurate picture though as Xbox division includes lots of other heavy loss makers.

    18. Re:Consoles aren't profitable? by Grishnakh · · Score: 1

      Well of course a few weirdos like you are going to abandon them at various points, depending on what they do. It's like that with anything. But the vast majority of their target market probably doesn't care about the always-on-internet requirement and will happily run out and buy the new Xbox and a bunch of crappy overpriced games for it. Remember, "no one ever went broke underestimating the intelligence of the American public".

    19. Re:Consoles aren't profitable? by citizenr · · Score: 1

      That probably wasnt even in this number. 6B was posted around 2010. It was cost of development both consoles, marketing and exclusives(those can cost crazy money).
      Kinect alone cost ~1Billion. M$ bought three companies just to fail at the end and license Primesense in panic mode because they couldnt make anything work.

      --
      Who logs in to gdm? Not I, said the duck.
    20. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      The hardware is almost always sold at a loss. I say almost always, because it's known that Sony and Microsoft have done this with all PS and Xbox releases - I don't know if Nintendo does this. In Sony's case, the last two iterations also helped boost other divisions (via the PS2 at release, being a cheap DVD-player, and the Blu-Ray drive in the PS3), though usually the HW is considered a sunken cost, and the money comes from games.

      This is why the price of games hasn't gone down as much as you'd think given the prevalence of DLC and online distribution channels, lessening the significance of store shelf distribution. While previous for previous iterations, it could well be that the hardware was ended up amortizing over the lifespan of the console.

      The hardware has gotten beefier and as such, more expensive to produce, especially where custom hardware is used, like the PS3's Cell processor, which shows no indication of being deployed much outside of Sony. It wouldn't be the first time that IBM has failed to drive prices low enough for resellers to price down (See Apple and PowerPC), It's difficult to amortize when there isn't enough external demand to drive down prices, and not all that far-fetched to imagine that the hardware is then sold at a loss for the duration of its life cycle.

      This is probably which the PS4 will be a glorified gaming PC (also sold at a loss, roughly half or less the cost of a comparatively-spec'ed gaming PC), commodity parts amortize much more quickly, and are generally more inexpensive right out of the gate, it's a commodity after all, the external demand is already there. Incidentally, think of it, over the course of it's entire life cycle (7 years), Sony has moved 77 million PS3s (as per wikipedia), conversely, HP, Dell and Acer moved 68 million, 43 million and 41 million units respectively, in a single year (as per here. Lots more potential for production costs to be drive down over the lifespan of a system, wouldn't you figure?

      Tl;DR version: They're not "buying their hardware wrong", they're selling hardware that doesn't amortize as quickly or easily at a loss to make coin on game sales.

    21. Re:Consoles aren't profitable? by Xest · · Score: 1

      "Western developers - and any console manufacturer who wants to be an international player - don't have that option. So manufacturers, game developers and retailers are all pretty much locked in a fight to the death with each other for the few shreds of profit left"

      It seems a bit meaningless to say they're scrapping over "shreds of profit" given that even Europe overtook Japan in terms of net spending on video games some years back meaning that the US, followed by Europe, followed by Japan are the largest markets in that order, or in other words, those "shreds of profit" are far and away the majority of the pool given that Japan now only accounts for a much smaller proportion of it.

    22. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      Yep. I remember purchasing a Polaroid instant camera in the 70's. It cost only $20. I thought that it was amazing they could sell the device for so little. I went to purchase my first package of film and it cost $20 as well. I knew where their profits were coming from...just like ink jet printers as well.

    23. Re:Consoles aren't profitable? by discord5 · · Score: 2

      They're caught between ultra-cheap (but mostly crap) mobile offerings and slightly-cheaper, more technically impressive PC releases of the same games (with even a basic home PC now easily able to outperform the consoles and the level of tech-savvy required lower than ever)

      The problem is that releasing new hardware isn't going to change anything. Sure, the first few months the consoles will have that edge over the PC in the price point, but as new CPUs and GPUs are released the point for a PC to be competitive in price quickly arrives. Look at the XBox One specs: 8 cores and 8GB of RAM with 500G of HDD. I can get an 8-core Bulldozer for a decent price. Finding 8GB of RAM is not all that uncommon with the average PC gamer. What's left is the resolution (4K) and 7.1 surround, which all in all is not that impressive since most people sit on 1080i TVs and 5.1 or better sound systems are a bit of a rarity for TVs (at least here, unless you're one of those home entertainment system guys/girls). The focus on the whole reveal seemed to be on the services: integrating it with cable, kinect and voice control, DVR features (to be discussed with the networks). All things considering that's a bit disappointing, because most people interested in such features have a DVR solution already, and the whole kinect/voice thing seems so pointless... Top it off with the heavy focus on DRM (required internet, the whole used games thing) and the console caters more to publishers than its owners. The same applies to what's know about the PS4: it has similar hardware to what's found on the market today in PC-land.

      The mobile market does what Nintendo did with the Wii and the DS. Games don't need to have that much hardware available as long as they're well presented and have average to decent gameplay they'll sell. A lot of people are just interested in a quick casual diversion, and mobile taps that market pretty well, and it becomes more of a pricepoint issue where people decide on buying a game. Few people flinch at dumping $2.99 into some casual puzzle game. While the mobile gaming and the AAA title demographics overlap a little bit, I doubt that it will affect the bottom line much. Mass Effect and Angry Birds are two different beasts with two different types of consumers, and while some will play both, they serve a different "function". Angry Birds is what you play in 10 minutes of idle time (waiting for a appointment, sitting on the train, etc) while Mass Effect is something you play at home. Mobile is more likely to eat away at Nintendo with its relatively large casual games compared to MS and Sony.

      A significant portion of the Japanese games industry has already given up (or is in the process of giving up) the ghost and pulling out of any meaningful participation in the international market, in favour of their more forgiving (and heavily kids-and-otaku-driven) domestic market.

      When has that never been the case? The only exception to that rule are the fighting games and most of the Square Enix titles. For the most part Japanese publishers have always catered to Japan first, and the western market has for the most part been second. This is not exactly a new trend.

      At the same time, development costs for games have risen and are rising still further. Early in this console cycle, the rule of thumb was that an "AAA" console game needed to sell 1 million copies to break even. That figure is closer to 3 million now.

      That's kind of the problem with AAA titles, isn't it? If you want the damn thing to shine like nothing else available today you're throwing in a lot of skilled labor: programmers, artists, (voice) acting, and the list goes on and on... Yet over the years I've found AAA games to be providing less and less content or depth and more superficial shine, and to me this shows especially in RPGs because that is a genre where content really is king in my opinion. In MMOs the lack of content is made up for by delaying the p

    24. Re:Consoles aren't profitable? by serviscope_minor · · Score: 3, Interesting

      On the other hand, the software development industry has moved on significantly since the early 1990's:

      These are all things that make development much cheaper and more stable.

      True, but the bar has also been raised greatly.

      I mean, all of those things mean that I can single handedly, and quite easily write a game that vastly outperforms Doom I in terms of graphics, etc (ignore artwork...) single handed. It's obviously not because I'm a better programmer than John Carmack, or even that great, it's because I can just do it with much more powerful tools.

      The thing is that expectations moved on. If anything the top end games are vastly more expensive to develop than they ever were because the expectations have moved faster than the technology. If nothing else, now vast teams of artists are required.

      --
      SJW n. One who posts facts.
    25. Re:Consoles aren't profitable? by SirGarlon · · Score: 1

      All that you say is true. If I were to venture a guess, I would say a lot of the money today goes into graphics. Gamers' expectations of visual quality keep going up: a game that was cutting-edge in the late 1990s would be ridiculed and rejected today. If you read the credits to a game like Skyrim or Mass Effect 3, you'll see a very long list of modelers and animators and so on. A staff that big can't be cheap.

      --
      [Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
    26. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      That is why the GP also mentioned that the costs of game development has been going up, especially for AAA titles

      Picture the follow (/. compliant) analogy: you're spending more money on gas, but your car is a gas guzzling muscle car.

    27. Re:Consoles aren't profitable? by RogueyWon · · Score: 2

      You're confusing revenues with profits. You can in theory have a game that sells 3 million games in the US and Europe (and 0 in Japan) but which took 2.8 million to break even because of its production costs. Then you can have a game which sells 400,000 in Japan (and none in the rest of the world), but only needed 200,000 sales to break even. On a simple calculation, they've made the same profit. In fact, because Japanese game prices do tend to be significantly higher, the Japanese game has probably made more of a profit.

      This is why so many Japanese developers are either churning out crap like the Hyperdimension Neptunia series (pitched at a small but very loyal domestic otaku fanbase in Japan, and if it gets a few worldwide sales then that's a bonus) or mobile phone games that never make it outside of Japan (pitched at the salaryman demographic whose only gaming time is on his train commute). They know where the profit is. By contrast, trying to make something that's competitive, in terms of both technology and design, with what's going on in the West is risky and, for the smaller developers, impossible to finance anyway.

    28. Re:Consoles aren't profitable? by RogueyWon · · Score: 1

      Indeed - artists and sound-people don't come cheap, particularly if you want something that's going to stand out from the run of the mill. The core programming team isn't really that large a portion of the staff costs; not least because in the video-games industry, you can generally get away with paying your coders peanuts and treating them like monkeys.

    29. Re:Consoles aren't profitable? by RogueyWon · · Score: 1

      Problem is, the thin profits in the industry are part of what's driving the focus on churning out games in a narrower range of genres. New IPs are notably risky - yes, you may make the new Portal, but you're much more likely to just make a big commercial failure (even if it gets a good critical reception). Sad to say, pretty much every interesting new IP in recent years that's aimed for mainstream success has been funded by the profits from a big Call of Duty style franchise.

      We may hate Call of Duty and everything that goes with it, but without games like it, it's unlikely any "risky" games at all would be developed at anything above the "90s quality graphics" indie level.

      It's a bit like the national lottery we have here in the UK. It's often disparagingly referred to as a "tax on the stupid" - a statement with a good degree of truth behind it. But a lot of the income from it is parceled out into arts funding without which an awful lot of "highbrow" artistic performances and presentations just wouldn't happen.

    30. Re:Consoles aren't profitable? by Xest · · Score: 1

      They're really two different markets though, you can't compare the casual focussed markets in Japan to the hardcore markets in the West - more sensible would be comparison of the casual markets of Japan with the casual markets of the West - the likes of Rovio, Zynga and so forth being the obvious Western examples.

      It's no coincidence that the Japanese firms you cited that are still somewhat focussed internationally like Sega and Capcom are the only development studios that produce hardcore games from Japan nowadays.

      Ultimately the crux of your argument seems to be that the Japanese developers are smart because they're focussing on the casual market and the Western studios are fighting over scraps because they're only focussed on the hardcore markets. That's only true if you ignore the rather massive mobile gaming revolution that has spawned many successful companies and generated literally many billions of profits in the west too in the last 5 years but I can't fathom on what basis you would ignore that and still draw a meaningful conclusion of comparisons of the Japanese and western studios. It only makes sense to compare like for like and the Japanese studios that do hardcore are struggling as much as the western studios are, whilst similarly the western studios that have taken advantage of the growing casual market are doing as well, arguably even better than the Japanese studios, it's really the same story in both regions.

    31. Re: Consoles aren't profitable? by JDG1980 · · Score: 1

      As far as gamers are concerned, Nintendo *DID* get knocked out of the console market. While they had considerable success with the Wii, it wasn't at their competitors expense. Nintendo had to create a new far more casual market in order to continue doing business.

      Just because you aren't a hardcore FPS or MMORPG junkie doesn't mean you aren't a "gamer". That stuff is actually a small part of the gaming market these days.

    32. Re: Consoles aren't profitable? by del_diablo · · Score: 1

      That is what Sony and Microsofts markeding department wants you to think in the west :)

    33. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      He is comparing like for like. He's demonstrating that Japanese makers are leaving the "hardcore" market for casual/niche markets (while western ones are staying)

      It takes money to make hardcore games, and if the people aren't spending money (your stats actually help make the point), you need to cut your costs, and cutting costs means you can't make those AAA hardcore games anymore. So you leave the hardcore market.

      So Japanese hardcore studios are doing worse. Square Enix is a prime example. Gone are the days when the West get excited over FF and JRPGs in general.

    34. Re:Consoles aren't profitable? by Xest · · Score: 1

      "He is comparing like for like. He's demonstrating that Japanese makers are leaving the "hardcore" market for casual/niche markets (while western ones are staying)"

      Did you read my post? I gave some real actual examples of companies in both cases proving that this is absolutely not true. He even pointed out the companies himself - the likes of Capcom, Sega and so forth that are still very much producing hardcore oriented titles.

      Similarly every major publisher in the west isn't just sticking with hardcore, they all have a casual games segment now and often quite sizeable ones.

      The point is that Japanese or Western, companies in both areas are doing exactly the same - they're still pursuing hardcore, but are becoming more focussed and picky about what they fund because of the heightened risk due to increase cost, but they're also increasing development of casual titles. There's simply no difference between the Japanese and Western industry in this respect, none whatsoever, they're following the exact same path.

    35. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      Well of course a few weirdos like you are going to abandon them at various points

      Considering that (as Forbes says, "in capitalist America, TV watches YOU!". The thing watches everything you do and listens to everything you say. It pays attention to whether or not you're watching ads. "This time around, the Kinect will be more versatile and accurate than the original, measuring everything from your facial expressions to your heart rate."

      Sorry, dude, but if you're ok with that creepy shit, YOU are the weirdo. Then there's region locking, not owning the games you pay for, always online... I see that either this console will bomb horribly, or you kids are even dumber than I gave you credit for.

    36. Re:Consoles aren't profitable? by luther349 · · Score: 1

      maybe back 1995 but now if your hardware isn't sold at least brake even you never make the money back in other sales. sony knew this but the insane price of the ps3 hurt it so much they had no choice but to sell it at a huge lose just to get it off the shelf's lets face it 699 make for good desktop upgrades.

    37. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      EA is making absolutely shed loads of money.

      If I could just get all stuff that the Japanese have with some sort of english translation for the text not even bothered about any voice stuff still being in Japanese I would have all I have ever wanted. Do the translation at the same time stick it on the eshop at the same time. Make cartridges of stuff that does well. Not even bothered about any translation for stuff that doesn't need it. No messing around changing or censoring anything.

      I cannot think of a single Western thing I have actually played for more than about 5 mins other than Bastion / Super Meatboy.

      Console games have no reason to be more than PC games now other than greed. If they put the extra work in to make them better maybe they could justify it. They should go back to using cartridge type systems. Fairly sure you could get 50GB in one these days.

      I would pay £100 a game (Or more) for a Neo Geo like system made today now I can afford it.

      The effort is not put in by the people making the games or they are expending the effort on the wrong things.

      (I prefer arcade style sports games not ones that people call "deep"). The JRPG's that are really funny and take the pi*s out of stuff and Nintendo games because they are well made and not buggy. (Although even the New Super Mario Bros games have less good level design and more input lag than the older ones).

      Don't mind if stuff is sprite based either if it is that or input lag.

