Slashdot Mirror


The Battle For the Game Industry's Soul

An anonymous reader writes "The NY Times has a story about the imminent release of Battlefield 4 on 29 October, as it's one of the most highly-anticipated video games of the year. The most interesting part of the article is where it highlights what a mammoth undertaking such 'AAA' games have become. There are hundreds upon hundreds of people working full time on it, and hundreds of millions of dollars tied up in its development. These number have been rising and rising over the years; how big do they get before it becomes completely unfeasible to top your last game? The article also points out that the PC platform is beginning to wane in popularity. Nobody's quite sure yet whether it'll level out or go into serious decline, but you can bet development studios are watching closely. With bigger and bigger stakes, how long before they decide it's not worth the risk? Even consoles aren't safe: 'Electronic Arts is nevertheless trying to extend franchises like Battlefield to devices, because it must. But at the same time, it has to grapple with the threats undermining traditional gaming. Though the classic consoles are getting reboots this fall, there is no guarantee that new models will permanently revive the format's fortunes.' And of course, the question must be asked: do we even want the 'AAA' games to stick around?"

272 comments

  1. THE DEATH OF PC GAMING by nicolastheadept · · Score: 4, Interesting

    Since 1898

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    1. Re:THE DEATH OF PC GAMING by nicolastheadept · · Score: 1

      Also, here is the only bit about it: "PC sales are dropping as users migrate to tablets"

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    2. Re:THE DEATH OF PC GAMING by bogaboga · · Score: 2

      PC sales are dropping as users migrate to tablets...

      While I am in agreement that PC sales are dropping, I am not too sure users are migrating to tablets "to play games."

      Reason: Battery life is a PITA on these gadgets. The CPU intensive graphics these games have doesn't help either. Users in my own [small] circle are migrating to tablets to "cunsume other media."

    3. Re:THE DEATH OF PC GAMING by Anonymous Coward · · Score: 0

      I imagine "PC sales" doesn't include people that build there own PCs or make regular upgrades. The majority of which, I'm sure are gaming on the PC.

    4. Re:THE DEATH OF PC GAMING by Anonymous Coward · · Score: 0

      I dunno, you can get a good 7 hours gaming done on an iPad, depends on the games you play though.

    5. Re:THE DEATH OF PC GAMING by Anonymous Coward · · Score: 0

      I am not too sure users are migrating to tablets "to play games."

      You're using quotation marks, but to who is the quote attributed to?

      Of course users aren't migrating to tablets for the games. You'd have to be a complete moron to believe otherwise.

    6. Re:THE DEATH OF PC GAMING by moogaloonie · · Score: 1

      I dunno... I configure and buy a rig every 2-3 years and/or make significant upgrades in the meantime. But I do it to speed 3D and video rendering. I bought GTA4 and Just Cause 2 when they were out and only ended up playing JC2. But I spend a ton of time gaming on my iPod. Bought a used 360 and a pile of games I had made note of and yet haven't played it nearly as much as I expected. I think when I am at my PC I feel I should be doing useful creative things. The iPod lets me get my gaming fix at times when I won't feel guilty about not doing something more productive. But my main point is that there are still areas of interest besides gaming in which having a high-spec custom rig can still be a top priority.

    7. Re:THE DEATH OF PC GAMING by Anonymous Coward · · Score: 0

      Don't like consoles for shooting games. Can't imagine how to play on them strategy games. So, there are quite a lot of people who just don't get console culture and I have heard for last 20 years, that gaming on PCs is dying... and usually there is assumption that consoles would take over. Problem with gaming is that there are not many fresh ideas - truth is: games are way better than they were some time ago.

      There is concern, that laptops or even tablets would replace PCs, but laptops are very bad for gaming - once the temperature rises and VGA and CPU pass out, it is very frustrating gaming experience. Not to mention, that good gaming requires good network connection and electricity consumption and PCs would be there for a long time - at least next 20 years or so - it might be even faster, if there would be some cheap ways to directly feed visual information to brains without screens, but consoles wouldn't make PC gaming to die - they are too limited for input(at this moment) compared to PCs - they have mouse and it is still quite important.

    8. Re:THE DEATH OF PC GAMING by hairyfeet · · Score: 4, Interesting

      Sigh...correlation does NOT equal causation folks. PC sales are NOT down because of tablets, its because PCs have become insanely overpowered and therefor you don't need to replace every couple of years like during the bubble that was the MHz war.

      Take myself as an example, LOVE hardcore PC shooters, practically the games that built the PC gaming business. I used to build a new PC every 2 years like clockwork and gave it a major upgrade at the 1 year mark, now? My AMD Hexacore is pushing the 5 year mark with nothing more than a GPU upgrade. I mean why should i buy a new one, when the one I got plays every game I want to play at over 30 FPS without fail? Its got 8GB of RAM, 3TB of space, I might add a caching SSD for my BDay but other than that there really isn't much more I can do that will really affect gameplay.

      And THAT is why PC sales are down, its because even the low end gamers have insane amounts of cycles to spare. Hell my youngest has an AMD triple we unlocked to a quad and an HD7750 and he plays every game he wants to play at over 30FPS and his system cost less than $400! Even the low end systems are just so insanely overpowered its not even funny and with the XBone and PS4 going with a netbook chip? Really doubt we are gonna be needing octocore PCs to game any time soon.

      As for TFA...how about making games that don't suck? How about that? Make smaller games that target a market instead of some crazy costing AAA title that you have to make as generic as possible to have "broad appeal" which is pretty much a codeword for "boring generic crap". Look at Payday the Heist, they listened to those that bought the first one, gave them what they asked for, they made a profit before the game even came out just on preorders. Make something special? Folks WILL buy. Make generic "Call Of Honor: Halo of Killzone Edition" and watch the numbers suck. It really IS as simple as that.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    9. Re:THE DEATH OF PC GAMING by LurkerXXX · · Score: 2

      Duh, PC sales are dropping. This does not mean there are less PCs in the world. In the 80's very few people had PCs. Now just about everyone does. It means the market is saturating. Still lots of PCs in homes. But now that everyone has one, you only get upgrade sales, very little sales to new buyers. Still a huge market for games.

      Lots of people use tablets more, true. But it's not so easy to edit those home movies on a tablet. Most folks who have a PC did not replace it with a tablet. They added a tablet to their list of home electronics.

    10. Re:THE DEATH OF PC GAMING by Internetuser1248 · · Score: 2

      As for TFA...how about making games that don't suck? How about that? Make smaller games that target a market instead of some crazy costing AAA title that you have to make as generic as possible to have "broad appeal" which is pretty much a codeword for "boring generic crap"

      I had the opportunity recently to discuss game pitching protocols with a publisher reprasentative, he said "if you can't explain the idea in 5 minutes it is no good". I responded that this is only true for storyline/setting pitches, and suggested that a technical idea about how to implement new gameplay could not necessarily be explained in 5 minutes. He agreed. Does this publisher have a protocol for pitching innovative new gameplay? No. Do they even employ anyone who could understand a technical description of new gameplay mechanics? No. Are they deciding what game my company makes next? Yes.

    11. Re:THE DEATH OF PC GAMING by Xest · · Score: 2

      I agree with most of your post but:

      "Make generic "Call Of Honor: Halo of Killzone Edition" and watch the numbers suck."

      This seems a bit of a silly thing to say given that all the games you bundled into that fantasy title are some of the best selling games going all earning multiple platinums without fail each time they release.

      The reason generic shooters like that are so common and released every year almost without fail is precisely because they do pay.

      In contrast, Payday: The Heist other than showing up free on my PS+ subscription I've not really heard the slightest thing about and according to Google it didn't even make the 1 million sales mark.

      I'm not defending the likes of CoD in terms of it's quality and worth as a game and so forth with it's rather tiresome release cycle but you can't argue that it doesn't work and isn't insanely successful - they sell about 10x as many copies on launch day alone each year as Payday has in it's lifetime to date.

      Fundamentally the problem is that games that suck seem to be where the money is, or at least, perhaps, the majority of people don't actually think those games suck.

    12. Re:THE DEATH OF PC GAMING by Anonymous Coward · · Score: 0

      PC sales are down because of a combination of factors, one of which is the average consumer would rather buy a new tablet than upgrade their pc or laptop. My wife and all of her friends recently bought tablet computers, she wanted to upgrade her laptop as well but after buying the tablet she saw no reason to. Try to see the world from other people's perspective once in a while

    13. Re:THE DEATH OF PC GAMING by tlhIngan · · Score: 3, Insightful

      Fundamentally the problem is that games that suck seem to be where the money is, or at least, perhaps, the majority of people don't actually think those games suck.