    38. Re:Consoles aren't profitable? by luther349 · · Score: 1

      your correct but also the fact we are hitting the limits of what we can do with gfx. games just are not going to look all that much better on newer hardware why 4 year old gaming rigs still handle new games just fine. and as you said the cost and time to make that super hires game is only going to get higher why many game company's are going back to the lower gfx games and going to good game play or awesome story's eg the stuff tell tail games have put out or nintendo. sony and Microsoft atm have no idea where to go next due to the gfx increases return on new hardware is getting lower and lower.

    39. Re:Consoles aren't profitable? by Patch86 · · Score: 1

      Did you RTFA? (I know, I know, I remember where I am).

      Microsoft's Entertainment and Devices Division (which makes and sells the Xbox, and would include all game licensing and content distribution revenue too) has made a loss of $7.8bn over the lifetime of the Xbox consoles. That division includes other bits and pieces too (such as Skype and Surface), but it's fair to assume that if Xbox has been making them "lots of money" the division's finances would look a lot healthier than that.

      Sony is exactly the same. The equivalent divisions (which, again, includes game licensing and online services) has made a loss of $3bn overall since 2000. That includes those phenomenal years as market dominators with the PS2.

      The fact is, nobody has made any money in consoles for a long time, with the sole exception of the Nintendo Wii. And with the WiiU, it looks like that goose isn't going to lay a second golden egg.

    40. Re:Consoles aren't profitable? by Grishnakh · · Score: 1

      Sorry, dude, but if you're ok with that creepy shit, YOU are the weirdo

      I'm NOT ok with that creepy shit. However, that makes me a weirdo, just like you.

      Normal, everyday Americans are perfectly OK with that creepy shit. Since there's a lot more of them than there are people like you and me, we are, by definition, weirdos.

      Then there's region locking, not owning the games you pay for, always online

      Yep, those all suck, and look how people keep buying into that shit.

      I see that either this console will bomb horribly, or you kids are even dumber than I gave you credit for.

      I'm sorry, but it's going to be the latter. Kids these days are pretty dumb. Just look at how much they don't value privacy, as seen by how much of their lives they'll post on Facebook for everyone to see.

    41. Re:Consoles aren't profitable? by marcosdumay · · Score: 1

      Gamers' expectations of visual quality keep going up

      Taking as a hint that the Wii was the most popular console of the last gen by a huge margin... I'd guess that the facts don't support your assertion.

      But the studios clearly think they do, and that's what's needed for incresing the cost of games. You are probably right about that.

    42. Re:Consoles aren't profitable? by yoshi_mon · · Score: 1

      I'd also like to point out that there needs to be a big mea culpa from all those over the past 10 years who kept beating the "PC Gaming is DEAD!" drum. Only to be dead wrong and now those same "experts" talk about how consoles are in trouble.

      I think that, and granted the mobile market had a huge impact too, they kept drinking that kool-aid and kept betting on PCs truly dying out. That somehow though a combination of the rise of consoles, smartphones, and more recently tablets and such that there would never be a need again computers. As if somehow the ability to hack away at a spreadsheet, advanced graphics program, or any of the numerous other things that PCs excel at was going to be viable on lesser platforms. (Never mind the flexibility of a general purpose PC; hence why Win8 is such a bag of suckage. Narrowing the power of what PCs do best is stupid.)

      I think that consoles will continue to have relevance but only if they stay as user friendly as they can. That has always been their advantage but with what we have seen from MS they are struggling mightily with that in the name of DRM/Market Data driven revenue.

      --

      Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
    43. Re:Consoles aren't profitable? by RogueyWon · · Score: 1

      Yes, EA is making so much money that it has lost 2/3rds of its share value since 2007 and recently got rid of its CEO because it was just doing so very, very well.

      Like others in this thread, you're confusing revenue with profits. EA brings a lot of money in - just over £1bn per year. But it spends a lot of money as well. Even if it's not making an outright loss (and it has posted some stinking losses in recent years, 2009 in particular), its recent performance is not at a level that is giving the markets much confidence.

    44. Re:Consoles aren't profitable? by RogueyWon · · Score: 2

      The "PC gaming is dying" story is a cyclical thing. Nobody was saying that at the end of the SNES/Genesis generation, because as the search for a credible successor to those took ages and ages, PC gaming actually started to seriously eclipse the consoles. If Sony hadn't come out with the Playstation, who knows what would have happened.

      Following that, however, we had two fairly rapid console cycles (PS1/N64 and PS2/Xbox/Gamecube), both of which ended while their consoles still had significant life left in them. This left the PC less time than normal to really flex its muscles at the head of the market. This time around, with the longest console cycle ever, the PC has had a long time to build up a big lead.

      If the PS4 and XboxOne take off, then we'll get another round of "PC gaming is dying" stories - which will be no more true than they were in earlier generations.

    45. Re:Consoles aren't profitable? by CronoCloud · · Score: 1

      A significant portion of the Japanese games industry has already given up (or is in the process of giving up) the ghost and pulling out of any meaningful participation in the international market, in favour of their more forgiving (and heavily kids-and-otaku-driven) domestic market.

      Oh yes, that started happening in the PSone days to a limited extent, really kicked in with the PS2 and PS3. I think in part it was because Nintendo and Sega coddled and favoried the Japanese developers over the gaijin in the 16 bit days, but in the 32 bit days it was more of a level playing field. So not only did Square, Enix, Atlus, Nippon Ichi have to compete with each other they now had to compete with hyper competent American developer houses which knew gaijin tastes better. Japanese developers could get away with lookalike Moe games back when they didn't have to compete with Bethesda, Bioware, Firaxis, etc etc. In the 90's if you wanted to play an RPG on a console you had to go JRPGm because American RPG devs were unfriendly...that's not the case now.

      There are a couple of developers that still try to be international players (Capcom, Sega, Sony and the publishing, but not the development arm of Square-Enix),

      S-E has given up on the gaijin... I don't know why, they've been capable of selling games to gaijin in the past... admittedly as I said times are different now...but I doubt we will see another year like S-E's "summer of adventure" Though those games were average to mediocre... too quirky.

      I think S-E's problem is that they have no one to say "No". so they hand off director or producer duties to some hack character designer with a belt fetish or let some crazy ass with an obsession for developing player unfriendly games like Kawazu fuck things up. The man makes ONE game that sells huge because it's the sequel to the Gooch's FF1 and they keep letting him do stuff even though his games are Not Fun and don't sell very well outside of Japan.

      Japan's conformist "the nail that sticks up gets hammered down" and slightly xenophobic culture doesn't help much... the gamers don't play games and their developers don't study games made by gaijin so they don't in general understand how things have changed.

      but many others have now retreated into the handheld/mobile/moe-game comfort zone that's still profitable in Japan on the basis of low development costs.

      Yep and developmen is more similar to doing PSone games that they're more comfortable with. And the few games of those types that make it over here the hardcoare Japan-obsessed American Otaku snap them up even if they're massive badly designed grindfests with big eyed little girls.

      Personally I'd love to see a proper Metroidvania from Konami on a REAL console but they seem to have given up on those and only do those for portables.

      Or take the Monster Hunter series which seems to be portable only now... because the PS2 release had badly designed controls... and now the Japanese are used to the sucky controls and REFUSE to use anything else in some 3D games.

      Or how FFXI was ruined by the stupidly conformist nature of the japanese fanbase which ruined the game and the game's economy for the gaijin who got the game years after we were supposed to get it... thanks a LOT S-E for your incompetence at getting the translation done.

    46. Re:Consoles aren't profitable? by CronoCloud · · Score: 1

      I was telling someone online, it may have even been slashdot that even the mediocre games of today are better than some of the AAA games of the past in production value and gameplay.

      Think of a game like "clash at Demonhead" which is marred by a bad translation, bad manual, some bad game design but is held up as a classic. But we don't put up with crap like that anymore.

    47. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      "I gave some real actual examples of companies in both cases proving that this is absolutely not true"

      Exceptions don't make the rule. I could name many examples of the opposite: non-hardcore Japanese games in which the west has no equivalent (in kind or in size).

      In two words: visual novels. That's an entire genre that exists almost entirely only in Japan. The only thing "hardcore" about those game is if tentacle monsters are involved, as what makes VAs "good" is not necessarily how much money you throw into the graphics (or gameplay, for that matter).

      "There's simply no difference between the Japanese and Western industry in this respect, none whatsoever, they're following the exact same path."

      Incorrect, and it's easy to prove. In general, more games don't make it out of Japan than the other way around. This isn't new, and again the examples you give are exceptions. When you don't sell to mass international market, you don't get as much money to fund making hardcore games.

    48. Re:Consoles aren't profitable? by CronoCloud · · Score: 1

      Square Enix is a prime example. Gone are the days when the West get excited over FF and JRPGs in general.

      We might still get excited fi they actually treated the American market with respect and stopped trying to fawn off Moe leftovers to us and actually made games we want... like a FF7 remake. It would also be nice to have a FF game without a 16 year old hero. Did you know that Vaan and Penelo were added to FFXII after some S-E executive decied they needed some Moe kids or the game wouldn't sell in Japan... like Vagrant story (which also had an adult hero)

      Maybe having those two ex-Bioware guys in charge of FF with shake things up... maybe the Japanese will learn a few things.... but I doubt it.

    49. Re: Consoles aren't profitable? by Agent0013 · · Score: 1

      Yeah, if you are a hardcore gamer you should be on a PC. Much better for gaming. The consoles are best for people sitting in the room together and playing a game. This is where Nintendo beats the others.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
    50. Re:Consoles aren't profitable? by Endo13 · · Score: 1

      Normally I'd agree with you but this time around I'm not so sure. I can't say exactly what "feature" is likely to bust the XBOne, or if it's going to be a combination of everything. But somehow I get this feeling that MS is pushing too hard this time. However, the only thing I'm confident about is that it's going to be either a runaway success or a complete failure. I don't think there's going to be any middle ground. Viral marketing will either make it or destroy it.

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    51. Re:Consoles aren't profitable? by drsquare · · Score: 1

      100 million sales of the Wii versus 160 million for the PS3 and Xbox suggests they do, not to mention PC games. That's not counting game sales, how many Wii owners bought wii sports, mario kart, then let it collect dust for years? It's the console and PC gamers bringing in the regular cash.

    52. Re:Consoles aren't profitable? by Anonymous Coward · · Score: 0

      Would you either learn to write properly or just stop doing it?

    53. Re:Consoles aren't profitable? by Xest · · Score: 1

      "Exceptions don't make the rule. I could name many examples of the opposite: non-hardcore Japanese games in which the west has no equivalent (in kind or in size)."

      But you're talking about genres and genres are a single element of the overall market. The fact Japanese games have their own genres, lore, graphical styles and so forth says nothing about whether Japan has hardcore game development studios and casual ones too. It's irrelevant to the discussion.

      "Incorrect, and it's easy to prove. In general, more games don't make it out of Japan than the other way around. This isn't new, and again the examples you give are exceptions. When you don't sell to mass international market, you don't get as much money to fund making hardcore games."

      Again, your last paragraph was entirely irrelevant and takes the discussion on a complete tangent. Most of the insularity of some Japanese game developers is the language barrier whilst Western studios are generally developing for a common language, or set of languages.

      None of this changes the fact though that it's nonsensical to compare western hardcore games market to the Japanese casual games market, rather than comparing the Japanese casual games market to the western casual games market where you find that yes, they both have one, yes they're both a similar relative size and yes, they both have similar experiences of the market. The same goes for western hardcore AAA development vs. Japanese hardcore AAA development.

      Rather than just accept it is what it is, you seem desperate to take the conversation of on entirely random tangents to do with differing genres and styles. That's nothing to do with this discussion.

    54. Re:Consoles aren't profitable? by wienerschnizzel · · Score: 1

      I don't necessarily disagree. But I thought the comment I was reacting to was too one-sided. True, the expectations about the production values and the price level are stricter. But development in general is cheaper and the customer base is larger.

      Additionally, the expectations on game graphics are not that hard on the developers. A new iteration of an existing engine is enough - sometimes with barely noticeable changes.

    55. Re:Consoles aren't profitable? by yoshi_mon · · Score: 1

      So what you are saying is that the media at large is going to fill in any gaps by saying "something is dying!"

      To whit, I say le sigh. Yeah I can buy that.

      With the rise of the click driven revenue model I can see them wanting to just write whatever hyperbolic story that they can and bank on people forgetting what they said a day, month, or year from now.

      I still however, as a PC gamer who has not had a console since my SNES, view them as being hacks. And that tainted the whole "official" media for me. Personally now I view the "official" media is just another arm of the gov/corps marketing platforms. But there was a time that I actually thought that the media was trying to do its job.

      There is some stupid saying that as you grow older you grow more to the right wing of a viewpoint. I laugh at that. To me that was only true like 30-40 years ago if it was ever. Right now as I grow older I view the right, authoritarian and "free market", as pretty freaking evil. Maybe back before we had the knowledge that we do now about what authoritarian and "free market" people do with such power it was viewed as a good thing. However now that they do not totally control the flow of information I can see how evil such practices can be.

      --

      Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  3. What They Want by Anonymous Coward · · Score: 5, Insightful

    They want:
    - top dollar for their hardware (even if it is lacking in horsepower or hard drive space)
    - high game prices (of which they want a higher percentage)
    - high monthly fees for the privilege of playing those games
    - lots of DLC that they get a piece of
    - draconian DRM & no used game sales
    - customers who won't complain about the shitty service and performance of their oversold networks

    Not to mention that they want none of this for their competition.

    1. Re:What They Want by thunderclap · · Score: 1

      I would so mod you up. This is why there is a console death spiral. I seriously want Sony to die and devoured by Google or somoene else. I want Microsoft to go through what IBM did in the 80s and be blocked from ever putting the crap they are doing now. I so want their gaming section to be bought off and broken into parts like they did to so many other companies.

    2. Re:What They Want by Anonymous Coward · · Score: 1

      Yeah, the Smartphone and Tablet markets are pretty annoying.

      Oh wait, you were talking about game consoles...

  4. About to change by neokushan · · Score: 4, Interesting

    It's probably not a coincidence that the PS4 and Xbox One are both running x86 chips inside them. Aside from a few choice bits, developing on each machine should be incredibly similar to the point where it's just a different API for either.

    The best part is that this should translate equally well to the PC industry. If Valve does the SteamBox right, we might just have that "standard" the article is clamouring for. If Valve mandates that a certain level of Steambox has at least an 8-core x86 CPU with a GPU of equivalent power and 8GB of RAM (or better yet, convinces AMD to release an SoC similar to what's inside the PS4), we'll have 3 very different platforms that are easy to develop for, even easier to port to and a golden age of gaming where your platform of choice won't massively impact the games you can play.

    --
    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    1. Re:About to change by mysidia · · Score: 1

      golden age of gaming where your platform of choice won't massively impact the games you can play.

      There will still likely be developers that exclusively release for one console; mainly the console makers themselves -- i'm thinking Nintendo

    2. Re:About to change by Anonymous Coward · · Score: 0

      Well, I fail to see difference between console and PC in case of steam. Linux Ubuntu as base distro. I am pretty sure you will be able to do everything you could on normal PC.(in oher words limitation is hardware, not OS, as usual) Probably it will be trivial or relatively easy to install your own distro anyway.

    3. Re:About to change by neokushan · · Score: 2

      Hence the "massively" part. There will always be exclusives, hell there are games on PC that are "exclusive" to Steam or Origin. That will never change but I think we'll see a LOT more multiplatform games because it's so easy (i.e. less costly) to port between them.

      --
      +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    4. Re:About to change by slim · · Score: 4, Insightful

      It's probably not a coincidence that the PS4 and Xbox One are both running x86 chips inside them. Aside from a few choice bits, developing on each machine should be incredibly similar to the point where it's just a different API for either.

      The faster CPUs get, and the better optimising compilers get, the less likely anyone is to code directly in assembly. I think APIs are probably much more significant to games developers than the underlying chips.

    5. Re:About to change by neokushan · · Score: 1

      I guess the main difference will be the amount of control you'll have. A SteamBox should just be a PC, ultimately. Steam has no reason to lock down the underlying hardware in any way, so yeah there is a difference between that and the consoles.

      --
      +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    6. Re:About to change by slim · · Score: 2

      Well, I fail to see difference between console and PC in case of steam

      The fact that it will Just Work. On a Steambox, if the game is available, you should expect that it works, and works well: no slowdowns, freezes or graphical glitches.

      On an arbitrary PC, or one you've built yourself, you'll need to check the recommended requirements for every game, apply some reasoning, to decide whether it'll work on your system.

      For example, I got the game "Closure" as part of a Humble Bundle. the requirements for which state "512MB with support for OpenGL 2.0, older or integrated cards may not work". As it turns out, for my integrated graphics, "may not work" == "does not work".

      The Steambox user doesn't need to know what a graphics card is. Assuming it's done properly, the only games available to buy will be games that definitely work on the platform.

    7. Re:About to change by neokushan · · Score: 4, Interesting

      That is true, but there's always been more to it with consoles. While people don't necessarily drop down to assembler as much these days, it's still worth getting to grips with each console's underlying design in order to get the most from it. Take the PS3, its well known that it has CELL chips but writing code for it can't really be left up to the compiler to sort out, you have to know when to use the CELL over the PPC chip, you have to know the best way to package that data and send it, when it's optimal to do so versus when it's going to hinder performance. It has two different types of RAM and it's worth knowing which is best to use and when.

      Even the Xbox 360, although much "simpler" to develop for, has a few exotic bits you don't find on the PC - like the ED-RAM on the GPU that can boost performance considerably as long as you know how to use it effectively. I believe both the PS4 and the Xbox One have a few subtle differences that'll be worth paying attention to, but they're a lot closer to the design of a regular PC than previous consoles (with the possible exception of the Xbox).

      --
      +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    8. Re:About to change by Anonymous Coward · · Score: 1

      It's probably not a coincidence that the PS4 and Xbox One are both running x86 chips inside them. Aside from a few choice bits, developing on each machine should be incredibly similar to the point where it's just a different API for either.

      That's like saying developing "should be incredibly similar to the point where it's just a different API" for Windows, Mac & Linux because they all run on X86 chips and similar hardware "aside from a few choice bits".

    9. Re:About to change by some+old+guy · · Score: 1

      I rather think, and hope, that the smarter route would be a trend toward universal cross-platform functionality while coping with the inherent strengths and weaknesses of hardware based on customer preference.

      Granted, there are currently some hellish obstacles. Low-latency ISP connections for the console crowd to support intense server-side processing is just one that comes to mind. Better native PC OS support for analog controllers and other input devices for PC's is another. There are more, of course.

      If the gaming industry's goal is to maximize profit, doesn't it make sense to include the widest possible player base?

      Smedley, Ballmer, and you lot. Are you listening?

      --
      Scruting the inscrutable for over 50 years.
    10. Re:About to change by gl4ss · · Score: 1

      It's probably not a coincidence that the PS4 and Xbox One are both running x86 chips inside them. Aside from a few choice bits, developing on each machine should be incredibly similar to the point where it's just a different API for either.

      The faster CPUs get, and the better optimising compilers get, the less likely anyone is to code directly in assembly. I think APIs are probably much more significant to games developers than the underlying chips.

      with 360 and ps3 good api's probably were pretty different to program for. whereas game engines are probably going to be much simpler to tweak for either system now. both systems have about the same memory as well and ps4 just being a bit faster.

      --
      world was created 5 seconds before this post as it is.
    11. Re:About to change by Anonymous Coward · · Score: 0

      A couple of years back the big buzz was convergence and the expectation was that all electronics would merge with ease. Instead we are seeing divergence. Apparently Intel is phasing out the X86 in favor of ARM for servers. Developers have been pulled away from desktop PCs and now write software for smart phones and more platforms for smartphones are appearing. Apparently we are only on the edge of the electronic era and things are about to get complex.

    12. Re:About to change by slim · · Score: 1

      Yes absolutely. But

        - these are concerns for a handful of engine developers
        - that PS4 and Xbox One both have the same CPU family, doesn't mean there won't be other architectural foibles the more bit-twiddly developers can exploit. Even differences in the various levels of CPU cache are interesting to those guys.

      The point has been made before, that even direct ASM programming isn't writing "to the metal" any more; all the branch prediction (etc.) that's actually happening on the metal is abstracted away from the ASM programmer's control. The really hardcore optimising programmer has to target those CPU features without having direct control over them... in the same way as an optimising C programmer has half an eye on what he imagines the resulting ASM will look like. Even a Java programmer can use their understanding of CPU architecture and code in such a way as to minimise CPU cache misses.

    13. Re:About to change by Anonymous Coward · · Score: 0

      Well, I fail to see difference between console and PC in case of steam.

      The big difference is a fixed setup.
      The only reason I can think of for choosing a console over a PC is that the console have (Or could have if the console manufacturer documents things properly.) a very fixed hardware and firmware.
      This means that the developer can test on a single setup and utilize it to the fullest, knowing that they if "it works here" then it works at the customer.
      In a reasonably perfect world the end user will get a much tighter game that just works and will be trimmed to run at full framerate.

      This is however not true.

    14. Re:About to change by Lumpy · · Score: 1

      "in the same way as an optimising C programmer has half an eye on what he imagines the resulting ASM will look like."

      I havent seen a programmer that had a clue as to what the ASM output will look like in 2 decades. Where are you finding these Uber level programmers because they are not coming out of American Universities.

      --
      Do not look at laser with remaining good eye.
    15. Re:About to change by slim · · Score: 1

      I haven't any direct contact with that kind of programmer either, because they are not relevant to my particular field of programming. But they do exist, and they're sought after in certain niches.

      Niches including:
        - fine-tuning the inner loops of gaming engines
        - software for high speed financial transactions (where a microsecond could mean the difference between profit and loss)

    16. Re:About to change by Anonymous Coward · · Score: 0

      a golden age of gaming where your platform of choice won't massively impact the games you can play.

      Um, that age started in 2003.

    17. Re:About to change by mysidia · · Score: 1

      If the gaming industry's goal is to maximize profit, doesn't it make sense to include the widest possible player base?

      Yes... console oligopolys benefit the device manufacturers though. They enable them to extort per-unit licensing fees out of developers for the capability to develop for their platform; which funds the development of the platform in the first place.

      I'm sure the publishers would like their games on as many platforms as possible; but it costs money to develop for multiple platforms -- console licensing fees are part of that cost - so is adapting the code to run on every system, and the SDKs are different.

      I'm not so sure that similar underlying hardware will translate into much less heavy lifting for publishers wishing to support multi platforms.

    18. Re:About to change by Anonymous Coward · · Score: 0

      Not really. GPU APIs all expose the same basic functionality, and can be effectively wrapped. The APIs game developers swear by (as in "this f*cking API sucks") are all the system APIs like savegame, cloud save, store access, update notifications, trophies, blah blah blah. These APIs tend to differ completely (e.g. MS has an async file-based API for savegame; Sony has a synchronous and truly bizarre API for this, which can't be run concurrently with various other, unrelated APIs). But those APIs are usually handled by junior developers or "system specialists" (aka shmucks who deserve our sympathy). (By the way, if your favourite game is late, it's not because of any core problems with the game, it's because the developers are jumping through hoops trying to operate the stupid custom system APIs in the "deemed correct way".)

      Faster CPUs don't mean less assembly code, not if you're pushing the envelope. Better optimizing compilers might, but they tend to promise way more than they actually deliver. There is less assembly code, but only because fewer companies are pushing the envelope, because the cost-benefit analysis doesn't work out.

      The problem I have with OP is that he fails to notice that all of this already happened with the last generation of consoles (broadly similar CPUs, broadly similar GPUs, and the weaker platform had crazy Cell shit to make up for the weaknesses). It just gets more mature this time, because there's no crazy Cell shit, so the source codes will be more convergent between platforms. OTOH XB1 has significantly slower memory than PS4, and since other things are more of less equal, there is a clear technological winner here, already, even before further information comes to light. What that means for "most games being on both platforms" isn't clear yet.

    19. Re:About to change by DeathToBill · · Score: 3, Informative

      This. Having spent quite a lot of the last month trying to beat compiler output with hand-crafted assembly for vector math operations, I think I can confidently say that it is possible but almost certainly not worth it. The possible gains are minimal, even with the (fairly mediocre) VC++ 2010 compiler, and the effort required to get there is astronomical. Face it: the compiler knows, much better than you ever will, which instructions are faster, which combinations of instructions are faster, which ordering of instructions will be faster...

      --
      Slashdot - News for Nerds, Stuff that Matters, in ISO-8859-1 Has just realised that beta makes this signature redundant
    20. Re:About to change by thunderclap · · Score: 1

      This will happen when Muslims and Jews agree to live in peace and harmony. Sony and Microsoft hate each other and delight in making their games so hard to code for so you dont do cross platform games. There will never be a golden age of gaming, unless you are taking about japanese handhelds.

    21. Re:About to change by metamarmoset · · Score: 1
      The workflow for writing embedded software for microcontrollers, such as a PIC16/18/24/33, is often C -> compiler -> decompiler -> ASM (for optimisation) -> assembler.

      Important and frequent optimisations in assembly often get injected into the C code directly. I agree that if you don't work in embedded systems, you will not meet many assembly-trained programmers, but embedded software is a huge market, and this is where optimising C programmers usually start out.

    22. Re:About to change by geminidomino · · Score: 1

      Even Nintendo might be able to get over their NIH gimmick crap if the alternative is going hungry, and I say that as one whose money (or whose parents' money) they got for nearly 30 years. It's not surprising that they're feeling the pinch now, though. They're learning the hard way what I, and others, said years ago when Reggie basically told all the old-school fans "The Wii isn't for you": The "casual gamer" is fickle, cheap, and has a truckload of options. They're not a "niche" market.

       

    23. Re:About to change by ceoyoyo · · Score: 1

      True. But as soon as we manage to ditch DirectX it won't even be a different API. Consoles moving to less custom hardware will probably also involve them moving to more standard APIs, ditching their one-off almost-openGLs for the real thing.

    24. Re:About to change by thereitis · · Score: 1

      Just an anecdote, but I've found that Civilization Revolutions crashes much more often on PS3 than on XBox. Porting between systems takes effort and a lot of testing, even if you can target their CPU and compile the code. There could be different race conditions triggered, a bug in a piece of hardware uncovered, etc..

    25. Re:About to change by zaibazu · · Score: 1

      Maybe the people competing in demo competitions ? Or do they go directly for Assembler, especially in contests with like 2KB or 64KB executable size.

    26. Re:About to change by slim · · Score: 1

      Graphics APIs aren't that much of a big deal, from what I understand (IANA Games Developer). It's APIs for storing/retrieving saves, player profiles, Achievements/Trophies etc. that are a big deal. Not only are there different screwy APIs for the same thing, but different platforms have different features which users expect to find supported.

    27. Re:About to change by Anonymous Coward · · Score: 0

      Does MSVC2010 do sse 5 now? Because the dot product instruction on vectors of points is VERY relevant to my interests. So much so that I've been using asm to code it up.

    28. Re:About to change by dinfinity · · Score: 1

      Although your point is kind of valid, Closure looks like it could run on a fist-generation Pentium with a 2MB ATi VLB card. Apparently their programmers are just terrible.

      Terrible programming generally fails on consoles too:
      http://answers.yahoo.com/question/index?qid=20120408105239AA6tkkR

      What would help for PC gaming is if all game programmers could rely on some set of metrics provided by a unified benchmarking application. Creating settings profiles that would 'just work' and even predicting whether a game would run (well) on your system would become fairly trivial.

    29. Re:About to change by slim · · Score: 1

      The issue with Closure is that, unlike most games, it does collision detection on the output of the shader. The novelty of the game is that you manipulate light sources, but if you can't see something, it isn't there, and so you fall through it.

      The problem is that different graphics cards give different output for the same input. So a pixel that would be white when calculated by an Nvidia shader, is black when calculated by the Intel integrated graphics shader, resulting in an infinite death cycle at an early stage of the game.

      It might have been fixed by now. Last I looked in the forums, there were suggestions of tweaks in config files to change gamma correction parameters and so forth. I tried a couple of things, then moved on to doing something fun instead.

      The Skyrim glitches are an odd case. In a sense, they're unforgivable. But in another sense, the scope of that game is so huge, if they polished it all, they'd never finish.

    30. Re:About to change by dinfinity · · Score: 1

      The problem is that different graphics cards give different output for the same input. So a pixel that would be white when calculated by an Nvidia shader, is black when calculated by the Intel integrated graphics shader, resulting in an infinite death cycle at an early stage of the game.

      You'll probably agree with me that that doesn't sound like a very robust game engine.

      The Skyrim glitches are an odd case. In a sense, they're unforgivable. But in another sense, the scope of that game is so huge, if they polished it all, they'd never finish.

      I'm pretty sure Skyrim isn't the only game released on consoles that required patching: http://www.xbuc.net/ (Xbox game patches site)
      Of course the point stands that developing for a single target hardware platform is easier than for the multitude of PC configurations out there.

    31. Re:About to change by mysidia · · Score: 1

      The "casual gamer" is fickle, cheap, and has a truckload of options. They're not a "niche" market.

      Well; on that point I agree. Consoles are not for casual gamers. Consoles are for very frequent gamers who spend many hours a week playing, and to throw those away could be a disaster for a console maker.

      There are thousands of $0.99 games in the app store to satisfy any casual gamer's appetite.

      The casual gamers are always gonna pick Android, iPad, iPhone, PC, or some other hardware that is cheap, that they already bought, or that they get more utility out of than just playing games.

      The Playstation 2's ability to play DVDs, and PS3's Blueray and OtherOS capabilities were a good example of console makers adding extra utility to their hardware besides gaming.

      Right now I think the only real reason for a casual gamer to go out and fork over for a console may be Kinect. Due to the unique input method.

      There will be some who want joystick input -- but a used PS2 from some flea store is just as good as a 4th gen console for the purposes of the casual gamer.

      Consoles will either get more useful features besides playing games; or casual gamers simply won't buy them.