      Or maybe you're a snob.

      There's room in the market for AAA games and the other side - the indies.

      Complaining about how AAA games suck is like complaining about how blockbuster movies suck. Yes, you're not looking at high art here, but damn, sometimes you just want a fanciful escape for a few hours. Whether it was superheroes of Iron Man 3, or giant robots and monsters of Pacific Rim, people do want mindless entertainment.

      Then there are plenty of indie games (alas, the vast majority do suck) which are free to do anything. Some attempt to be high art, others the beginnings of a AAA game, and all that.

      Denying either really doesn't help anyone - sometimes you want mindless but pretty entertainment, and other times you just want something different.

    14. Re:THE DEATH OF PC GAMING by hairyfeet · · Score: 1

      Wow, thanks, I so rarely get to use this in a sentence...WHOOSH! Way to completely miss the point! I was talking about games that RIP OFF those titles, hence why I used ONLY triple A hit titles in that description. For an example of what ripping off those titles get you? See Duke Nukem, Kane & Lynch or Yahtzee at ZP with his "Like God OF War BUT" stamp which he slaps on the bazillion knock offs of GOW.

      Nobody is saying you can't make shooters, only that you have to bring more to the table than a poorly made copy of what is hot.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    15. Re:THE DEATH OF PC GAMING by netsentry · · Score: 1
      Wish I had points to mod this up. With anything mainstream-popular there will be a backlash from people determined not to like the product, for one reason or another. A prime example is the Twilight movie series. I for one do not enjoy pretty much anything about these movies, but they did gross 1.3 BILLION dollars. (http://boxofficemojo.com/franchises/chart/?id=twilight.htm) I can't realistically say the movies suck because there are enough people watching to prove me wrong.

      Thanks for the good points.

    16. Re:THE DEATH OF PC GAMING by almitydave · · Score: 1

      I am not too sure users are migrating to tablets "to play games."

      You're using quotation marks, but to who is the quote attributed to?

      Of course users aren't migrating to tablets for the games. You'd have to be a complete moron to believe otherwise.

      The quotes are a textual representation of the air quotes he'd be making if he said that out loud, in contradiction to the hypothetical person who might make that argument. That's to whom he's to quoting to who to. Don't you know you're grammar???

      --
      my, your, his/her/its, our, your, their
      I'm, you're, he's/she's/it's, we're, you're, they're
    17. Re:THE DEATH OF PC GAMING by Xest · · Score: 1

      Except even Duke Nukem outsold Payday 2 shifting 1.5million copies and turning a profit in the end. Kane and Lynch did even better.

      Even the clones do incredibly well and those that don't simply don't not because they're a clone, but because of underlying quality issues but even DNF with all it's fault was a platinum selling title.

      That's exactly the problem, you don't have to bring more to the table than what is hot. People want more CoD clones because CoD is only release once a year and lasts them maybe a month or so at best for most people, they want more clone to fill in that time between, they want more of the same and sure the quality might not quite be there, but if it's partially there then that's good enough for most, and that's good enough to shift a million odd copies.

      So "WHOOSH" all you want, but the real problem is that you don't understand the market. You're making that fundamental mistake of projecting and assuming everyone else in the market is exactly like you. They're not. You're an anomaly in the market and I get it, I am too, but we just have to accept that.

    18. Re:THE DEATH OF PC GAMING by Xest · · Score: 1

      Actually I think you're exactly right, I was brought up on multiplayer gaming in the Doom and Quake era so I think I am a snob, whether justified or not, my personal feeling is that many modern games just aren't that good. In this respect I imagine someone who has tasted the most expensively made wine on earth doesn't like your average cheap supermarket wine, I guess that does make them a snob, but when you've tasted better your measure of everything else in future is always going to be different.

      But don't get me wrong, I buy CoD and BF/MoH religiously every year, I was probably a little over critical, I wouldn't say they all suck, god only knows 300 hours of my life being sucked away because of BF3's multiplayer suggests I certainly enjoyed it and got my money's worth. I do like my mindless entertainment, I also enjoy many films that are slated as exactly that - plenty of criticism about the Transformers films but I actually enjoyed them precisely because I recognised them for what they are - mindless action.

      Perhaps I wasn't clear enough but as I say I actually agree with you entirely, and was pointing out the same thing to the GP in a way I hoped he'd understand though I also understand why he thinks such games suck because if he's been around long enough and played enough games he'll also know there are hidden gems that just didn't have the marketing budget or talent to get themselves out to a wider audience. Minecraft is an example of one of those gems that did however for example.

      So by suck I wasn't implying I don't enjoy them, I don't buy them, it was probably an overly harsh use of the term - fundamentally my point is that a game can sell well without being better than something that doesn't sell as well, or as I pointed out, perhaps that's just my personal perception, perhaps people really do think CoD is the best game ever and nothing better has ever been produced, though I'm not convinced - you only have to look at how something like GTA V came along that genuinely was a bit more interesting and blew it out the water.

    19. Re:THE DEATH OF PC GAMING by Xest · · Score: 1

      I get what you're saying, and have made the same argument about Apple vs. Android, I've seen numerous Apple fanboy make a claim "Obviously Apple do it right and Android does it wrong because the public prefer the iPhone" but given that Android is outselling iPhones nearly 8:1 I don't know how anyone can seriously make such a claim as "the public" are mostly not buying iPhones by a massive margin which implies "the public" most definitely don't prefer it.

      But one thing to keep in mind however is this, even if you have a product that is loved by 1 billion people, there's still another 6 billion people in the world that aren't served by that product. Many of those might simply be because of poverty, but there's a sizeable proportion, more than those who are served by the product who may simply dislike it.

      So even if Twilight has half a billion fans that watched it, there could just as well be a billion, 2 billion, even 3 billion people that didn't watch it because they thought it looked fucking awful.

      For what it's worth I watched it and thought it was fucking awful, at least past the 3rd film. The first three were okay, the 3rd was by far the best. The last two were shit and stupid IMO.

      But ultimately the thing to bear in mind is that just because something is popular, doesn't mean it's more popular than something else, and doesn't mean it's liked by a majority. Popularity is a measure only of how many people like a product, and tells us little about how many people dislike a product.

    20. Re:THE DEATH OF PC GAMING by drsquare · · Score: 1

      There's only so much room in the market for a generic AAA shooter. Release ten of them in a year and don't be surprised if only one or two of them sell anything. Most people who buy those sorts of games barely buy any games at all (some activision guy recently said as such), so going after the COD market is dooming yourself to failure.

  2. Film Industry by brunes69 · · Score: 5, Interesting

    " There are hundreds upon hundreds of people working full time on it, and hundreds of millions of dollars tied up in its development. "

    How many people do you think it took to make The Avengers? How many millions?

    The video game industry is starting to mirror the film industry, with studio houses having one or two giant blockbusters every month, and using profits from those to fund the smaller "filler" films. And then, you have the even smaller, independant type films, such as what ends up at Sundance or TIFF.

    1. Re:Film Industry by jnmontario · · Score: 5, Interesting

      My major beef with your ?defense?commentary? of the game industry is that I hear it constantly and it becomes a self-serving bias for execs. The more we accept "Hollywood-model" games and buy the next "$380B in development Rock'emSock'em XVII", or whatever, the more industry types that didn't come from a game-dev background feel like they should not innovate and make new games, but rather pour good money after bad with blockbuster prequel/sequel games. I guess what I'm trying to say is that MBA's sniffing after money appear to have transitioned from the film business to the game business and I think that's REALLY bad for the future of gaming.

    2. Re:Film Industry by brunes69 · · Score: 5, Interesting

      Well and now you point to the big difference between the industries. See, in the film industry, a RDJ or a Wheadon can make $30 million in 6 months on a blockbuster, and then spend the next 6 months working on smaller pictures, and even an indie or two, because they have money to do it with. Look at films like "Much Ado About Nothing" - an Amazing film, filled with A-list talent, received rave reviews at TIFF - yet, that movie is not going to make any money at all and I expect most of the actors were paid very little for their time. Which is fine, because no one who worked on it expected a giant payday. They did it because of the love of the craft.

        The game industry does not work like this because "the talent" does not get a big enough share of the profit - when was the last time you heard of a head creative or a head developer making 20 million on a game - it doesn't happen. If it did, then they would probably be financing more side projects, again for the love of the craft, and because it keeps them "fresh" as actors and directors.