    32. Re:About to change by Anonymous Coward · · Score: 0

      That's because vector math is easy to optimize. It translates directly to code. You won't beat the compiler unless you write some kind of compiler yourself.

      Now try an actual loop containing (say) 8-bit input data, 8-bit output data and 16-bit or floating-point intermediate data (e.g. YUV -> RGB conversion) and watch your handwritten SIMD code easily beat the compiler's output by almost an order of magnitude in speed terms. This stuff is decidedly non-trivial to do for a C++ compiler (clamp semantics on "short" aren't even available, right, so the compiler has to deduce clamping semantics from your calls to min & max, or your if statements, and so on and so forth).

      Sure, if there was a language which expressed SIMD code well and which supported SIMD semantics such as clamp-on-overflow, shuffling, etc. the compiler would kick your ass. But there isn't, so it doesn't.

    33. Re:About to change by DeathToBill · · Score: 1

      Haha. No. No-one will ever need anything beyond SSE2, apparently. I agree, the dp instruction is very useful.

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      Slashdot - News for Nerds, Stuff that Matters, in ISO-8859-1 Has just realised that beta makes this signature redundant
  5. Irrelevant peasant consoles by geirlk · · Score: 0

    All consoles are irrelevant.

    Obey the PC Master Gamer race!

    1. Re:Irrelevant peasant consoles by some+old+guy · · Score: 0

      Keyboards are for secretaries and pianos.

      --
      Scruting the inscrutable for over 50 years.
    2. Re:Irrelevant peasant consoles by firex726 · · Score: 1

      And mice are for playing an FPS properly.

    3. Re:Irrelevant peasant consoles by slim · · Score: 1

      ... which leads us to an ideal FPS setup of a mouse under the right hand, and an analogue stick under the left thumb.

      However, personally I prefer to do my gaming slumped on an armchair - so a mouse isn't practical. And I prefer my games not to be FPSs.

    4. Re:Irrelevant peasant consoles by firex726 · · Score: 1

      da fuq?

      ANaloge stick stil lsucks compared to a keyboard.

      The ONLY genre not helped by a M&K is racing games, and those you'd need a steering wheel, also available on PC.

    5. Re:Irrelevant peasant consoles by slim · · Score: 1

      da fuq?

      ANaloge stick stil lsucks compared to a keyboard.

      Thing straight. You demand analogue control over the direction you look/shoot. Why don't you also want analogue control over the direction and speed you move?

      WASD as a movement controller is a shoddy compromised, based on the fact that you're using a device invented for word processing, as a games controller.

    6. Re:Irrelevant peasant consoles by slim · · Score: 1

      The ONLY genre not helped by a M&K is racing games,

      And Robotron/Geometry-Wars style arena shooters (specifically designed for twin analogue sticks), and Pac Man (really benefits from a 4 way joystick), and Virtual On...

    7. Re:Irrelevant peasant consoles by Anonymous Coward · · Score: 0

      Fighting games are better with an arcade style digital stick.

      Platformers are better with any form of digital dpad or joystick.

      Like to see you play something like king of the fighters with a keyboard and mouse.

    8. Re:Irrelevant peasant consoles by geirlk · · Score: 1

      I actually prefer keyboard, although all combos are tried. I am more precise on keyboard, than I ever were on controllers, and I've had a few. Might have something to do with me having used one for 30 years of PC gaming. Still have ps3 and xbox360, but they are little more than dust collectors.

      But biggest WIN on PC gaming is Track IR. Until Oculus Rift is out, it is the supreme POV sensor. Simulators, racing games etc. will not be the same without! The shear amount of peripherals are staggering, but Track IR is one of those little known, and nearly forgotten devices that raise the bar.

    9. Re:Irrelevant peasant consoles by firex726 · · Score: 1

      Only when they are specially made for them.

      Remember back in the day fighting games were all about buttons on arcade machines and went to stick movement as a work around since controllers at that time were much smaller. It'd be faster and easier to assign a half dozen actions to their own dedicated button then carrying out some complicated movement with the stick that could both fail, and would take longer.

    10. Re:Irrelevant peasant consoles by CronoCloud · · Score: 1

      .

      which leads us to an ideal FPS setup of a mouse under the right hand, and an analogue stick under the left thumb.

      That works VERY well, if the game supports it, and is, in fact the best way to play Quake II on the PSone (though you use the Dpad and not the stick), Half-Life and Deus Ex on the PS2, and Dust514 on the PS3.

    11. Re:Irrelevant peasant consoles by CronoCloud · · Score: 1

      WASD as a movement controller is a shoddy compromised, based on the fact that you're using a device invented for word processing, as a games controller.

      Keyboard control n PC games started back in the 80's. DOS gamers unlike C64 gamers (who could use the same joysticks they had for their Atari 2600's) were less likely to have a joystick (except the flight simmers) so games always offered a keyboard option. And then when Romero and company released Wolfenstein 3D and DOOM it became entrenched.

      It's kind of sad, that for all it's faults, the SNES version of DOOM has bette and more comfortable controls than the PC version.

  6. PC + Steam by Anonymous Coward · · Score: 0

    We already have that, it's called a PC. All you need is to tweak the OS a bit. Guess who is working on that? Steam. Remind me again, why would I want a console?

    1. Re:PC + Steam by Lumpy · · Score: 0

      Remind me again, why would I want a console?

      Because my 70" TV is far more fun to game on than your tiny little laptop.

      --
      Do not look at laser with remaining good eye.
    2. Re:PC + Steam by Anonymous Coward · · Score: 1

      > 70" TV
      Plug the computer into the tv...

    3. Re:PC + Steam by Vanderhoth · · Score: 2

      My one year old Ubuntu 12.10 laptop plugs into my TV through HDMI 2.0. With a wireless keyboard and mouse, or using my PS3 controller, it's far superior to my PS3, and has better hardware specs than the Xbox One.

      Sorry console loses again.

    4. Re:PC + Steam by MachineShedFred · · Score: 1

      Because we haven't had ways to hook a PC up to a TV for like 15 years?

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    5. Re:PC + Steam by gstoddart · · Score: 1

      And, what games can you get on your Ubuntu laptop? Tuxracer?

      Because it seems to me that while you might indeed have better specs, your choices of games would be much smaller.

      You're not getting any of the big game titles, so are you ending up with a better gaming setup with shittier games? At which point, is that actually an improvement?

      --
      Lost at C:>. Found at C.
    6. Re:PC + Steam by Atzanteol · · Score: 1

      Your 70" TV only accepts RCA in or something?

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    7. Re:PC + Steam by Vanderhoth · · Score: 0

      You really need to do some research.

      I have more games for my Ubuntu laptop than I do for my PS2, PS3 and Wii combined.

      There are plenty of games that work awesomely in WINE, WOW for example along with all of my favorite older PC games I've bought in the last 20 years. I've also recently bought a number of games through the Linux Steam client and have a bunch more from Windows Steam that work in WinXP under a VM. There are also games I've bought on GOG.com and through humble bundles. Plus I have a ton of ROMS for NES, SNES, N64 and several variations of gameboys. I also have several kickstarter games on the way, the alpha and beta for Banner Saga works fine on my Ubuntu machine running WinXP on a VM, Although Stronic's promised once the beta testing is complete they'll release a native Linux port.

      More games coming out for Linux platforms every day.

    8. Re:PC + Steam by Anonymous Coward · · Score: 0

      People don't want gaming rigs hooked up to their main screen, not unless they're a dweeb living on their own. Come back when a decent machine will sit next to the receiver and not look out of place, and is near silent when playing a modern game. Perhaps the Steambox will do this, but right now, there's nothing close to consoles for living rooms for most people.

    9. Re:PC + Steam by Anonymous Coward · · Score: 0

      Please tell me you're either kidding or have never used a PS3. Near silent?! The fan at *half* speed is obnoxious and at full speed I have to up the volume. Yes, I'm using a Fat model but still. Really noisy! The Xbox 360 is quieter fan-wise but its optical drive can make a good racket on longer loads.

    10. Re:PC + Steam by JDG1980 · · Score: 1

      Because my 70" TV is far more fun to game on than your tiny little laptop.

      Your graphics card almost certainly has a HDMI output. Your 70" TV almost certainly has a HDMI input. You do the math.

    11. Re:PC + Steam by JDG1980 · · Score: 1

      People don't want gaming rigs hooked up to their main screen, not unless they're a dweeb living on their own. Come back when a decent machine will sit next to the receiver and not look out of place, and is near silent when playing a modern game.

      There are plenty of computer cases designed specifically to fit in with audiovisual equipment. The Silverstone Grandia GD07 and GD08 got decent ratings from Silent PC Review, and they can fit full-size graphics cards (up to 398 mm long, according to the review). As for the graphics card, Asus DirectCU models tend to work very well, maintaining good thermals without too much noise.

      You can have a reasonably silent, powerful gaming PC that doesn't look out of place next to your TV right now, if you are willing to put some effort (and money) into the build rather than just throwing together the cheapest crap you can find on Newegg.

    12. Re:PC + Steam by Vanderhoth · · Score: 1

      I'd like to point out that my Dad had a 72" rear projection TV 15 years ago that didn't have an HDMI input. I think it's obvious the GP was complaining that this new fangled buggy technology is incompatible with his well tested moving picture set.

      Besides who cares about modern high definition TV's, take the cardboard boxes they come in and cut a hole to make a state of the art TV to plug the best console ever invented into.

      Imagination, it's good enough for my one and a half year old, it's good enough for everyone else damn it.

    13. Re:PC + Steam by slim · · Score: 1

      You have to understand that most people don't want to build their own gaming device.

      I know it's not that hard. Most people don't want to do it anyway.

    14. Re:PC + Steam by Kielistic · · Score: 1

      So your Ubuntu laptop is better than a console because you can play ancient console games on it? And older PC titles? And that's what you want to play on your 70" television? Remember the bit about being an "improvement"?

    15. Re:PC + Steam by Vanderhoth · · Score: 1

      It's an "improvement" because no one tells me what I'm allowed to do with my PC. There are plenty of great new titles being release for Linux, I've bought a couple through Steam, but I also like a lot of the older stuff I have. You could just as easily set up a windows machine to do the same and have all the latest AAA titles if you don't mind being screwed over when they decide to turn off the authentication server or cut you off when your internet connection is dropped or some other DRM nightmare attacks your machine.

      I'd be willing to bet with the Xbox One DRM for tying games installed from physical media to an account we're going to start hearing about gamers who lose everything, digital and physical, when their system is bricked, dies or MS cuts off their accounts. I'd also be willing to bet even though Sony hasn't announced anything yet, they'll probably follow suit soon enough citing, "It's what our customers wanted".

    16. Re:PC + Steam by geirlk · · Score: 1

      Laptops are for peasant gamers. Farmville peasants and such.

      Use Steam "Big Picture" mode. From a proper gaming rig.
      Or haven't you figured that the PC is capable of connecting to TVs these days? =)

      Besides, my TV doesn't support a resolution of 2560x1440.

    17. Re:PC + Steam by CronoCloud · · Score: 1

      And if Your PS3 has an older firmware you can install Linux on IT and play Nethack, or use QEMU to run a Win95 and play Diablo, or use DOSbox.... all of which I have done.

    18. Re:PC + Steam by CronoCloud · · Score: 1

      Ha, I like my PS3 and even I think it can be loud. Though if it gets really loud it probably needs it's vents cleaned.

    19. Re:PC + Steam by Vanderhoth · · Score: 1

      I did a lot more than that. I was using my PS3 as a 3D rendering node for some modeling projects and as an alternate testing platform for some of my programming projects. I refused to update the firmware until my cousin RENTED a BluRay movie and while I was upstairs making snacks he and my wife ran the update because it was required to play the movie. Now that I think about it I don't think I've even turned it on since sometime last year, It's just not useful anymore for anything except gaming since I have my laptop which does everything except play PS games. I'm sure I could get that to work for PSX and PS2 games if I wanted to spend the time.

    20. Re:PC + Steam by MachineShedFred · · Score: 1

      Because HDMI cables longer than 3 feet don't exist. Neither do Bluetooth wireless keyboard / mouse / gamepads.

      Are you stupid?

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    21. Re:PC + Steam by MachineShedFred · · Score: 1

      And for those people, there is the age-old trick of running a cable through a wall, and using bluetooth control devices. Now all the noise and "out of place" look is in the office, on the other side of a wall.

      Fixed, for a $20 HDMI cable and a bit of time with a drill.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    22. Re:PC + Steam by CronoCloud · · Score: 1

      Glad someone did rendering on one of those things. I used my install as a basic desktop...worked better than one might think. I'm surprised your wife didn't balk at the required double confirmation of the update that removes OtherOS though since it does wanr you in no undertain terms what it does.

      I personally have found that an actual PSZ3 is still better for playing PSone or PS2 games than a PC emulator is they're still not quite up to snuff.

    23. Re:PC + Steam by Vanderhoth · · Score: 1

      I was amazed that after bitching about the OtherOS removal for over a year she didn't say, "Maybe we should wait for my husband comes back down stairs".

      I don't know which one pushed the button, but I almost suspect she did it on purpose hoping I would stop bitching about it. Unfortunately for her it only made me more militant and now there's a ban on any new Sony products in the house.

      On top of that we didn't get to watch the movie because it was too late to start it by the time the update was finished.

  7. Simple answer. by psychofox · · Score: 1

    No.

    Why wouldn't 'we' let the free market decide?

    1. Re:Simple answer. by Meneth · · Score: 1

      We are doing that. This is just a recommendation of what the big companies should decide.

    2. Re:Simple answer. by Anonymous Coward · · Score: 0

      No.

      Why wouldn't 'we' let the free market decide?

      Because "gamers" are stupid, 100% stupid.

    3. Re:Simple answer. by cbope · · Score: 1

      Because the free market decided that selling console hardware as a loss-leader and trying to make up for it in game licenses and market share was a good business model. The problem is, it was a horrible business model and was doomed from the start.

      You can't base a whole business on a bad model and expect it to be successful. The console manufacturers should have settled on a small but reasonable profit on the hardware and lowered game prices. The problem is, "people" want a cheap console and don't appear to be fazed by rip-off game prices. This has been proven over the years. Exactly how much longer would you expect the manufacturers to keep taking a loss on the hardware? How many years would you run a business that essentially makes no profit?

      You can't leave this up to the "free market", because everyone wants (expects?) something for nothing.

    4. Re:Simple answer. by slim · · Score: 4, Insightful

      Because the free market decided that selling console hardware as a loss-leader and trying to make up for it in game licenses and market share was a good business model. The problem is, it was a horrible business model and was doomed from the start.

      ...

      The problem is, "people" want a cheap console and don't appear to be fazed by rip-off game prices. This has been proven over the years.

      Don't those two statements contradict each other? As long as people want a cheap console, and don't mind paying big money for games, then selling hardware as a loss-leader is a very sound business model. It worked for at least three generations of hardware.

      It may cease to work in the current climate, but I think that's because people's desires have changed, and gaming has become cheap and practical on ubiquitous general-purpose hardware. That is, people buy an iPad or an Android tablet for other reasons, and find they can buy adequate games for less than $2 a pop.