      This is what really needs to be solved. It is not about changing the industry, it is about changing the compensation model. When people work 60+ hour weeks for a month or two to get BattleField 4 out on time, they should be getting a bigger piece of the pie than just their salary. There should be profit sharing involved. And key people - like the lead developers and lead creatives - should get a big enough share of that profit to motivate them and entice them to use it on other projects to keep them fresh.

    3. Re:Film Industry by wbr1 · · Score: 4, Funny

      Posting to remove incorrect mod. Effing touchscreen.

      --
      Silence is a state of mime.
    4. Re:Film Industry by dinfinity · · Score: 4, Insightful

      The more we accept "Hollywood-model" games ...

      Sorry, but that is about the same as saying 'The more we accept McDonalds-type food ...'

      We need to accept - on all terrains - that as a collective, we are a bunch of naked monkeys. Our biological makeup (or evolutionary history, if you will) makes us vulnerable to having our primitive behavior elicited by marketing techniques and other forms of manipulation. For an individual that may not be a problem, but for a collective, it is. Especially when the collective is a source of resources for for-profit organizations. Yes, I am talking about the free market.

      The problem in your reasoning, imho, is that the current state of the (Hollywood-)system is somehow mainly due to the evilness of MBA's and 'industry types', where in reality the nature of the free market is thus that it eventually finds the most profitable way to make a profit. That includes (ab)using our (most) common vulnerabilities and treating us all like naked apes. Every sufficiently mature free market does this, simply because it is profitable, not because it is run by a bunch of malicious bastards.

      See also, Cow Clicker, for a remarkable example of (ab)using vulnerabilities:
      http://en.wikipedia.org/wiki/Cow_Clicker
      http://www.bogost.com/blog/cow_clicker_1.shtml

    5. Re:Film Industry by Anonymous Coward · · Score: 3, Insightful

      The example you point out - Whedon's Much Ado about Nothing - highlights the problem with your argument: it's self-defeating.

      One guy gets paid 30 million dollars to make the Avengers, and then goes and funds his own little side project of love. Great, so that'd be some game studio exec or manager type - "I got 30 million bitcoins for building Halo 7! Now I can fund a little labor of love of my own, something I feel passionately about, but which isn't commercially viable."

      Awesome, sounds like fun.

      The problem? Your post pointed it out:

      I expect most of the actors were paid very little for their time. Which is fine, because no one who worked on it expected a giant payday. They did it because of the love of the craft.

      In the case of a game... who are the low-/un-paid actors? Riiiiiight... the engineers, graphic designers, voice talent, etc. etc. that actually MAKE the game under the direction of the "well-heeled exec" who's got a boatload of money.

      Except for an actor in a 2 hour film, it requires a couple days of their time to show up, learn their lines, and shoot their scenes. For an "intensive" project, maybe a couple weeks. This sort of thing schedules nicely for actors - and let's be honest, much of Whedon's go-to crew, while talented, isn't pulling down "fuck you" money for the most part from their tv & film roles. They're probably doing nicely, but not exactly Brangelina territory.

      For an engineer working on a game, it can requires months or years of their time to develop the finished product, and that's months or years of "14 hours a day, head down, slogging through code."

      So. Even if you give lead devs and designers a boatload of money as profit sharing, they STILL will struggle to turn that into a 'professional' project, because the help they need to realize their vision is TIME and TALENT intensive, which means it is *MONEY* intensive.

      There's a reason why open source does poorly in games: it often costs a lot of time, talent, and money to build a good one, and the "show up and contribute what you can & want to contribute, when you want," model of development fares poorly in this sort of an environment.

    6. Re:Film Industry by Anonymous Coward · · Score: 1

      I think you might find game devs at major studios not working on indy games because they have contracts that prohibit it.

    7. Re:Film Industry by BemoanAndMoan · · Score: 0

      There should be profit sharing involved. And key people - like the lead developers and lead creatives - should get a big enough share of that profit to motivate them and entice them to use it on other projects to keep them fresh.

      You have made a common but (as Sheldon would say) not forgiveable error in your reasoning. Two, in fact.

      First, the "Talent" makes big money because they actually draw people to the movie. Enough to justify their huge salary? Yes. The market wouldn't bear it otherwise. Nobody, esp. studio execs., gives RDJ $25 mil because they dig the goatee. By your logic, grips and best boys should be getting big pay checks too.

      There is *no* parallel in gaming, or at best the company itself is the "Talent". Voice actors, capture artists, designers, etc. do not individually draw major numbers of customers to purchase a game. The only people who do (and they are few in number) are creative director-types who do, in fact, earn great pay checks.

      As to profit sharing, should these self-same developers take a huge pay cut if the work was a failure? Or, do only the people who a) built their company up from the ground, over years or decades, to reach this point, and/or b) poured all the front-money including salaries into the project, have to suffer if the game fails?

      These developers you speak of are absolutely free to quit their secure jobs, go start a company, develop their own games and keep all the profits. They don't, of course, and that's why they don't get to show up with a cup in their hand when their company's 'AAA' hits it big.

    8. Re:Film Industry by ObsessiveMathsFreak · · Score: 4, Interesting

      This is actually wierdly ontopic. There is a powerful analogy between modern touchscreen development and modern games. Touchscreens and games have bother become ever flashier, commiditised, and mass marketed, and yet when I use either, I find I get less done, and ultimately less enjoyment out of the whole process than I did with traditional computers and old school games.#

      --
      May the Maths Be with you!
    9. Re:Film Industry by tepples · · Score: 1

      These developers you speak of are absolutely free to quit their secure jobs, go start a company, develop their own games

      Provided Microsoft, Nintendo, and Sony will let them. It's especially hard for someone just breaking into the industry to go the startup route, as Robert Pelloni demonstrated with Bob's Game.

    10. Re:Film Industry by drkim · · Score: 2

      The game industry does not work like this because "the talent" does not get a big enough share of the profit - when was the last time you heard of a head creative or a head developer making 20 million on a game

      The reason it happens in film is not because the film industry wants to be 'kind' to it's actors or directors - it's because if you can put "Starring Brad Pitt" or "Directed by Quentin Tarantino" in the ads, you can put more asses in the seats.

      Think about it, most people wouldn't know Shigeru Miyamoto or Cliff Bleszinski if they bit them on the leg.

      Bonus fact: If Shigeru Miyamoto bit you on the leg, it would be way cooler 'cause he'd be a zombie!

      (Note to self: start Kickstarter for "Zombie Kong" game. Don't tell anyone!!!!)

    11. Re:Film Industry by Pluvius · · Score: 3, Interesting

      A better comparison is not with the Hollywood model of today, but with the model that existed in the early days of cinema--studios "owned" actors, directors, etc. under contract so that they could only make pictures for that studio. This made a lot of money for the studios but everyone else got peanuts and had their creativity stifled, a natural oligopoly arose, and mediocrity ruled the day. The system eventually was broken up by the Supreme Court under antitrust law and the studios felt extreme competitive pressure from television, leading to the freelance system we have now where studios compete to get the best stars by sharing profit, granting creative ownership, and so forth. We wouldn't necessarily need another Supreme Court ruling or another entertainment medium to fix the video-game industry, but doing so would probably still require some sort of collective action (e.g. a general strike by top game designers and writers).

      http://en.wikipedia.org/wiki/Studio_system

      Rob

    12. Re:Film Industry by Chris+Mattern · · Score: 2

      The video game industry is starting to mirror the film industry,

      Yes, it is. This is not a good thing. The film industry lost their soul long ago.

    13. Re:Film Industry by Anonymous Coward · · Score: 0

      You're forgetting that what happens now in game dev is EXACTLY what happened - with the same arguments for it happening - in the old studio system.

    14. Re:Film Industry by Anonymous Coward · · Score: 0

      I'd fan-girl over anything that advertises itself with "Written by Goerge Ziets" or featuring a "Mark Morgan Soundtrack."
      Just saying.

    15. Re:Film Industry by tlhIngan · · Score: 2

      In the case of a game... who are the low-/un-paid actors? Riiiiiight... the engineers, graphic designers, voice talent, etc. etc. that actually MAKE the game under the direction of the "well-heeled exec" who's got a boatload of money.

      Except for an actor in a 2 hour film, it requires a couple days of their time to show up, learn their lines, and shoot their scenes. For an "intensive" project, maybe a couple weeks. This sort of thing schedules nicely for actors - and let's be honest, much of Whedon's go-to crew, while talented, isn't pulling down "fuck you" money for the most part from their tv & film roles. They're probably doing nicely, but not exactly Brangelina territory.