    5. Re:Simple answer. by Impy+the+Impiuos+Imp · · Score: 1

      In other words, console gamers are starting to panic as game production shifts to tablets, waaah waaaah waaaah.

      Where were you when games shifted from PCs to consoles, a vastly inferior game design and experience? Playing a FPS with a clumsy controller instead of keyboard and mouse is like building a ship in a bottle, struggling with inadequate tools to do something cool. And the lack of dozens of powers available at once. Duke Nukem can carry only 2 weapons at once? Amy Poehler: Really?

      Most of the recent PC MMORPGs are console designs -- Star Wars: The Old Republic, Champions Online, DC Universe Online (the last 2 superhero ones; meanwhile City of Heroes is cancelled...by the company that owns Champions Online).

      Where's that guy who likes copulating with rancid, festering rectums? I need to borrow some of his phraseology.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    6. Re:Simple answer. by slim · · Score: 1

      In other words, console gamers are starting to panic as game production shifts to tablets, waaah waaaah waaaah.

      Not really. Casual gamers, who previously played on consoles, are happily gravitating towards phone/tablet games.

      Where were you when games shifted from PCs to consoles, a vastly inferior game design and experience? Playing a FPS with a clumsy controller instead of keyboard and mouse is like building a ship in a bottle, struggling with inadequate tools to do something cool. And the lack of dozens of powers available at once. Duke Nukem can carry only 2 weapons at once?

      I'm old enough to remember when home gaming was a choice between a NES/SMS, a Game-and-Watch/etc or a Spectrum/64. What would happen was that a console would come out that would vastly outperform (for gaming) similarly priced home computers, due to dedicated graphics chips. So you just couldn't do anything like SNES Mario Kart on a home computer of the time (due to SNES's Mode 7 Chip), or PS1 Ridge Racer (due to the Playstation's 3D chip), or Saturn Street Fighter (due to the Saturn's sprite hardware), etc.

      PCs would catch up with the abilities of these machines, and overtake them. Then a new console would come out and the cycle would begin anew.

      Nowadays PC graphics cards are in step with console graphics, so that particular cycle has ended. What we're left with is:
        - people who can be bothered with the hassle of PCs (keeping Windows, drivers, AV etc. up to date) versus people who are willing to sacrifice money and freedom in exchange for ease-of-use.
        - people who prefer to play games on an armchair than at a desk (so, no mouse control thanks)

      I think as time goes on, those differences between PCs and consoles will wear away too. Steam seems to be working towards that.

      Personally I don't particularly like FPSs, although sometimes I'll give one a go. I recognise that mouse control is more accurate, but I'd rather use a "clumsy" controller and slump in an armchair.

  8. Closed ecosystems are thriving by Anonymous Coward · · Score: 2, Interesting

    The only story here is that Apple's closed i-device ecosytem is outcompeting Sony's Playstation and Microsoft's Xbox closed ecosystems.

    The death of closed platforms is a nice fantasy, but it won't happen as long as typical consumers continue to be lazy asshats who would rather buy an app from an app-store than write one themselves.

    1. Re:Closed ecosystems are thriving by Anonymous Coward · · Score: 1

      The only story here is that Apple's closed i-device ecosytem is outcompeting Sony's Playstation and Microsoft's Xbox closed ecosystems.

      Outcompeting them in what areas, exactly? Casual toilet gaming? Being able to ask consumers to pay ludicrous price for their stuff?

    2. Re:Closed ecosystems are thriving by gnasher719 · · Score: 2

      Outcompeting them in what areas, exactly? Casual toilet gaming? Being able to ask consumers to pay ludicrous price for their stuff?

      One point where Apple is outcompeting Xbox without even trying: In the last few quarters, Apple sold more units of AppleTV than Microsoft sold Xbox units. And I don't even want to know what you are doing in the toilet.

    3. Re:Closed ecosystems are thriving by PortHaven · · Score: 1

      Really, that's hard to believe. I think I've seen "one" Apple TV at a friend's house. Where as 60%-75% of homes, I've seen an Xbox

    4. Re:Closed ecosystems are thriving by CodeHxr · · Score: 1

      I'd imagine that this is because, "in the last few quarters", everyone that wanted an XBox most likely had already purchased one and wouldn't need another one.

    5. Re:Closed ecosystems are thriving by Yosho · · Score: 3, Informative

      The funny thing here is that consoles nowadays are more open than they've ever been. Prior to the PS3/360/Wii generation, if you wanted to develop for a console, the manufacturers would usually require that you be an actual business, have a physical office, and pay tens of thousands of dollars for special development kits. Even if you could do that, publishing a game was even harder, because you had to secure a contract with one of the big publishers and then pay even more money to cover the costs of a physical production & distribution run.

      Nowadays, all of the big console companies are pretty friendly for indie developers. Development kits are cheap enough that a couple of guys in a garage can afford them, and digital distribution makes self-publishing your game cheap and almost risk-free.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    6. Re:Closed ecosystems are thriving by David_Hart · · Score: 1

      Outcompeting them in what areas, exactly? Casual toilet gaming? Being able to ask consumers to pay ludicrous price for their stuff?

      One point where Apple is outcompeting Xbox without even trying: In the last few quarters, Apple sold more units of AppleTV than Microsoft sold Xbox units. And I don't even want to know what you are doing in the toilet.

      You do realize that practically everyone who is into gaming knew that the new XBox and PS4 will be coming out this year? Is it so hard to understand that this would affect sales? Demand and market share in the gaming console market is not being affected by Apple. It's simply because people do not want to spend money on old tech when new models will be released soon.

      We see the exact same demand behavior when a new smartphone model is close to being released. One could argue that Samsung is out-competing Apple for smartphones simply because they have sold more phones than Apple for the last few quarters. Of course, Apple fans would argue back that demand is down because everyone knows that there will be a new iPhone within the next 3-6 months....

      The effect for the console market is being amplified as the current generation of consoles is about 7 years old. It has absolutely nothing to do with Apple...

  9. who has the money? by Anonymous Coward · · Score: 0

    seriously, who has the money nowadays to waste on gaming equipment? i'm just trying to avoid eating dogfood casseroles

    1. Re:who has the money? by Novogrudok · · Score: 1

      Well, I have the money (a SW developer). Of course, I have never bought, not intend to buy a console. However, I am perfectly happy with wasting €500 on a new GPU for my ridiculously powerful PC.

  10. They need sanity. by Lumpy · · Score: 1

    From what MSFT is pulling with the Xbox One all I see is the end of console gaming.

    Game prices are already out of control, $80.00 for a new release is criminal. $60.00 is borderline criminal. Couple with that the new "no used, no borrowing" stance the game companies desperately want to put in place and all I see is consoles coming to an end.

    I will Tolerate no loaning and no used if the games cost $20.00 to me, but I guarantee that the next games for the new consoles will start at $100.00 for new releases.

    --
    Do not look at laser with remaining good eye.
    1. Re:They need sanity. by slim · · Score: 1

      From what MSFT is pulling with the Xbox One all I see is the end of console gaming.

      Game prices are already out of control, $80.00 for a new release is criminal. $60.00 is borderline criminal. Couple with that the new "no used, no borrowing" stance the game companies desperately want to put in place and all I see is consoles coming to an end.

      I will Tolerate no loaning and no used if the games cost $20.00 to me, but I guarantee that the next games for the new consoles will start at $100.00 for new releases.

      If they go through with the "no used, no borrowing" stance, and the "fee to enable a used game" thing, then the price of new games must come down.

      That $80 price point must surely reflect the fact that in many cases it's not money from one gamer but from a chain of buyers (whoever buys it new, whoever he sells it to, and so on). Prevent that chain from happening, and you must bring the new price down accordingly. Also, the people at the back of that chain are people who can't/won't pay for full price games, yet their money trickles up to games retailers through the used game chain. If they want to get those people's money through a different route, they'll have to get them with earlier budget releases.

      So, a sensible route, perhaps - $40-$50 for a brand new release (similar to the "$80, sell it later for $30" someone might bank on today). Price drops to $30-40 6 months later when the first surge of demand dies down.

      I'll be really interested to see if that's what they actually do. Keeping prices high while simultaneously killing the used market, seems like commercial suicide, but they might do it anyway.

    2. Re:They need sanity. by damnbunni · · Score: 2

      You do realize that if you adjust for inflation, Pitfall! for the Atari 2600 was a $90 game, right?

      And Secret of Mana for the SNES would be about $130 in today's dollars?

      Ridge Racer for the Playstation would be about $75 today.

      Game prices are lower now than ever before, which is why you're seeing so much DLC and the like trying to eke out a few more bucks on the same engine/game.

    3. Re:They need sanity. by Anonymous Coward · · Score: 0

      I remember back in the 90s where I, as a wee bairn went to the shops to pick up a brand new game and the prices were in the 80-120 USD range. This is not adjusted for inflation. Now, salaries in my country are -much- higher than in the US so it wasn't as bad as it sounds but the prices have come -down- since then.

      A new game on Steam costs me... what... 60 USD max?

      So I went from paying 120 USD in 1995 money to paying 60 USD in 2013 money. Average PPP has also gone significantly up since then.

      Games could go to 200 USD easy and it still would not be as expensive in actual money, much less hours worked, as when I was a kid and I'm not rich. I'm somewhere smack in the middle-class here. I think you seriously underestimate the salaries in EMEA.

    4. Re:They need sanity. by PortHaven · · Score: 1

      And computers and PCs and electronics were still extremely new then. We've had decades to develop the technology.

    5. Re:They need sanity. by JDG1980 · · Score: 1

      While you adjust for inflation, don't forget to adjust for manufacturing costs, too. A custom PCB with 16 MBit of mask ROMs was not particularly cheap in 1993.

    6. Re:They need sanity. by Yosho · · Score: 1

      I remember that when Phantasy Star 4 came out, the game store near me was selling it for $80. After adjusting for inflation, that'd be over $120 in 2012 dollars.

      $60 is cheap for a physical copy of a new game, and you'll usually only pay that much for the big AAA releases. Games from smaller developers are often $50 or under. Stop abusing the word "criminal."

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    7. Re:They need sanity. by CastrTroy · · Score: 1

      While you're right, you also have to consider that a game takes much more manpower to produce than it did 20-30 years ago. Look at the original Zelda game. You can play through it in a matter of hours, and the only reason it took so long to beat it was because they gave you absolutely no information about where to go. The first time I played it, I couldn't figure out why I didn't have any weapons because I wandered off the first screen without going into the cave (black square). In the newer Zelda games, everything is pretty well mapped out for you, and you almost never get lost, but it still takes 30+ of hours to beat the game, even if you know exactly where you are going. The amount of time to create a game is pretty high. Sure you can get Android games for a couple of bucks, but they aren't anywhere close to expansive as a really good console title.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    8. Re:They need sanity. by CronoCloud · · Score: 1

      How old are you really? Weren't you around in the 80's when a Atari 2600 game might cost 40 dollars for a game with a single gameplay screen that only got faster as you played?

      Taking inflation in account games cost LESS than they did back then AND have tons more content and things to do.

  11. Endtothesystem by puddingebola · · Score: 0

    Endtothesystem. Endtothesystem. Endtothesystem. Endtothesystem.

  12. W3C in charge of gaming? by Horshu · · Score: 1

    That is INSANE. W3C moves at an absolute snail's pace to ratify anything, so handing over a market that is as bleeding-edge focused as gaming consoles would be suicide. The same would be true of just about any consortium formed to do the same. There would be too much red tape, and too many competing interests to make it work.

    1. Re:W3C in charge of gaming? by metamarmoset · · Score: 1
      W3C moves at a snails pace, because stability is in the W3's (as a whole) interest.

      Nobody is suggesting that the W3C should abandon their current work to reguate gaming consoles, just that unifying the console world might be a good thing.

      If the big companies agree, they might set up a consortium which meets the needs of the industry, which would presumably include keeping things cutting edge - but this could be accomplished by planning forward compatibility into standards, and/or bringing out a new set of standards every couple of years.

      Committee's don't have to be slow.

  13. fix a standard for companies to manage slices of by Anonymous Coward · · Score: 0

    What does "to fix a standard for companies to manage slices of" mean? Fix an existing standard? Slices of what? This is remarkably garbled even for Slashdot.

  14. Re:fix a standard for companies to manage slices o by EmagGeek · · Score: 1

    I believe that, in this context, "to fix" means to set, make rigid or permanent, or to make fixed.

  15. Let me get this straight... by MachineShedFred · · Score: 5, Insightful

    So an American corporation takes a long view on a business proposition rather than playing the short con quarterly filing scams, and this is a bad thing?

    Remember when that's the way business worked? Microsoft (at least, this division) is actually doing it right, and not bending to the whims of shareholders and 10Q filings with the SEC.

    --
    Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    1. Re:Let me get this straight... by citizenr · · Score: 1

      Xbox was introduced in 2001. M$ will be lucky to turn a profit on the overall investment in 2019. Nuclear power plants take ~20 years to amortize.
      This is not a long investment, this is an eternity.

      --
      Who logs in to gdm? Not I, said the duck.
    2. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      They would be very close to an overall profit already. It is a little hard to be sure though as the division the Xbox is in also includes some other large loss leaders like the windows phone division and online. though I believe currently they are profitable on the 360 and should be Brand wise profitable in the next year or two. They have built up a huge brand over the last decade with an unequalled online gaming business with Xbox live. I would think they would be incredibly happy with how it has gone.

    3. Re:Let me get this straight... by Luckyo · · Score: 1

      It's sad how modern stock market and economy made people actually believe that ~20 years is "eternity".

    4. Re:Let me get this straight... by citizenr · · Score: 2

      Give me a loan that I will have to start paying back in 20 years.

      --
      Who logs in to gdm? Not I, said the duck.
    5. Re:Let me get this straight... by ceoyoyo · · Score: 2

      20 years is kind of a long time to start making profit on an entertainment device. A nuclear power plant, sure, but a video game console brand?

    6. Re:Let me get this straight... by slim · · Score: 2

      It's called an "interest only mortgage".

    7. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      Xbox was introduced in 2001. M$

      sorry, i stopped reading right there.

    8. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      I'll give you a loan that you'll start paying down the principal in 20 years.

    9. Re:Let me get this straight... by JDG1980 · · Score: 2

      So an American corporation takes a long view on a business proposition rather than playing the short con quarterly filing scams, and this is a bad thing?

      It's bad when they are a convicted monopolist dumping products below cost in order to extend their monopoly to another sector.

    10. Re:Let me get this straight... by dingen · · Score: 1

      So what? As long as there is enough money to keep the company afloat (and clearly both Sony and Microsoft have this kind of money), what's the problem with investing in your own products?

      --
      Pretty good is actually pretty bad.
    11. Re:Let me get this straight... by gl4ss · · Score: 1

      So what? As long as there is enough money to keep the company afloat (and clearly both Sony and Microsoft have this kind of money), what's the problem with investing in your own products?

      what you invest in are "your" products.

      the problem is that in the home consoles industry it doesn't matter for marketshare one stinking it what your marketshare was 10 years ago and what it was 20 years ago matters even less. MS is under the impression that this would change though and we would be usin xbox one for 20 years... yeah they've lost it.