      For an engineer working on a game, it can requires months or years of their time to develop the finished product, and that's months or years of "14 hours a day, head down, slogging through code."

      Except the movie industry has a lot of people who don't make as much as the talent - from onscreen extras (usually just lunch), to all the people who work around setting up the equipment and what not. And even in post there's a lot of people who work to keep all the equipment running.

      And yes, the movie industry works LONG hours - so much so that child actors have special rules to prevent them from working so long that they miss school or don't get enough sleep and all that. But days that start at 4AM and run to 1AM aren't unusual. Or shots that run from 1PM to 10AM.

      And the talent? They can work pretty long hours too - arrive at 4AM to get makeup put on, which can take 3 hours, shoot for 10 hours, then spend another hour getting makeup taken off. Then repeat the process the next day.

      And filming is like that 7 days a week for 60+ filming days straight.

      Maybe for TV they do the 2 hours learn lines, act, go home thing, but feature films are not that easy. And imagine when an actor has to do a movie AND TV show.

    16. Re:Film Industry by Maudib · · Score: 1

      "The game industry does not work like this because "the talent" does not get a big enough share of the profit - when was the last time you heard of a head creative or a head developer making 20 million on a game - it doesn't happen."

      Actually it does happen, though ironically only for those who go to indie shops. Make a great game that does serious revenue, and you WILL be acquired by one of the big shops for an astronomical sum. I think this is better then hollywood. Rather then having to sell out to the big commercial stuff, game makers have to go indie and do something new.

      I think thats great.

    17. Re:Film Industry by Dutch+Gun · · Score: 1

      These developers you speak of are absolutely free to quit their secure jobs, go start a company, develop their own games and keep all the profits. They don't, of course, and that's why they don't get to show up with a cup in their hand when their company's 'AAA' hits it big.

      Exactly right. And yeah, I've actually done just that. My last game took 5+ years with a dev team of over 200 on average. My new company is just me, building a game over the next two years, living off my savings. No matter how the AAA game I worked on did (except for some bonuses), it made no real difference to me, except for continued employment. I earned good money, but I certainly was never going to become rich off that salary. With my own company, I take all the risk but keep all the rewards.

      All in all, I think it's a pretty fair system. You can either choose the relative security and stability of working for someone else, or you can embark on a high-risk operation of funding your own games, and with it get all the potential rewards.

      In general, I think money is overrated as a motivator anyhow. I earned a healthy salary at my last job, but I really enjoyed the reasonable hours and friendly atmosphere of the company. The reason I started my own company was not because I dreamed of getting rich, but because I wanted to make my own games - chart my own future, so to speak. I figure I've got a 50/50 chance at best of even earning enough to finance my second game, but I figure I'd rather regret something I did than something I didn't.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    18. Re:Film Industry by Dutch+Gun · · Score: 1

      These developers you speak of are absolutely free to quit their secure jobs, go start a company, develop their own games

      Provided Microsoft, Nintendo, and Sony will let them. It's especially hard for someone just breaking into the industry to go the startup route, as Robert Pelloni demonstrated with Bob's Game.

      In my opinion, a developer just breaking into the industry probably shouldn't go the startup route, unless you're willing to complete the game first on your own time. That way, it's zero risk as you learn the ropes. You learn a lot of very valuable lessons on someone else's dime by working for an established company. I worked 15 years in the industry before striking out on my own last year, and all the lessons I've learned by working on very large projects have significantly improved how I develop my own very small projects.

      Also, starting up a company nowadays has nothing to do with "if Microsoft, Nintendo, and Sony will let them." I don't recall asking any of those companies' permission before filing my LLC application. Still, I know what you meant, I think... You don't create a startup and immediately get published on the big three consoles - unless you've sold your rights, profits, and soul to a big publisher in exchange for a large wad of cash. But there are plenty of alternative distribution methods. PC is a hot market for indie games, with plenty of digital distribution options (despite the continuous "death of the PC matra"). You can make games for Facebook, or iOs/Android phones and tablets for very small investments as well.

      Additionally, the big three consoles are demonstrating their willingness to embrace indie developers as well. If you have a moderately successful game already developed for PC or mobile, it works in your favor when trying to get the game ported to a console (less risk for all involved, and much easier for everyone to visualize the final product).

      --
      Irony: Agile development has too much intertia to be abandoned now.
    19. Re:Film Industry by drsquare · · Score: 1

      Don't the giant blockbusters mainly fund the other big-budget films that were supposed to be blockbusters, like John Carter of Mars?

  3. Console reboots by ultranova · · Score: 0

    Though the classic consoles are getting reboots this fall, there is no guarantee that new models will permanently revive the format's fortunes.'

    No, they probably won't. The main "feature" of these reboots is to tie the consoles to Internet-based DRM and add always-on spy cameras whose official use is turning precise and effortless button-pushing to spastic, inaccurate and space-demanding motion controls. They're far worse than the previous generation, so why switch?

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    1. Re:Console reboots by sI4shd0rk · · Score: 1

      Progress is always negative

      After reading his post, that sounds like a straw man. He said he believes that the technology is not progress at all, not that all progress is negative.

      --
      Ignorance is a choice
    2. Re:Console reboots by Anonymous Coward · · Score: 0

      Progress is always negative

      After reading his post, that sounds like a straw man. He said he believes that the technology is not progress at all, not that all progress is negative.

      After reading your post it sounds like you're a tin man with no heart. A straw man, conflating hyperbole and truth. And a pig with lipstick, mixing metaphors and pearls.

    3. Re:Console reboots by lgw · · Score: 1

      Good motion controls (haven't seen this yet) would be real progress, though. It a worthwhile goal. And you get good motion controls by shipping less-than-good and learning what you can from that effort.

      IMO, consoles just don't have precise controls to begin with - if you want precise, use a mouse - but that doesn't stop games from being fun. Motions controls aren't inherently bad, just insufficiently advanced. Give it time - we'll have a real lightsaber game eventually.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    4. Re:Console reboots by Anonymous Coward · · Score: 0

      . And a pig with lipstick, mixing metaphors and pearls.

      Sarah Palin reads Slashdot?!

    5. Re:Console reboots by ultranova · · Score: 2

      Good motion controls (haven't seen this yet) would be real progress, though. It a worthwhile goal.

      Is it possible, though? As I see it, there's three main problems to overcome:

      1. It takes less time to move my finger than my arm, or even my wrist. This means that that a motion controller has less time precision than a button controller. The problem can be lessened by makign the control more sensitive to small movements, but that gets us to the next problem:

      2. A button press is less likely to be triggered by accident than a motion control. I dunno about the rest of you, but I can't stay completely motionless except when I want Mario to spin.

      3. I'm not a ninja. That means that a game that has me control a ninja can't use one-one mapping of my movements and character movements. This, in turn, means that the control is really using gestures to trigger pre-defined action sequences - in other words, it's imitating pushing buttons, but with me having to devote far more of my attention to coordinating my body rather than the on-screen events. Not only does this kill immersion, but it also poses a potential danger to my surroundings with all the distracted arm-swinging.

      Give it time - we'll have a real lightsaber game eventually.

      But you are not a jedi, thus you can't actually use a lightsaber (problem 3 above). You don't have the Force, and can't sense incoming projectiles and swings in time to block them. The game could block them for you, but then you lose synch between you and the game character. Which also happens if someone blocks your blade.

      It's a hard problem.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    6. Re:Console reboots by lgw · · Score: 1

      Well, not all game types would benefit from even perfect motion controls - twitch games are right out, as are pointer-based games (because of gorilla arm). Motion control makes sense when controlling a vaguely humanoid avatar in some first person/over the shoulder view where your motions have some natural relationship to the avatar's motions. It's just a bad controller choice for other game styles.

      But as far as your other concern, your motions don't need to be 1-to-1, they need to be representative. Just like first person shooters on a console are simply designed around the lack the of precise aim of a mouse, moving your lightsaber in the right general direction of an incoming projectile can result in a very precise block on screen. (And as far as super-human reflexes, that was solved long ago by simply taking the game into slow motion to represent that).

      The big challenge I see with motion control is movement. Games "on rails" are just tired and not much fun. We need some gestures as universal as WASD has become, that all games recognize to move around the landscape. But I could enjoy a game where you fight/interact with your dominant hand, move short distances by moving your body, and move more than a step or two by well-known gestures with your offhand.