      --
      world was created 5 seconds before this post as it is.
    12. Re:Let me get this straight... by dingen · · Score: 1

      Of course past marketshare matters. Do you think the Playstation 2 would have been the same success if there hadn't been a Playstation 1? Same goes for the every console. It's called building a fan base.

      --
      Pretty good is actually pretty bad.
    13. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      The success of the PS2 was due to the introduction of the DVD format. It hit a price point as a DVD player while also being a game console.

    14. Re:Let me get this straight... by UnknowingFool · · Score: 2

      What kind of revisionist history white washing is this? I bet you that MS and Sony neither had 10 year plans for pay back of investment for consoles. For your theory to be correct, MS would have planned to write off at least $1B to fix the Xbox 360 RROD issue alone. Not bloodly likely. Both Sony and MS probably thought they would have won the market by now and the other folded. Neither of them probably thought Nintendo would still be in the game especially when Nintendo went with a completely different strategy of releasing a less powerful machine but focused on casual gamers.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    15. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      It's not the modern stock market or economy, it's youth. When you're 18, twenty years is a lifetime.

    16. Re:Let me get this straight... by TWiTfan · · Score: 1

      It's bad when they are a convicted monopolist dumping products below cost in order to extend their monopoly to another sector.

      Wait, I thought we were talking about MS here, not Apple.

      --
      The cow says "Moo." The dog says "Woof." The Timothy says "Thanks, valued customer. We appreciate your input."
    17. Re:Let me get this straight... by stymy · · Score: 2

      How are they using a monopoly in one sector to acquire one in another? They don't seem to be pushing the Xbox through Windows. Moreover, there's a difference between loss leaders and dumping. Their Xbox division is now profitable, as instead of making money on the consoles they get it from games and Xbox Live, which is a perfectly valid model.

    18. Re:Let me get this straight... by Anonymous Coward · · Score: 0

      I would rather MS have the market than Sony. (Everything Sony has done throughout the history of the company has been shite when they started the policy of deliberately using proprietary stuff to make their stuff incompatible with everyone elses).

    19. Re:Let me get this straight... by ceoyoyo · · Score: 1

      Well, if you're asking me for money and you say "if you give me $20 now I might give you back $25 in twenty or twenty-five years" I'm probably not going to give you any money. If you say the same thing but with "... in five years" in front of it, I'm more likely to take you up on it.

      In bigger picture terms, if it's going to take you twenty years worth of two or three year product cycles to start making a profit, there are two likely scenarios: 1) profit margins in that industry are razor thin and competition is fierce or 2) you're going to throw money at the problem and hope everyone else quits. If (1), why bother? If (2), why bother?

    20. Re:Let me get this straight... by Endo13 · · Score: 1

      The problem in this case is that the electronic entertainment industry changes fast. It's entirely possible (even likely, perhaps) that the bottom will drop out of the console market (as we know it) before MS is able to recoup their investment. The way the mobile industry is taking off, I would surprised if it doesn't virtually take over the gaming industry, along with the PC industry, in the next 5-10 years. I fully expect to see a powerful gaming tablet capable of playing the latest and greatest available for ~$500 within ten years. If this happens, MS had best hope their attempt at a mobile OS takes off as well, or they will be hurting. (Ironically, it would then be the much-hated Windows 8 and its successors that save MS from their bad XBox investment.)

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    21. Re:Let me get this straight... by MachineShedFred · · Score: 1

      Because clearly when you're writing a business plan, you are doing it with a crystal ball in the room? How would the business plan from the first Xbox have been able to predict defects in design of the successor product? Who accurately can predict what competition will do? Did RIM's business plan for BlackBerry predict the iPhone in 2008?

      Sometimes you hit bumps in the road. Sometimes you get over the bump, and sometimes it cracks a wheel. They decided to go over the bump.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    22. Re:Let me get this straight... by UnknowingFool · · Score: 1

      Again, you say this was all apart of some larger plan that lasted 10 years? Please. Neither MS nor Sony planned this. The "long view" as you take it was never planned coming from a company that cancelled the Kin after 6 months, killed the Courier project right before a prototype was built, spent years fruitlessly try to enter the MP3 player market that Apple was leaving.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    23. Re:Let me get this straight... by Phopojijo · · Score: 1

      (2) Seems to be the theme of the last two generations.

    24. Re:Let me get this straight... by MachineShedFred · · Score: 1

      No, but it may be perfectly conceivable that they had a 5 year plan, and during that time they re-evaluated and saw reason to continue working at it, changing the original plan to account for market changes and increased competitive pressure, like every business ever has done.

      You don't make a plan and then expect a binary result. Well, you don't if you live in the real world with the rest of us. Plans change.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    25. Re:Let me get this straight... by UnknowingFool · · Score: 1

      That would require MS to have a real strategy. The only difference between Xbox and Zune (or other ventures) is that MS didn't go against Google or Apple. MS has been purely reactive for the last decade or so. Anything that poses a threat to Windows or Office must be pursued whether or not the threat is real or large. People might use their console for where they used Windows in the past. -->must build console. People are starting to use smartphones for consumer and not business usage. -->must build consumer smart phone. People are starting to use Google for previous Windows/Office functionality. -->must build search engine.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
  16. A solution for the wrong problem by Millennium · · Score: 2

    The problem is not a lack of standards: even in the last generation, game makers managed to paper over that with cross-platform engines. The problem is that HD has made games inherently too expensive to produce. Even shovelware on the Wii turned out to be more profitable than even most of the blockbusters, which is why companies (most notoriously Ubisoft, but others as well) used it to fund their unprofitable HD development.

    No amount of standardization will fix this, because while standards do fix a problem, it's not the right problem domain. The art department is incurring the big costs nowadays, not the code. This is like performing micro-optimizations in the wrong loops.

    1. Re:A solution for the wrong problem by AmiMoJo · · Score: 2

      The same thing happened to special effects on TV shows and in movies, and the solution was to rely heavily on stock objects, textures and scenes combined with procedural effects that took the work out of hand-animating stuff. Combine that with excessive use of the shaky/blurry camera to hide the imperfections.

      The equivalent for games to use an off-the-shelf engine like Unreal or Crytek and tools that take the high quality models developed for animation and degrade them to a level that can be used in a game. If you want a forest there is a plug-in for the engine that generates one, you just need to throw a few textures and parameters at it.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    2. Re:A solution for the wrong problem by Anonymous Coward · · Score: 0

      One thing I noticed a long time ago is that the barrels in Half Life 2 and Counterstrike: Source look practically the same. One has to wonder why they don't reuse props more in FPSes. We're at the stage where graphics are hardly advancing anymore, and reusing a digital model is a bit easier than reusing a physical prop.

    3. Re:A solution for the wrong problem by mjwx · · Score: 1

      The problem is not a lack of standards: even in the last generation, game makers managed to paper over that with cross-platform engines. The problem is that HD has made games inherently too expensive to produce. Even shovelware on the Wii turned out to be more profitable than even most of the blockbusters, which is why companies (most notoriously Ubisoft, but others as well) used it to fund their unprofitable HD development.

      No amount of standardization will fix this, because while standards do fix a problem, it's not the right problem domain. The art department is incurring the big costs nowadays, not the code. This is like performing micro-optimizations in the wrong loops.

      Not really, high end graphics for the PC are cheap to produce. It should be cheaper on consoles. It's marketing budgets that have ballooned out of all proportion. Even in the back end of the western world (Perth, Western Australia) there is saturation marketing whenever a new COD or Halo is released. this costs millions. Add to this a per unit license fee, contractual obligations to produce DLC (paid for updates) and high costs of development kits and the art department isn't so bad.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    4. Re:A solution for the wrong problem by Tharkkun · · Score: 1

      One thing I noticed a long time ago is that the barrels in Half Life 2 and Counterstrike: Source look practically the same. One has to wonder why they don't reuse props more in FPSes. We're at the stage where graphics are hardly advancing anymore, and reusing a digital model is a bit easier than reusing a physical prop.

      Everything that uses the Source engine looks the same honestly.

    5. Re:A solution for the wrong problem by Animats · · Score: 4, Interesting

      The same thing happened to special effects on TV shows and in movies

      True. Visual effects have become good, but not cheap. We no longer have movies with a "cast of thousands", we have animation staffs of thousands. Look at the credits.

      About a decade ago, I was talking to a Hollywood director about this. He'd done some films that had live and animated characters interacting. The cost of doing that was high. He was hoping that, in a few years, he'd be able to make $100 million movies for $20 million. It's not working out that way.

      There was hope for that in games. Procedural generation was going to make it possible to have huge cities without huge teams of artists building them. Didn't work out. SpeedTree can generate huge forests and outdoor scenes cheaply and well, so you can have a huge, mostly empty natural world like Red Dead Redemption. Cities, not so much. There was much interest in procedural city generation around 2009, but what comes out is usually only good enough to fly over.

  17. Destroying the value of their own products by Anonymous Coward · · Score: 0

    The manufacturers may not realize it yet, but they are destroying the value of their hardware and games. That is, the customer's PERCEIVED value of what they are buying.

    I still have a PS2 with a bunch of games, and it still gets plenty of use. It doesn't plug into the internet, thankfully, and none of the games need patching. It doesn't have features that might be disabled later, or adverts. There is no monthly fee. The console and the games are mine until they break, hopefully not for a long time. IT'S MINE.

    I held off on buying a PS3 or Xbox 360 for a long time, mostly because I didn't like the idea of firmware updates, user tracking and monthly fees. These consoles could theoretically be bricked by the manufacturer at any time with a buggy OS update. The local multiplayer functions were stripped away from many games to promote online gaming. I only own those consoles and games at the whim of the manufacturer and the games publisher.

    The Xbox One - forget it. Quadruple the power from the cloud indeed - more like "your games are guaranteed not to work once we switch our servers off". The statement "I bought an Xbox One" has become meaningless. "I bought a box of electronics that only plays games when I have access to a reliable high-speed internet connection, so long as nobody hacks Microsoft's servers, Microsoft don't go bankrupt, or Microsoft don't decide that I have broken their TOS and brick my console. Oh, and the games will only work if you follow a bunch of rules made up by the publisher, who can decide to stop any or all of their games working whenever they like."

    That isn't a description of a game or a console that I can "own". This will filter down into the public perception, given the inevitable "geek rage" from early adopters. The "rent a game that we can switch off any time" business model will bite them hard, and the perceived worth of a games disc will plummet. Once non-hardcore gamers stop paying $60 for Call of Duty 16, the console industry as we know it is finished.

    1. Re:Destroying the value of their own products by geminidomino · · Score: 1

      That isn't a description of a game or a console that I can "own". This will filter down into the public perception, given the inevitable "geek rage" from early adopters. The "rent a game that we can switch off any time" business model will bite them hard, and the perceived worth of a games disc will plummet. Once non-hardcore gamers stop paying $60 for Call of Duty 16, the console industry as we know it is finished.

      I was right with you up until this part. The sad fact of the matter is that gamers, regardless of platform (yes, even the great PCMR), have shown time and again that they're more than willing, even happy, to eat any shit sandwich placed before them, provided it has the right brand-tribe stamp on it.

    2. Re:Destroying the value of their own products by Anonymous Coward · · Score: 0

      I think we both agree that there is a certain percentage of gamers who will buy whatever you put in front of them.

      But I think there are a big group of "casual gamers" who will desert consoles as casually as they adopted them. The Sim City fiasco has opened some people's eyes to the shitty experience of "cloud processing" - once we have dozens of similar launches on the Xbox One with accompanying negative publicity, Santa will be bringing an iPad next year instead of a console.

    3. Re:Destroying the value of their own products by geminidomino · · Score: 1

      Except that I don't think "casuals" abandoning consoles is much of a change. I've said elsewhere and for years that "casual gamers" are a fickle market and that consoles trying to cater to them is a mistake, in the long run. Paying $60 for a 5-10 hour game isn't something casual gamers do, and neither is paying $60 for 6-12 months of online play.

      Even before all the odious crap of the new generation, the iPads and Androids have been eating the casual market out from under the Wii (the only really 'casual focused' console of the last generation) for a long time now. I don't think we can count on them driving much change in the console space, other than maybe a shift back to focusing on "core" gamers.

  18. Embedded too by nten · · Score: 1

    We are in the embedded sector as well. With the added constraints on these systems its always good to have what will be generated in mind. We aren't all procedural dinosaurs either, Knowing the assembler generated for OO and functional patterns is important too. I find knowing how to read assembler for your platform can still be important just for debugging purposes. Writing it not so much, as the optimizers have gotten so good. Those same optimizers are kind of screwy at times though, I've heard of cases where moving a statement with no effect on the other statements on an inner loop around within that inner loop dramatically altered performance with the VS optimizer. PPC optimizers are not quite as smart, but they are (slightly) more predictable as well. Also PPC assembler isn't as painful to read, though there are at least 3 ways to do anything, there have been chips that reduced the redundancy, but someone would always complain.

    Also the game modding community, my dad does that, and he can look at x86 assembler and see c code.

    As far as instruction goes, schools still teach courses using 68000 and MIPS assembler at the university I went to, at least a couple years ago anyway.

    --
    refactor the law, its bloated, confusing and unmaintainable.
    1. Re:Embedded too by LoRdTAW · · Score: 1

      Microprocessor course I took in university was based around the 8088. They still use the same board and teaching methods.

  19. When it is MS doing something by Sycraft-fu · · Score: 4, Insightful

    It is bad on Slashdot. People here love to hate MS, so if MS takes the long view on something, that's bad. If they take the short view on something else, that's also bad. It is a matter of zealotry, not fact.

    In fact MS has been good at the long view idea for quite some time. When they get in to a market, often their first showing isn't that impressive. Many companies who do that say "Oh well, guess we can't compete," and fold. MS sticks with it, keeps improving, keeps trying. They don't always do that, and when they do they don't always succeed, but they've done it a lot.

    1. Re:When it is MS doing something by serviscope_minor · · Score: 3, Insightful

      Many companies who do that say "Oh well, guess we can't compete," and fold.

      Or just plain don't have the money.

      There are very few companies the size of Microsoft which can spend the billions required to get established with the Xbox, in order to prepare them for actualy profitability with the later versions.

      But yeah, taking the long view is good if you can afford to.

      --
      SJW n. One who posts facts.
    2. Re:When it is MS doing something by Anonymous Coward · · Score: 0

      Yeah? What happened to MS tablets; they were first, they bombed, MS quit. How about the Zune? How about WinCE (and people complain about Gimp's name) and their phone offering nobody bought?

      Taking a long view on a short-lived thing is stupid. Had someone taken a "long view" on hula hoops back in the '50s rather than cashing in and cashing out they'd have lost their shirts. Fads and consoles are such things.

    3. Re:When it is MS doing something by MachineShedFred · · Score: 1

      They actually didn't quit on tablets. They continued working with their OEMs to make convertible laptops with tablet-ized versions of Windows right up until... oh wait, they still are.

      See: Lenovo ThinkPad X61 Tablet, Lenovo ThinkPad X200 Tablet, Lenovo ThinkPad X201 Tablet, Lenovo ThinkPad X220 Tablet, Lenovo ThinkPad X230 Tablet, Lenovo ThinkPad Twist, Lenovo ThinkPad Helix (launched last week).

      HP has consistently had a line of these devices as well, but I'm not as familiar with their models (as I don't have a shelf of them in my QA lab here at the office.)

      Yes, they bombed in the retail space, but they are insanely popular within the medical services industry due to portable signature capture. Only because of the popularity of iPad has anyone even thought about switching, and only after the software they already use was ported and made available on Apple's app store.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
  20. You've maybe heard of inflation? by Sycraft-fu · · Score: 1

    Games now are cheaper than they were when they were on the SNES. $50 in 1993 dollars is like $78 today. Also budgets for games have gone WAY up.

    Also I'm not sure where you are getting $80 for new releases (presuming we are talking US dollars). $60 is what games seem to be going for checking stores currently.

    I do agree the no used games thing is bullshit, and I'm hoping someone takes them to task on that (sounds like the EU may) however the pricing is not out of line. Making a game isn't cheap, and they tend to provide pretty good entertainment for the money. If you want cheaper games, with lower production values, you can have that too with indy games and B-list publishers like Paradox Interactive. However with first flight games, well the cost has to be paid somehow.

    1. Re:You've maybe heard of inflation? by Anonymous Coward · · Score: 0

      Plenty of games launched for $60-$70 in the SNES era. It really is denial/rose-tinted glasses. Similar to movie tickets, yes yes they are very expensive, no, they weren't really cheaper in the 80s (unless you include the premiums for 3D, IMAX, and so forth and so on).

  21. Exessive Lifespan? by nebular · · Score: 1

    The Playstation 3 was launched in 2006, the Playstation 2 was in 2000 playstation was launched in 1994. Xbox was 2001, xbox 360 was 2005. Similar time frames were with Nintendo about 6 years between consoles.

    So an extra 1-2 years between generations is excessive?

  22. Another perspective by TheSkepticalOptimist · · Score: 1

    I think people have this all wrong.

    Everybody assumes that because a billion people have an iPhone or iPad and they play "games" on it, this means that game consoles are dead.

    However, these "open" gaming platforms have done one thing, they have gamified billions.

    What they have done is exposed billions to games that otherwise would never have bothered to buy a game console in the past to play a game.

    Gaming is like crack. You start off with a little taste, but eventually you want more and a stronger dose.

    Someone playing Angry Birds is going to get bored of it after a while, and when there is just a bunch of Angry Bird knock offs along with a slew of other tepid offerings available on the iDevice platform, people are eventually going to grow tired of it and want more.

    Now enter a new generation of game consoles that not only offer games with far more entertainment value, but also a slew of connected and smart services that currently require a handful of different devices to access.

    I am not saying a billion people are going to jump into game consoles, but there are millions and millions of people that have been newly exposed to games over the last 5 years through their phones and tablets that are going to want to check out what a game console can offer.

    You can argue that game consoles have always been a niche market. In no generation of game console has there been more then maybe 100 - 200 million units sold, the current gen (Wii, PS3, 360) have sold over 250 million units combined, and that does not include the handheld market. So while sales are not in competition with phones or tablets, sales HAVE grown between generations.

    So, while everyone is evangelizing the death of the game console, I think they are set for a huge boom because more people are gamified now than ever before, and eventually some of them are going to want to do more then flick raster birds at pigs. Sony and Microsoft (and sigh, even NIntendo) are going to be sitting there waiting for the sames to come over the next 5 - 8 years when people get bored of the same derivative games available on their phones and tablets.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
    1. Re:Another perspective by c0d3g33k · · Score: 1

      Nice theory, but it smells strongly of Nerd Tunnelvision.

      You speak of gaming as if it is something rare and new, limited at first to the savvy, forward looking early adopters but teetering at the brink of widespread adoption as the rest of the Bell curve awakens to the realization that games are fun.

      "Gamification". What rubbish. People have been playing games since the beginning of time. There is no vast untapped population waiting to be "newly exposed" to games for the first time so they can be "gamified". Games are all around us, from dice to solitaire to poker to chess to boardgames to RPGs to sports to, yes, electronic games. Most people have been exposed to the spectrum of games available to them already, including consoles, and have had a chance to develop a preference for the kind of gameplay they enjoy. The degree to which they do so depends on time available, inclination and interest. Some people play games a lot and enjoy games that require significant commitment, some people play games infrequently, preferring casual games that can be enjoyed without a huge investment of time, energy and equipment. People that enjoy phone and tablet games very likely do so because those games fit their preferences and happen to be on a device they already carry around with them for other, more practical reasons. They aren't potential gaming addicts just waiting to be gamified so they can spend lots of money on expensive consoles and games, then spend increasing amounts of time playing them. That's just not going to happen.

    2. Re:Another perspective by naroom · · Score: 1

      Yes. This is correct. We have an upcoming generation of gamers who, in five years, are going to be interested in playing things that aren't crap. If even a tiny percentage of the Angry Birds crowd grows into console and PC gamers, the industry is looking damn good in about five years.

    3. Re:Another perspective by JDG1980 · · Score: 1

      So, while everyone is evangelizing the death of the game console, I think they are set for a huge boom because more people are gamified now than ever before, and eventually some of them are going to want to do more then flick raster birds at pigs. Sony and Microsoft (and sigh, even NIntendo) are going to be sitting there waiting for the sames to come over the next 5 - 8 years when people get bored of the same derivative games available on their phones and tablets.

      You're calling tablet and phone gaming derivative? Talk about the pot calling the kettle black. The "hardcore" gaming market hasn't had a new idea in 10-20 years. It's all Doom clones and WoW clones as far as the eye can see.

  23. Re:Dodging bullets is hard work. by Nadaka · · Score: 1

    Dude. I am an systems architect/programmer with an advanced degree, a liberal, a socialist even. I also support the right to bear arms and own several of them, including an "assault rifle". When the plutocrats and theocrats finish ruining this country, you will regret it if you don't have the arms to fight back.

  24. Re:Dodging bullets is hard work. by i+kan+reed · · Score: 2

    Call me when it's the rich people being shot when bad unemployment drives murder rates up.

  25. Caught between two fires by JDG1980 · · Score: 1

    It seems to me that consoles are under attack from two different directions. The casual gamers have mostly defected to smartphones and tablets, and when they do need something hooked up to a TV, the Nintendo Wii seems to be their first choice. (Take a look at Wikipedia's list of best-selling video games – the Wii absolutely demolishes the competition in that console generation.) These games don't have much processing power, but that doesn't matter. All that matters to casual gamers is if the games are fun to play.

    The hardcore gamers tend to prefer a PC running Steam, since this gives much more flexibility and power – they can choose their own configuration, game with multiple monitors if they want, and get better graphics than any console can provide. They do trade off cost and energy usage, but generally don't care about those things.

    With the hardcore market dominated by Steam and the casual market dominated by Apple/Android/Nintendo, there isn't much room for Sony and Microsoft consoles.

    1. Re:Caught between two fires by David_Hart · · Score: 1

      It seems to me that consoles are under attack from two different directions. The casual gamers have mostly defected to smartphones and tablets, and when they do need something hooked up to a TV, the Nintendo Wii seems to be their first choice. (Take a look at Wikipedia's list of best-selling video games – the Wii absolutely demolishes the competition in that console generation.) These games don't have much processing power, but that doesn't matter. All that matters to casual gamers is if the games are fun to play.

      The hardcore gamers tend to prefer a PC running Steam, since this gives much more flexibility and power – they can choose their own configuration, game with multiple monitors if they want, and get better graphics than any console can provide. They do trade off cost and energy usage, but generally don't care about those things.

      With the hardcore market dominated by Steam and the casual market dominated by Apple/Android/Nintendo, there isn't much room for Sony and Microsoft consoles.

      I think that you are forgetting about the kid/teen market.

      I agree with you that the casual gamers are using tablets, hard-core gamers are sticking with/re-discovering PC gaming, and that families with young kids buy Nintendo. However, anyone with kids/nieces/nephews who are in their teen years will tell you that XBox 360 and PS3 are still king. It's what they want for Christmas, birthdays, etc., other than a smart-phone and tablet.

  26. capital? by Anonymous Coward · · Score: 0

    how does a company sacrifice capital? I didn't understand the article. Not sure how a company could sacrifice the capitals in The United States including Washington, District of Columbia, Pago Pago, Fagatogo, Hagåtña, Saipan, San Juan, Charlotte Amalie.

  27. It didn't work last time by ArcadeMan · · Score: 1

    Have we surpassed the point where closed platforms can be profitable and will we need to settle on an industry body, such as W3C or Khronos, to fix a standard for companies to manage slices of and compete within?

    The last time the industry tried this, it failed to gain any real traction.

    Just imagine Microsoft, Nintendo and Sony sitting at a table to decide on specifications. Let's just, for a moment, imagine they can agree on the hardware specifications.

    Now, think about them trying to agree on controller design.

    1. Re:It didn't work last time by PhamNguyen · · Score: 1

      They just need to get some top notch CS guy to help them make the right abstractions.

      E.g. you don't need to agree on a controller design, you just need to specify a functor from the category of user intentions to the program's control flow monoid.

  28. On the hardware, perhaps by phorm · · Score: 1

    It took MSFT 3 years for the Xbox360 to stop being a loss leader (each console sold for less than what it cost MSFT to make it), it took Sony 5 years for the PS3 to stop being a loss leader

    The consoles yes. But there are a lot of other factors like licensing/% of game sales, and I'm fairly sure MS has been raking in the cash with xBox live sales

    1. Re:On the hardware, perhaps by Pseudonym · · Score: 1

      In the case of the PS3, there's also Blu-Ray patent licensing to consider. Sony deliberately took a hit on PS3 hardware profits to put a Blu-Ray player in more homes than HD-DVD players. This was a long-term strategy.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  29. Adjustment by phorm · · Score: 1

    draconian DRM & no used game sales

    Draconian DRM & a cut of all used game sales in perpetuity.

  30. PC Hardware isn't profitable right now either. by adisakp · · Score: 1

    The PC market is currently losing money for most manufacturers as well.

  31. Lack of offline multiplayer by tepples · · Score: 1

    They both still function perfectly, just like with a PC you can't enjoy online content like multiplayer gaming

    The problem comes when a developer decides that all multiplayer must be online. A lot of games don't support split screen, and one Xbox 360 game even requires an online pass to activate LAN multiplayer.

    1. Re:Lack of offline multiplayer by Xest · · Score: 1

      Most of the loss of split screen is because it was beginning to get too difficult to afford the processing power.

      Even Ghost Recon Advanced Warfighter at the start of the generation, a relatively graphically weak game had to dumb down the graphics and controls when you went split screen.

      There are still many hundreds of split screen games out there though, it just tends not to be the most graphically latest and greatest.

      So fundamentally the point still stands, you can still do everything that doesn't require an internet connection offline.

    2. Re:Lack of offline multiplayer by Tharkkun · · Score: 1

      They both still function perfectly, just like with a PC you can't enjoy online content like multiplayer gaming

      The problem comes when a developer decides that all multiplayer must be online. A lot of games don't support split screen, and one Xbox 360 game even requires an online pass to activate LAN multiplayer.

      It's a small minority that can't accept change and they are only hurting themselves.

    3. Re:Lack of offline multiplayer by scot4875 · · Score: 3, Informative

      Most of the loss of split screen is because it was beginning to get too difficult to afford the processing power.

      What a load of apologist horse shit.

      So you're telling me that an N64 with its sub-100MHz processor and very limited 3d rendering hardware was somehow able to do 4-way split screen but newer consoles just can't possibly handle it? That they can't tweak the settings to sacrifice just a bit of detail to have 2-4 players on the screen?

      It's entirely due to laziness and greed, and because gamers are too pathetic to demand better.

      --Jeremy

      --
      Jesus was a liberal
    4. Re:Lack of offline multiplayer by Xest · · Score: 1

      It doesn't really matter what the relative computing power is between the two generations, it's simply a question of what proportion of that was used in single player. Games like Goldeneye on the N64 could've looked better in single player on the hardware available, but didn't precisely because they wanted a uniform experience between single player and split screen, it was built with that very fact in mind.

      It's really no different now, major franchises like Halo all the way up to the latest Halo 4, Gears of War upto the latest Judgement and so forth still have split screen but again it's because they've been designed with this in mind - it's true of the Lego games also. They do lag a bit more than single player though so there's still a genuine and obvious cost to getting the balance of visual quality and split screen right. Other games like GRAW as I pointed out simply degrade quality in split screen to cope with it, and others just don't have it.

      Even in the N64 days this was true, split screen wasn't uniformly available across every game.

      I'm not sure what people like you and tepples are after, you seem to be dying for some imagined fantasy world where every game has split screen and where full visual quality is retained even with it as if it's a zero cost process. This has never been true and never will be, it's absolute fantasy and nothing more. I'd wager there's as many split screen games now as there ever was, but where there isn't, there isn't with damn good reason. Hell, some games aren't even worth playing split screen when it means cramming you into half the size of the TV - Minecraft supports split screen on the 360, but it feels quite horrible being crammed into such a small segment of the screen even on a 46"+ display. It's supported, but it's a painful experience.

  32. Consoles come with gamepads. by tepples · · Score: 1
    http://games.slashdot.org/comments.pl?sid=3791377&cid=43839441

    I can get an 8-core Bulldozer for a decent price.

    But can you get an 8-core Bulldozer in a case that fits in well next to a living room television set, with a preloaded user interface that can be operated entirely with a gamepad, and with a wide variety of games that support multiple gamepads?

    Top it off with the heavy focus on DRM (required internet, the whole used games thing)

    Which PCs had before consoles ever since Half-Life 2 introduced Internet activation of single-player mode.

    The mobile market does what Nintendo did with the Wii and the DS.

    In a way it does, with the low-budget snack-size games, but in another significant way it does not. Wii U and Nintendo 3DS at least have traditional console controls to fall back on in addition to the touch screen. Phone games that aren't point-and-click have to fall back on awkward swiping gestures across a flat sheet of glass to emulate a gamepad and buttons.

    In MMOs the lack of content is made up for by delaying the player with [what TV Tropes calls "twenty bear asses" quests] but this pattern has been adopted in so many single player RPGs as side-quest filler content that I in general am very disappointed with the genre as of late.

    It's been in single-player JRPGs since Dragon Warrior on the NES to discourage rental.

  33. Re:Frist psot by LocalH · · Score: 1

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

    --
    FC Closer
  34. Re:Dodging bullets is hard work. by Tharkkun · · Score: 1

    Dude. I am an systems architect/programmer with an advanced degree, a liberal, a socialist even. I also support the right to bear arms and own several of them, including an "assault rifle". When the plutocrats and theocrats finish ruining this country, you will regret it if you don't have the arms to fight back.

    If the country is ruined why would we want to live to see the darkest days? I mean it's over already...

  35. Cost of doing business in Europe by tepples · · Score: 1

    even Europe overtook Japan

    "Europe" is not as unified of a market as USA or Japan. It has several single-country ratings organizations, which run up the overhead of a release and occasionally result in outright bans. it has a lot fewer players per language than USA or Japan, which increases the cost of translation and often requires hiring a set of voice actors per language.