      --
      Socialism: a lie told by totalitarians and believed by fools.
  4. PC Games waning death spiral by gigne · · Score: 1

    PC is now the second (or third) class citizen behind consoles and mobile.

    When a game comes out months and months after console releases (I'm looking at you GTA5) where is the incentive to wait? If you really want to play a game, you have to buy the console, but only because the game studios think that they know better.

    Release on all platforms at the same time!

    --
    Signature v3.0, now with 42% less memory usage.
    1. Re:PC Games waning death spiral by Anonymous Coward · · Score: 1

      the rate of the 'decline' in pc gaming is directly related to the speed at which game developers and publishers realize that casual gamers are willing to spend even more (than the outrageous $60+ price tag of a new pc game) on in-game micro-transactions (mainly because they won't realize they've spent so much until it's too late) and how quickly they move to capitalize on that 'new-found' knowledge.

    2. Re:PC Games waning death spiral by Anonymous Coward · · Score: 1

      No... Because the game studios know all too well, that a not insignificant handfull of PC players have a console or two and will buy it for the PC as well.

      And of course the fact that pirating is significantly more widespread on PC's than Consoles.

    3. Re:PC Games waning death spiral by Oligonicella · · Score: 2

      People don't 'not realize' how much money they're spending. Don't be so condescending of players just so you can take a perceived jab at game developers. People want to play and buy little things. It's a successful technique for expanding the game after release.

      By the way, I play on a PC. My favorite game involves extensions and micro-transactions. The platform in no way affects that.

    4. Re:PC Games waning death spiral by Anonymous Coward · · Score: 2, Informative

      PC Games are doing just fine. PCs themselves are going down in popularity due to white collar workers switching from cumbersome laptops to tablets. But games have nothing to do with this. Steam is running strong and with Valve soon releasing a dedicated gaming OS for PCs (yes, Steambox is a PC too) things are only going to get better. What's quickly becoming a third class citizen is the publishing industry, putting their faith in the gaming toys (consoles and mobiles) instead of a one, true, open, stable gaming platform.

      But things will work out. What media will soon call "a re-emergence" of PC gaming will in practice be just another day for PC gamers, and a catastrophe for other platforms. But that's how the industry works - it follows the loudest one, not the smartest one.

    5. Re:PC Games waning death spiral by LandDolphin · · Score: 3, Interesting

      I think he's right. People don't add up the $2 charges to a grand total. It isn't just these games, it's convenience stores, Starbucks, etc. People don't realize that the $2 Candy Bar after work costs them ~$500 a year or that the Starbucks in the morning costs them ~$150 a month.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    6. Re:PC Games waning death spiral by gl4ss · · Score: 1

      ...funny I was just playing a game that's not available on consoles.

      just wait for 6 months. back in 1990 do you know how long it took for most games to come from console? well most games didn't get ports at all.

      but that didn't matter because the console ports of the good pc games were shit back then. they pretty much are now too.

      death spiral, second class citizen blabla yet there's moar money in the business and moar games every year... and AAA titles tend to get released at least eventually on all platforms.

      but the whole title of AAA is a joke now already. you can't know if the game is shit or not if it is labeled as AAA, only thing you know is that someone at least said that ten+ million dollars went into it's development. it's a marketing gimmick. it doesn't mean that people rated it AAA.

      --
      world was created 5 seconds before this post as it is.
    7. Re:PC Games waning death spiral by Cinder6 · · Score: 1

      (than the outrageous $60+ price tag of a new pc game)

      I agree that $60 is more than I'm willing to pay for most games, but let's put things into perspective. $60 is about what games have cost since the beginning, even before you take inflation into account. Here's a thread about it. No sources, but it falls in line with my memory, too.

      Back in the day, some larger games cost even more than $60 (think RPGs and even Street Fighter 2). N64 games often went for more than that, too. Take inflation into account, and games are cheaper now than they were in the NES days ($50 in 1985 is $108 now). What's happened, IMO, is that there are a lot of cheaper games out now that make $60 look awful.

      --
      If you can't convince them, convict them.
    8. Re:PC Games waning death spiral by Cinder6 · · Score: 2

      The reason to wait is price discounts. You can find significant sales all the time for PC games, which isn't really the case with console games.

      --
      If you can't convince them, convict them.
    9. Re:PC Games waning death spiral by Nemyst · · Score: 2

      Plus, PC gaming is being described as "dying" each and every console cycle. It never has. It may not have the size and scope of consoles, but unlike them, it endures beyond any overlord's whims.

      Try playing your PS2 games on your PS4, or your NES games on your Wii U. If you're lucky, you'll be allowed generously to pay for them again so that you can play them on your new machine... and pay again come the next console since the games never carry over. Isn't it amazing? Meanwhile, I'm playing games from 20 years ago just fine on my PC.

    10. Re:PC Games waning death spiral by Anonymous Coward · · Score: 0

      And the mose hilarious thing is the PC HAS WON.
      Both the PS4 and XboxOne are PCs for the living room with cusom DRM'd to death OSes.

      I did 17 years in the games industry. The mental makeup of the people making big games is to make the next one better than the last one. All the tech people have the 'I can do it better' attitude. All of the artists want more detail and better lighting. The animators want finer grained control.

      If they think they can make a bigger profit the suits will continue to increase budgets.

    11. Re:PC Games waning death spiral by Jeremy+Erwin · · Score: 1

      just wait for 6 months. back in 1990 do you know how long it took for most games to come from console? well most games didn't get ports at all.

      Back in 1990, I don't think most people cared. Computer games were a different genre. If a game wa ported from he PC to the console, it was laughably simplified Of course, we on the Mac side often pined for decent PC ports, but that's different.

      "Four save slots? Was this written for a machine with no operating system? How hard is it to display a standard "Save As" dialog?

    12. Re:PC Games waning death spiral by lgw · · Score: 1

      If you're lucky, you'll be allowed generously to pay for them again so that you can play them on your new machine

      Well, to be fair there are many games I've bought on CD, then bought again on Steam or GOG (or first on Steam and then later on GOG, because Steam is starting to piss me off).

      Where I see the real distinction is that the PC has fully embraced digital distribution, and consoles haven't even started (the Xbone's attempt to take a step in that direction was shouted down by gamers, sadly). I do expect stuff I buy on GOG to be around forever.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    13. Re:PC Games waning death spiral by fisted · · Score: 1

      huh, what's wrong with waiting a couple months? are you 12?

    14. Re:PC Games waning death spiral by Mashiki · · Score: 1

      (than the outrageous $60+ price tag of a new pc game)

      I can't remember the last time I saw a PC game for $60, console games yes. In fact the average price for a PC game new is between $40-51.

      --
      Om, nomnomnom...
    15. Re:PC Games waning death spiral by 0123456 · · Score: 1

      $49.99 seems about normal these days. Except the DLC will appear the next day for $20.

      Personally I've only paid more than $10 for one PC game in the last three or four years. Most just aren't worth more than that any more, and will probably drop that low in six months to a year.

    16. Re:PC Games waning death spiral by Gumbercules!! · · Score: 1

      Come to Australia some time. $99 is more like the cost of games - and we have virtual parity with the USD...

    17. Re:PC Games waning death spiral by moogaloonie · · Score: 1

      PC as an afterthought only makes sense. Put the game out on console where you know what you are up against.... Then release for PC where your game game will be pirated... modded... fondled and buggered... I'm surprised PC gaming is still a thing.

    18. Re:PC Games waning death spiral by Anonymous Coward · · Score: 0

      Well, to be fair there are many games I've bought on CD, then bought again on Steam or GOG (or first on Steam and then later on GOG, because Steam is starting to piss me off).

      But there's a difference here. You didn't have to buy those games again on Steam or GOG to play them - you could have installed from disk, found the patches online, maybe futzed with Dosbox a bit, and it would have been fine. You chose to get them in a more convenient form, but you had the choice, and that makes all the difference.

    19. Re:PC Games waning death spiral by lgw · · Score: 1

      Only to ideologues, which I'm not. I care about practical problems, and in practice I needed GOG to do the work for me, and I'm happy they charge so little for doing so. Nothing in life lasts forever - in the long run, I'm dead. So I don't care if I can keep using some game forever, I only care that it doesn't end up in IP Hell: as long as someone can sell me the game again once it's nostalgia time, that's fine.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    20. Re:PC Games waning death spiral by Dutch+Gun · · Score: 2

      Plus, PC gaming is being described as "dying" each and every console cycle. It never has. It may not have the size and scope of consoles, but unlike them, it endures beyond any overlord's whims.

      Exactly. Tech reporters (who continuously fawn of the latest and greatest gizmos) notice that "sales of new PCs are falling rapidly", while "phone and tablet sales are growing each year", and thus conclude that PCs are "dying" and that smartphones are going to replace them. Smartphones will likely replace a PC for the type of user who just wants to check the occasional e-mail and browse the web a bit while waiting for the bus. In other words, they're great for people who will only *consume* light content.

      Most everyone who wants a PC (or laptop) has one already, and they're so insanely powerful we can hang onto them for a good half-decade or so now before replacing them, unlike the 1 or 2 year upgrade cycle of a decade ago. PCs excel at *creating* content, so people who are writing, painting, coding, designing, etc will still be buying PCs for the foreseeable future.

      Meanwhile, the smartphone and tablet markets are in a growth period while the market expands and the technology matures. And these new smartphone owners suddenly discover they can play games on these phones! Woo! Another growth market. What do we think will happen when the market for phones and tablets become saturated? Well, they'll drop off just like PC sales are now - essentially going into a "occasional new buyer and replacement" rate instead.

      I had the same reaction when pundits and tech writers declared that we'd probably only see one more generation of console ever, because smartphones were the hot new bling, and everyone has one, so why would anyone need a console anymore? The answer is the same as why the PC will never die out: Because consoles and PCs can easily do specific things much better than a smartphone can. Consoles excel at *consuming entertainment content* - far better than any other platform. I don't see the entertainment market dying out anytime in the near future, so I suspect consoles will also be with us for a while.

      PC: Type lots of text very quickly.
      PC: Precision input with mouse or pointer
      PC: Complex content creation of nearly any sort
      PC: Open development platforms and distribution / zero or low-cost development

      Console: High-end visuals and audio for immersive gaming and entertainment experience
      Console: Grab and play gaming - few compatibility issues.
      Console: Great for party games or multi-user gaming
      Console: Standardized game-optimized input and accessories.

      Smartphone: Ultimate in portability
      Smartphone: Simple usability with touch interface
      Smartphone: Location aware

      PCs, consoles, smartphones and tablets will all likely be with us for some time to come, because they all have different strengths and weaknesses.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  5. Soul? by Anonymous Coward · · Score: 5, Insightful

    The Game Industry doesn't have a soul. After all the failed DRM, the way they treat their developers and abandoning older game servers that many still use, it's clear they don't have a conscience or a soul.

    Let them their respective deities sort them out.

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

      To hell with that. Throw them into the Wall Of The Faithless or leave them to rot on the Astral Plane after slaughtering all their cultists. An eternal existence is not what they deserve -- we need to stop worshiping them so that they fade away and we can get on with things without their meddling. Let them fume and rant, nothing is more important than Art to our mortal lives.

    2. Re:Soul? by Anonymous Coward · · Score: 0

      Let them their respective deities sort them out.

      Plutus loves them all.

  6. The question by drinkypoo · · Score: 2

    And of course, the question must be asked: do we even want the 'AAA' games to stick around?"

    I've been thinking a lot about this in the wake of the release of Grand Theft Auto V. I've been an aficionado of the series all along, and have played all of the titles but Chinatown Wars. And clearly, Rockstar's ability matched their goals best with GTA: San Andreas. This game, on the other hand, has been fairly pathetic by comparison. It's far, far buggier. Once you beat the single player campaign there's nothing to do in single player any more, so you are forced to play online in order to continue to do heists and so on. The online component is horribly buggy; some days I'll have to re-join an online session after every attempt to join one. And since there's no function for "start this job for your crew only", and most players are too stupid to change who a job is open to, you often get to join a job and then get kicked to make room for crew members. Still no iFruit app for Android, which is still being advertised within the game, because Android app development is apparently too hard for Rockstar. Probably they hired a good iOS developer and a crap Android developer.

    Thing is, I still like sandbox games. And there's no third-party engine.

    However, it's clearly possible to displace the competition. I haven't bought a flightsim or racing sim in ages. Maybe someone will crank out a Sandbox engine.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:The question by Anonymous Coward · · Score: 0

      I've been thinking a lot about this in the wake of the release of Grand Theft Auto V. I've been an aficionado of the series all along, and have played all of the titles but Chinatown Wars.

      Seriously?

      The word aficionado shouldn't ever apply to GTA (unless you're 16 and don't have access to a dictionary).

    2. Re:The question by Anonymous Coward · · Score: 0

      The word aficionado shouldn't ever apply to GTA (unless you're 16 and don't have access to a dictionary).

      What are you even talking about? That was a completely fine and valid thing to say.

    3. Re:The question by Anonymous Coward · · Score: 0

      GTAV is one game, and an illustration of sheepies following the hype. There are still plenty of AAA games that are worth the hype and praise, but they tend to lead on PC and tend not to get as much coverage from the gaming press. Saints row IV is arguably a better game, and has been available for months on PC. Sleeping Dogs is great too and has been out even longer. Both run with higher quality visuals and deeper single player gameplay than GTA5.

      Point is, there are excellent titles coming out all the time, you just need to dig below the front pages of IGN and Kotaku, as those sites tend to have a very narrow focus on the titles upon which they receive the most promotional material on.

    4. Re:The question by Anonymous Coward · · Score: 0

      Clearly star-bellied sneetches are the best on the beaches.

    5. Re:The question by Bite+The+Pillow · · Score: 1

      They spent $800M for a 20 hour game, minus the driving, and I subtract retrying missions when the expectations were not clear to me, but would have to the character.

      Point bring, they made a sandbox for online play, which I'll have none of. And even with an online connection, I got into Bawsaq exactly twice, and could not benefit from the stock tips.

      I feel cheated, and while I have money to burn, no AAA title will get it other than on the used 6 month old market. I have bought 2 full price new games, and I'm replaying the other now because GTA bores me. It's from 2006.

    6. Re:The question by gl4ss · · Score: 1

      GTA-V is a fun game.

      I don't get how it's supposedly larger than san andreas though when it clearly isn't. in gb's sure..

      --
      world was created 5 seconds before this post as it is.
    7. Re:The question by Xest · · Score: 1

      "Once you beat the single player campaign there's nothing to do in single player any more"

      There seems to be lots to do, depending on how much of the collecting, strangers and freaks, and various other missions you did beforehand. But out of interest, I never played San Andreas, what post-story stuff did that have that GTA V is missing? I agree I've not really played it post story but that's purely because GTA online exists, otherwise I'd be dicking around in single player instead.

      "The online component is horribly buggy; some days I'll have to re-join an online session after every attempt to join one."

      Rockstar always said they expected things to be bumpy at first because this is their first time trying to do a real online experience with GTA like this. I agree it's been a pain but things seem to be fixed now, and the turnaround in doing so has been pretty rapid, I mean, 3 weeks or so from opening up the servers to getting everything pretty much rosie? That's not bad for a first attempt at this- I've played MMOs where post-launch and post-expansion issues have gone on for almost a year.

      "And since there's no function for "start this job for your crew only", and most players are too stupid to change who a job is open to, you often get to join a job and then get kicked to make room for crew members."

      I can see why this would be annoying, though I've honestly never once had it happen to me. If it's a problem though then why not host and let randoms join you instead?

      "Still no iFruit app for Android, which is still being advertised within the game, because Android app development is apparently too hard for Rockstar."

      Agree this is stupid, really no excuse in this day and age. Android development is mature now and it's not like it wasn't something that couldn't be developed completely in parallel with the main game.

      "Thing is, I still like sandbox games. And there's no third-party engine."

      You mean something like UnrealEngine available to indie devs and focussed at sandbox games or what? Is there any reason engines like C4 couldn't be trivially adapted to this sort of game?

    8. Re:The question by drinkypoo · · Score: 1

      I've played MMOs where post-launch and post-expansion issues have gone on for almost a year.

      I hope that doesn't happen here. That would be offensive.

      I can see why this would be annoying, though I've honestly never once had it happen to me. If it's a problem though then why not host and let randoms join you instead?

      Because then you have to wait for people to join you. I'm trying to get into games which already have players. Also, my connection is pretty crap. It's best if I don't host.

      You mean something like UnrealEngine available to indie devs and focussed at sandbox games or what? Is there any reason engines like C4 couldn't be trivially adapted to this sort of game?

      Nobody has yet produced a satisfactory OSS back end for this sort of thing. If it were easy, we'd probably have one by now.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:The question by Xest · · Score: 1

      When you say back-end are you talking about a multiplayer server for a MMO type experience?