    1. Re:Cost of doing business in Europe by Xest · · Score: 1

      Right, and the relevance of that is what? It's still a more profitable market nowadays than Japan however you cut it.

  36. Who is this "small minority"? by tepples · · Score: 1

    By "a small minority that can't accept change" do you refer to developers who refuse to add same-screen or System Link multiplayer, or do you refer to gamers who demand same-screen or System Link multiplayer? If the latter, then how would it have improved, say, the Street Fighter series to require a separate console, TV, and copy of the game for each of two players?

  37. PC monitors were historically smaller by tepples · · Score: 1

    Better native PC OS support for analog controllers and other input devices for PC's is another.

    Windows has supported USB game controllers through DirectInput since 1998 and XInput since 2005. The problem is that until 2007, virtually no home had a TV-sized monitor that could accept the EDTV or HDTV signals coming out of a video card. Most TVs didn't go higher than 15.7 kHz horizontal, while even VGA was twice that. Computer monitors could accept higher resolution signals, but the monitors of that era were typically 17", which is only big enough for one person to physically fit around. A few video cards of the era had composite out, but those were far from standard, and I don't remember ever seeing a major PC maker market its product for this sort of home-theater use. Thus games with a heavy offline multiplayer component, such as fighting games and party games, tended to go to consoles because that's where the big enough displays were.

  38. NESdev by tepples · · Score: 1

    I havent seen a programmer that had a clue as to what the ASM output will look like

    Maybe the people competing in demo competitions ?

    But then the demoscene never really took off outside mainland Europe.

    Or do they go directly for Assembler, especially in contests with like 2KB or 64KB executable size.

    Development for retro consoles such as the NES commonly results in 16 to 64 KiB executables as well.

  39. Some genres are still console specialties by tepples · · Score: 1

    a golden age of gaming where your platform of choice won't massively impact the games you can play.

    Um, that age started in 2003.

    Good luck finding a good selection of fighting games, party games, and cooperative platformers for the PC. Anything that uses more than one gamepad tends to be console specialties.

  40. The platform depends on the genre by tepples · · Score: 1

    Where were you when games shifted from PCs to consoles, a vastly inferior game design and experience? Playing a FPS with a clumsy controller instead of keyboard and mouse is like building a ship in a bottle

    It really depends on the genre. Trying to play a fighting game with a keyboard and mouse instead of two controllers has its own problems. A lot of games that aren't FPS, RTS, or MMORPG get released for consoles instead of PC and mobile because they can't expect PC or mobile users to already own a game controller or to buy a $60 controller just for a $3 game.

  41. This has all happened before, it will happen again by VortexCortex · · Score: 2

    Remember Mechanical Games? Dedicated machines for implementing one game: Basketball, Hockey, Pinball, etc.
    Remember Arcade Cabinets? Dedicated Gaming Rigs in a Box. They were specialized to their task, but the hardware inside could run more than one game program. Their customizable form factor could provide better gaming experiences for many games. Even more general purpose hardware, consoles, which could run a gamut of games more cheaply came along. Then consoles met and surpassed the performance of Arcade cabinets. The arcade cabinets slow hardware cycle meant they couldn't take advantage of Moore's Law as easily, and the consoles were more accessible to play -- Being in your house.

    For a while personal computing devices were sub-par to consoles in terms of game performance. Now, however, the guts are nearly exactly the same. The glacial console cycle means that PCs can more effectively take advantage of Moore's Law. Also, you're not going to replace a PC with a Console -- Especially not a Mobile Personal Computer. PCs can be even more accessible -- Fitting in your purse, backpack or even pocket today. If you do try to compete with a PC then you need to do everything the PC can do, thus turning into a general purpose personal computer. Now, reference the features of the consoles over time -- Note that they are slowly becoming PCs...

    The main difference between a PC and a Console is that PCs provide a common API to a wide range of hardware. This allows programs to be cross platform. The main secondary difference is that a PC can be used to create new software on. For these reasons Smartphones, Tablets, and Consoles can not supplant the PC... If they do gain these features then they will actually become PCs.

    The main problem with consoles is that they are set exactly opposed to the progress of the Games Industry they purport to support. What is best for Game Developers and Game Players is if all games can run everywhere forever. What is best for Console Sales is if games only run on one platform for a limited amount of time. What was best for Arcade revenue was if the games could even be geographically exclusive.... Exclusivity didn't work out so well. Inclusivity and common software API -- More General Purpose -- has been winning the Game Wars since the first digital hardware that could run more than one game program. Consoles are holding back the game industry, they must, that is the nature of a closed platform that does not play nice with others.

  42. Copyright problems with XP VMs and ROMs by tepples · · Score: 1

    Unfortunately, a lot of the examples you cite won't be helpful to an HTPC maker trying to compete with Xbox One and PlayStation 4. "WinXP under a VM" requires Windows XP retail install media and a Certificate of Authenticity, which a lot of people don't already have. Users would end up confused as to which games work in Wine and which don't. Nor can an HTPC maker advertise compatibility with ROMs for Nintendo platforms without running the risk of getting sued for inducing copyright infringement. An Ubuntu HTPC maker would have to stick to games in Ubuntu's apps directory, NES homebrew, Steam for Linux, GOG, Humble Bundle, and what else?

    1. Re:Copyright problems with XP VMs and ROMs by Vanderhoth · · Score: 1
      I admit I was trolled and focused too much on the fact that I have lots of options on my Ubuntu machine for gaming rather than the original point, which was mainly that there are plenty of games that can be run on a PC or laptop, Linux or Windows, with better specs than the up coming generation of consoles, that can be plugged into a 70" TV.

      I've bought plenty of consoles in my day, I still have all the NES systems from the original NES to the Wii and had all the PS systems up to the PS3. The major advantage being I can pull one out at anytime and play some of my old games. Not that I have to, my PS3 is PSX and PS2 compatible, and with my Ubuntu box I have all my old games, including ROMS for NES systems I own. Plus there's a slew of new stuff that's becoming available including a lot of great indi and non-exclusive titles. Other advantages are it's also a media center and because it's a laptop I can unplug the HDMI cable from it and take it with me on a long trip or just to another room if my wife wants the TV. I have most of my gaming library with me since it has Wifi and I have a lot of games through Steam and GOG.com.

      I find with the direction the consoles are heading in the only thing you'll get out of a console that you don't get out of a PC is screwed, I learned it the hard way with the PS3. The way I think about it is the reason Sony and MS want your system connected the the net is so at anytime they can turn around and brick your system if they choose or could cut off your account for any reason causing you to lose any and all digital content you have (which we know they've both done) and now even if you own physical media they can take it away. They don't have any control over my PC or what I put on it or what I use it for. The limitations are basically how much time I'm willing to put into it, which I'll admit was a lot up front, but now that everything working is just flipping a switch to turn it on.

      what else?

      I have several other games that are just finishing up beta testing I pledged for on kickstarter. Banner Saga being one

  43. SDTVs by tepples · · Score: 1

    For about ten of those 15 years, from 1997 through 2006, there was a frequency mismatch between 480p-1024p RGB outputs on PCs and 480i composite inputs on SDTVs. PCs in general didn't come with composite output as a standard feature to the point where any PC sold at Best Buy would work with the TV that one already owns. And despite PCs having supported HID joysticks since about 1998, PCs haven't shipped with a user interface mode designed for gamepad operation.

  44. There's a wall in the way by tepples · · Score: 1

    Plug the computer into the tv...

    There's a wall in the way. The family PC is on a desk in another room.

    1. Re:There's a wall in the way by geirlk · · Score: 1

      That's just bad planning.

    2. Re:There's a wall in the way by tepples · · Score: 1

      People buy consoles because it's cheaper than fixing bad planning. Any replacement for a console would need to work around legacy bad planning.

    3. Re:There's a wall in the way by geirlk · · Score: 1

      A wall is only a hindrance if you haven't got the proper tools ;)

      I do my own cabling as need arises.

  45. VGA to composite converter by tepples · · Score: 1

    I'd like to point out that my Dad had a 72" rear projection TV 15 years ago that didn't have an HDMI input.

    That's still not the excuse. Last time I checked, Sewell Direct was selling VGA to composite converters for $30. Official component cables for seventh-generation consoles tended to cost that much. The real excuses are lack of a ready-made name-brand PC in a home-theater-friendly case and tradition.

  46. Platformers and fighting games by tepples · · Score: 1

    The ONLY genre not helped by a M&K is racing games

    I find your thesis interesting and would like to discuss PC control methods for genres that have been traditionally console-heavy. How would Super Mario Bros. or Mega Man or Castlevania have been played with a mouse? Or Street Fighter or Mortal Kombat or Smash Bros.?

    and those you'd need a steering wheel, also available on PC.

    PCs don't ship with a steering wheel. PS3 and Wii, on the other hand, ship with an accelerometer controller that substitutes for one. Even tablet games use the accelerometer to steer.

  47. GC Standards by Anonymous Coward · · Score: 0

    We already have a set of 'standards' for gaming...It's called PC gaming.

  48. Nintendo doing fine by cfalcon · · Score: 1

    Nintendo is doing fine. I'm not even sure Sony and Microsoft are losing cash.

    We don't need some dumb government oversight, ok? It's just fucking consoles, there's only a few companies competing, and two of them suck at making consoles. The market will solve this just fine.

  49. Nintendo has no problem turning a profit... by Anonymous Coward · · Score: 0

    The Wii U is reported to be profitable after 1 game purchase. IIRC the Wii was profitable from launch and the Gamecube was profitable after 2 game purchases. Since most people by 3-5 games minimum, they always turn a profit. It has only been Sony and Microsoft that have to slash prices repeatedly to try and push sales along and make it up with subscription plans, and so on.

  50. None are profitable because all are "dumping" by evilviper · · Score: 1

    Of course neither Sony nor Microsoft is making big profits on their game consoles... Microsoft broke their way into the arena by dumping cheap hardware onto the market, so Sony is forced to cut their prices to stay alive and not become the next Sega.

    But if the article's premise is true (that neither Nintendo nor Microsoft is really going to be a direct competitor to Sony in the next gen) then Sony's fate is looking-up, as without competitors, they won't need to cut prices to the bone to keep their market alive and well. They can tag an extra $50 onto the PS4's price tag, and people will just keep buying them, Sony's profits go up, and all is well. Supply and demand works like it always has.

    There's no such thing as a product without competition that can't turn a profit...

    --
    Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
  51. I'm a linux kernel guy professionally by Chirs · · Score: 1

    I've had to deal with assembly language stuff for x86, powerpc, mips, and arm. Among other things, I've found bugs in the locking in glibc and in the kernel.

    While this sort of stuff takes some experience, I wouldn't call it "uber" level....any reasonably proficient programmer could wrap their heads around it if they tried.

    For "uber" programmers, I'd point to the core kernel developers, the core X/Wayland developers, the core glibc developers, and presumably the core OSX/Windows developers.

    1. Re:I'm a linux kernel guy professionally by Lumpy · · Score: 1

      You havent seen the absolutely worthless programmers coming out of universities lately. Seriously we had one of them have problems with binary math, luckily he quit shortly afterwards. He was unable to complete even the simplest of tasks for programming simple hardware drivers with the protocol documentation in front of him.

      --
      Do not look at laser with remaining good eye.
    2. Re:I'm a linux kernel guy professionally by Anonymous Coward · · Score: 0

      This sounds more like a problem with your candidate screening. This isn't to say that maybe colleges are churning out less talented programmers than before but it is totally your company's fault for hiring someone who does not have the skillset the job requires.

  52. Re:Dodging bullets is hard work. by Endo13 · · Score: 1

    What a nice offtopic, bullshit, personal agenda rant. You're either trolling, stupid, or both.

    --
    There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  53. Maybe you should ask DeVry for a refund on the MBA by Hognoxious · · Score: 1

    The problem is that investments are intended to pay off. For something like a power station it's unlikely that it'll go out of fashion or that a new and better kind of electricity will come out and make it obsolete, so 20 years down the line it's a fair bet that it'll still producing revenue.

    Do you think the console market works like that? Look at consoles that were around twenty years ago - how many are still in production & how much new software is being written for them?

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  54. Re:Frist psot by Anonymous Coward · · Score: 0

    What exactly is a frist psot?

    It's a way for bitches like you to reply to obvious trolls so you can post your little bullshit opinion near the top of the page.

  55. Red tape by tepples · · Score: 1

    A wall is only a hindrance if you haven't got the proper tools ;)

    And the proper permit. Some landlords might not like holes drilled through the walls, and some jurisdictions require a licensed and bonded electrician to pull any sort of cable through the walls. People buy consoles as a workaround for cost-prohibitive permits.

  56. Re:Dodging bullets is hard work. by Anonymous Coward · · Score: 0

    you will regret it if you don't have the arms to fight back.

    Libya.

    You can not fight back and win, all you can do is destroy your nation to the point that the ruling class no longer care to rule it or things get so bad for the working class that they leave. Revolution simply is not possible in an age of fully automatic railguns mounted on ships 50 miles off shore that can hit a target hundreds of miles way with pinpoint accuracy. You might as well fight with lawn darts.

    Given that the ability to hold our government accountable is laughable, that excuse is invalid. There simply is no valid reason to allow the common untrained, uninsured, and unlicensed citizen the ability to purchase and carry around with them a remote killing device able to mow down dozens of people in seconds.

  57. Experience with PS3 was enough for me... by Douglas+Goodall · · Score: 1

    I bought several PS3's to do development. I wanted to experiment with the Cell processor. Of course I also wanted them to play blueray movies.I found the games available did not interest me. I waited what seemed like two years for the @home feature to go on line and finally gave up. Eventually Sony declared they were losing money on each console that had to be made up for in game sales. I say too bad for them if they didn't charge enough to pay for the manufacturing of the device. Around the time I decided to focus on yellow dog linux and experience the console's cell processor, they pushed through an update that removed the 2nd OS option forever. It seems to me the price I paid for my original PS3 units was substantial. Sony struggled to keep control of the marketshare in various ways including bait and switch. I am unimpressed and will be boycotting them for the rest of my days.

  58. Re:Dodging bullets is hard work. by Anonymous Coward · · Score: 0

    Either or fallacy, your point is invalid.

  59. "excessive lifespan" ?? by RockDoctor · · Score: 1
    I'm not sure what this means.

    I brought an [something ... have to go check ... a Wii, judging from the box on the shelf behind me] 4 or 5 years ago ; decided it was crap ; was about to try selling it to de-clutter the garage ; decided to hook it up again to test before selling and found myself moderately amused by a £5 (USD ~8?) zombie-chopping game that I'd picked up second-hand at a charity shop while the machine was boxed up. So I've got it set up now, and finding it worth while keeping.

    How is that an "excessive lifespan" ? It's lasted longer than most laptops (though with admittedly less usage) but is still a good 5 years short of the lifetime of my first computer.

    --
    Birds are not dinosaur descendants;birds are dinosaurs, for all useful meanings of "birds", "are" and "dinosaurs"
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