      If so then the server emulators for most MMOs are open source and would do the trick.

    10. Re:The question by drinkypoo · · Score: 1

      When you say back-end are you talking about a multiplayer server for a MMO type experience?

      If so then the server emulators for most MMOs are open source and would do the trick.

      No, I mean an object store into which all this level data and so on goes into and then actually comes out in a timely fashion. Rockstar has enough trouble with it, I still have problems with pop-in in GTAV and I have the install disc installed and the play disc installed to a high speed flash drive, OCZ Rally2 16GB.

      But since you mention the multiplayer server, it's not clear that it will do the trick either. Since it has to be able to calculate collisions and so on in order to detect cheating (and for various other reasons) it pretty much has to be based on the game engine.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    11. Re:The question by Xest · · Score: 1

      There are a lot of engines out there that support that and have scene graphs optimised for it both open source and cheap proprietary source codebases.

      Rockstar's problems with GTA are simply a result of the limited RAM on current consoles. On the PS4/XBox One or a PC with 4gb RAM+ this shouldn't be a problem, especially with an SSD.

      Server side collision detection only really need act as a check, so rarely has to be done to the level as on the client - the server doesn't care if you ragdoll from an explosion and your arm goes through a wall, that's just cosmetic and upto the client to stop, it only cares that your player as a whole doesn't go through the wall and cheat so could do simpler bounding box or sphere type checks or similar.

      I think the tech is all there, it's just as is usual with something like a sandbox the difficulty is producing the content - Rockstar had hundreds, maybe over a 1000 talented people being managed by people with a central vision and overriding control working for what, 6 years?

      You'd struggle to do that open source with a distributed project, even if you find 200 artists, 300 world designers, 400 modellers then getting them all to conform to the same art style without having an art director in the same building being able to check around that everything is conforming is going to be a hell of a challenge. I'm not saying it's impossible, but anyone achieving that would deserve one hell of a medal.

    12. Re:The question by drinkypoo · · Score: 1

      Actually, I think that having everything conform to the same art style is a bug, not a feature. Over time you'd build up a library of resources which could be grouped, and the groups applied to areas so that you'd still have consistent styles of architecture.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    13. Re:The question by Xest · · Score: 1

      There's really more to it than that though, it's about getting everyone to use the same palette for each area, and adhering to the same style - there are a thousand shades of grey on the spectrum between cartoony and realistic. Someone using just a slightly different technique of doing glass or brickwork can stand out rather glaringly. Without proper direction the problem you face is that you can just outright tell that a completely different group of people made one part of the world compared to the other and at that point immersiveness suffers.

      Any solution would probably still need an art director of sorts, you'd need to document whatever guidelines you could such as what palettes to use where and when, what techniques to use for things such as water, glass, grass, brickwork or whatever and you'd have to have an art focussed bug tracker where artists submit their work and have the art director comment on any changes that need to be made before they eventually accept the submission.

      As I say the problem isn't insurmountable, and I think technology that would need to be created would help - the art bug tracker would ideally be integrated directly into the development pipeline so the art director could fly through submissions and not manually have to convert and work into the engine to prevent them being overwhelmed.

      You have the same problems with voice acting, music and so forth but music tends to work much more like you suggest in that it could be grouped and categorised and different types used when it suits so would be a much more easily solved problem.

      I actually think it'd be an interesting project creating the tool chain to facilitate that sort of massive scale open source project that reaches into so many disciplines (code, sound, art, gameplay, physics, animations) as much as the project itself in some ways. I wish I had more spare time to start on something like that alone :)

  7. And they're all shit by Joining+Yet+Again · · Score: 3, Interesting

    The creativity which went into Monkey Island, The Longest Journey or Grim Fandango, or even Curses and Zork Zero, leave me bored when I confront what is merely a technical exercise. I haven't enjoyed an FPS since Thief.

    I remember watching Titanic when it first came out. It was a watershed: after this, films would not be defined by art, but by geekery. And everyone can apply an engineering technique, really.

    1. Re:And they're all shit by Anonymous Coward · · Score: 4, Informative

      They're NOT all shit. But the ones that aren't shit, are almost totally from small indie studios. Sometimes 1, 2, maybe 5 people working on their game.

      AAA gaming is shit, yes. Big-budget games. But the scene is in indie gaming now, and that's where most of the people who value actual gameplay over shiny graphics are. As a bonus, they are almost entirely DRM free, and the authors are truly appreciative for your 20 or 40 bucks that you send their way.

      PC indie games is where the fun is.

    2. Re:And they're all shit by foniksonik · · Score: 1

      Try out Don't Starve. Nice Indie Game. Steam or Chrome App. Like a crossover between Legend of Zelda and Minecraft.

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    3. Re:And they're all shit by Cinder6 · · Score: 1

      If you want creative stuff, check out The Stanley Parable.

      --
      If you can't convince them, convict them.
    4. Re:And they're all shit by Nemyst · · Score: 1

      Honestly, the games are only shit if you don't bother looking. There's plenty of good games, and not just in the indie scene as some would let you believe. You just gotta go a little further than the games Gamestop pushes and TV ads.

    5. Re:And they're all shit by Dunge · · Score: 1

      You just a nostalgia guy who don't try new stuff and think everything was better back then. Hint: it's not. Games today are much much better, you just closed your mind.

    6. Re:And they're all shit by lgw · · Score: 1

      Big-budget titles aren't, though. They really are technical exercises - they exist to show off the skills of the artists and animators, and the technical skill of the players in whatever arbitrary challenges the game presents.

      There are games today that are just a clever and interesting, though they can be hard to find among all the well-marketed dross. Indie games are mostly crap, but the best are as good as anything from previous eras.

      I'm not sure which way to count PvZ, since popcap isn't exactly the little guy, buy the game itself is a shining example of art that's appealing instead of high-tech, a real sense of whimsy over focus-group tuning. And gameplay that's fun and rewards a thoughtful approach.

      Don't Starve has a similar appeal, and while it's just the sort of game I hate, nethack fans will probably enjoy its "learn by dying" approach.

      Though the pattern I do see that's scares me for the future of PC gaming is that all of the best new small titles are very much tablet-style games, even though they're still being written for the PC! Simple controls that would work well with touch, artwork that, while detailed, uses tiles and sprites that are each a fair chunk of screen real-estate, and so would look great on a 7" screen. Hopefully we'll have a few more years of good PC games before these studios discover they've been writing tablet games all along.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    7. Re:And they're all shit by 0123456 · · Score: 1

      You just a nostalgia guy who don't try new stuff and think everything was better back then. Hint: it's not. Games today are much much better, you just closed your mind.

      I recently bought Carmageddon from Gog.com and managed to set it up to run at 1920x1080. I've put more hours into that than any recent game I've bought, because it's actually a game, rather than a C-grade movie with a few interactive segments. No-one makes me sit through a half-hour unskippable cut-scene and decide whether to pick either the 'good guy' or 'bad guy' dialogue sequence before I can slide my car sideways through a flock of sheep.

    8. Re:And they're all shit by Anonymous Coward · · Score: 0

      If you like that kind of game try out the Deponia triology, the last part was released just this week. Nice humor and nice puzzles.

    9. Re:And they're all shit by Boogaroo · · Score: 1

      Amen to theat. Antichamber has given me more hours of entertainment than I could ever expect. As one reviewer put it, "The biggest challenge is yourself."
      As long as you don't look up solutions, Antichamber is of the best games I've ever played. The solutions are truly your own. The game lets you solve it in your own way. I can't really tell you much about it without spoiling it.

      The only thing I can say about it is: Antichamber is best experienced by yourself. Solve it by yourself or you will be cheating yourself of one of the best games you'll ever play.

    10. Re:And they're all shit by KozmoStevnNaut · · Score: 1

      The Stanley Parable is quite good, as well.

      It's a relatively short game, but it's full of wonderful things to discover, and the narrator is absolutely superb. Seriously, he's up there with GlaDOS for sheer quality and entertainment value.

      --
      Eat the rich.
    11. Re:And they're all shit by KozmoStevnNaut · · Score: 1

      I'll second that notion.

      The Stanley Parable is the closest thing to art I've ever witnessed in a computer game.

      --
      Eat the rich.
  8. Do we want AAA titles to stay around? by Anonymous Coward · · Score: 1

    AAA titles, yes

    Craptastic DRM'ed to hell sequels? kill them with fire

    (easier option: just burn EA down)

    1. Re:Do we want AAA titles to stay around? by Cinder6 · · Score: 1

      See, as crappy as EA is, I thought they were actually pretty cool with the new IPs they introduced this generation. Dead Space, Mirror's Edge, Mass Effect, Crysis, Spore, etc were all new. The problem is that EA only really releases new IPs during the beginning of a console's life cycle.

      --
      If you can't convince them, convict them.
    2. Re:Do we want AAA titles to stay around? by Anonymous Coward · · Score: 0

      EA only releases new IP when corporate profits are large.

    3. Re:Do we want AAA titles to stay around? by 0123456 · · Score: 0

      See, as crappy as EA is, I thought they were actually pretty cool with the new IPs they introduced this generation. Dead Space, Mirror's Edge, Mass Effect, Crysis, Spore, etc were all new.

      Mass Effect, with its half-hour, unskippable cut-scenes between occasional ten second shooting sequences or long, tedious, repetitive driving around on planet sequences, pretty much epitomises the decline of PC gaming to me. By the time I reached the point where I was driving a jeep with the manouverability of a dead whale around an empty planet surface from which giant worms randomly jumped up and killed me, I just quit.

      Dead Space is the game with ten-minute unskippable cut-scenes that becomes unplayable if you enable VSYNC, isn't it?

      What happened to games that are actually fun, rather than failed attempts to make a SyFy channel B-movie?

  9. Hundreds of People Working Full Time by Anonymous Coward · · Score: 0

    And not one of them can add a "Disable Lens Effects" setting.

    I'm not buying another EA lens flare, dirty lens, bloom fest.

  10. Same memes again. by Anonymous Coward · · Score: 0

    "PC dead" is a meme that we see again and again. Mostly because theres economical interest on the console platform, but not on the PC.
    "Mobile computing take over gaming" is another failed meme. It adjust after a few years, since PC gamers continue buying PC games and Mobile gamers continue buying mobile games. Big companies continue making AAA games, and indies continue making indie games. The status quo suffer no change.

  11. I hope BF4 is better than Battlefield 3 by dryriver · · Score: 2, Interesting

    Battlefield 3 was no fun to play. It was a real system hog, had unacceptably long map load times, had an external HTML-based server browser that sucked, and the gameplay pretty much consisted of you entering the game, and being mowed down by a higher ranking player with more unlocked gadgets in the first 20 seconds. Battlefield 2 was a lot of fun. Battlefield 2142 was also great (Scifi-themed) fun. Battlefield 3 sucked bad in terms of simple things like "overall enjoyment" and "fun gameplay". As for Battlefield 4, I personally have little hope that EA has learned anything from Battlefield 3's gameplay problems. I'm guessing that it will suck on the gameplay side like BF3 did, but that it will have prettier graphics (which of course will require a bang-up-to-date PC or laptop to enjoy properly). My 2 Cents...ü

    --
    Why did the chicken cross the road? Because Elon Musk put an AI chip in its head.
    1. Re:I hope BF4 is better than Battlefield 3 by Anonymous Coward · · Score: 0

      BF3 was one of the most optimized AAA PC games released in quite some time. The rest of your points are accurate, but for a game with that level of graphical prowess, it ran fantastically.

    2. Re:I hope BF4 is better than Battlefield 3 by Anonymous Coward · · Score: 0

      That's funny cause I love playing battlefield 3 and I think its a shame that it wont receive any love anymore once bf4 is released. There are still a few issues which needed to be sorted (like people who sit in the attack helicopters and just owned the whole map from 3 miles above their home base or the people sniping through subway trains even though there's an entire train carriage in between their muzzle and their targets...) and I am not sure if Evenbalance will continue to update the Punkbuster client for it...

      To be honest though, I tried the BF4 beta and if its any indication of the game as it is going to be released, then it will be horrible to play for the first year or so while they iron out all the bugs and glitches. But by then, you will have all these people with a year's worth of game play practice which means that newbies won't have much fun till they get the hang of things.

    3. Re:I hope BF4 is better than Battlefield 3 by Stan92057 · · Score: 0

      What are your PC specs? BF3 for ME was great, still is great. But i have the PC to run it on all super High. Not so for BF 4 but im not going to blame EA for my PC Specs.

      --
      Jack of all trades,master of none
    4. Re:I hope BF4 is better than Battlefield 3 by Anonymous Coward · · Score: 0

      BF3 and recent titles are DX11 games and require a PC with reasonable specs to run. Building one from scratch today will come in between $600 and $1000 based on how flawless you want the experience to be.

  12. Paradigm Shift by cosm · · Score: 4, Interesting

    I booted up a few of my fairly recent FPS purchases last night for PC just to get a sense of where the community is at. CS:S, BF2, BF3, BFBC2, TF2, Q3A, CoD (x), L4D(1-2), etc all still strong. The thing about it is, there are so many decade old shooters that just wont die. I can still play CS 1.6 and will prefer it to any new Call of Duty. But why? Is it a comfort thing? Nostalgia for a past era? Simplicity? Muscle memory? Surely some of that.

    The new games are still fun, but they feel 'tinny', or less substantive than I'd come to expect for millions of ducats dumped in to a piece of software. With many modern shooters, I feel like they are evolving into a caricature of what a decent shooter would be.

    Also, I think as the PC gaming generation gets older fewer newbies (In all due respect of course!) back-fill our ranks. I hope I'm wrong. Anybody got stats on our rate of attrition? LMGTFY yada yada ..

    --
    'We are trying to prove ourselves wrong as quickly as possible, because only in that way can we find progress.' RPF
    1. Re:Paradigm Shift by Anonymous Coward · · Score: 0

      The new games are still fun, but they feel 'tinny', or less substantive than I'd come to expect for millions of ducats dumped in to a piece of software. With many modern shooters, I feel like they are evolving into a caricature of what a decent shooter would be.

      Yeah.... new games like XCom and Borderlands 2 are terrible. We should have stuck with Quake.

    2. Re:Paradigm Shift by Anonymous Coward · · Score: 2, Informative

      The new games are still fun, but they feel 'tinny', or less substantive than I'd come to expect for millions of ducats dumped in to a piece of software. With many modern shooters, I feel like they are evolving into a caricature of what a decent shooter would be.

      I'd have to agree with this.

      The major change seems to be the death of creative-vision. Older games from 1990-2000 were basically cool ideas hammered into the shape of a game, there were quite a few crappy and derivative games but even some of the bad games at least had a glint of something new and interesting whether it was the setting, story or mechanics.

      Modern games seem to be frustratingly "safe" for want of a better description. It's as though every games needs to consciously make an effort to capture as wide an audience as possible. The phrase "niche game" or "niche appeal" is seen as some sort of horrific curse word. Everything needs to appeal to a general audience, including people who do not like the type of game in question (See Plants vs Zombies as a Shooter for this sort of nonsensical garbage cranked to 11).

      Really, when people say "indie developers make better games" it is not literally true. Big studio games are always better in the general sense, but they are also always an unfocused mess that does their absolute best not to alienate anyone. [This is also why modern games are "easier" than they used to be, actually challenging the player with a difficult puzzle or a competent AI is too alienating to be allowed] Ultimately, what you end up with is mediocrity; not bad per se, but not noteworthy, special or memorable either.

    3. Re:Paradigm Shift by Anonymous Coward · · Score: 0

      We should have stuck with Quake.

      Forget about Quake, just look at all these empty Doom servers waiting for you to join in!

  13. The "death" is their own making by Opportunist · · Score: 4, Insightful

    There are various reasons why gamers start to turn away from those so precious "triple-A" titles.

    1. Boring old game in a new cloth
    I think I'm not the only one who is fed up with buying the same game over and over. Battlefield is no exception to that. Lemme guess, new weapons and a few new scenarios with a few new graphics and some shiny... else, same shit as last year. Still the same game modes, still the same problems with cheaters, still the same interface, still the same options; It is simply still the same game. Yes, people will buy it because it's the new one, it's the shiny one, and some of the killer bugs that bothered you the most in the previous games are finally fixed, which only begs the question why they existed in the first place and whether it would not have been much more feasible to simply fix them instead of ... oh silly me, how could you SELL the same game again?

    2. DLC
    Riiight, that way you can. The new magic of the gaming industry: DLC. Or, as I prefer to call it, "buying the last few chapters of the book extra". Because that's what DLC more and more turns into. You pay full price for a game only to find out that not only its addon, sorry, DLC was already planned, but it is actually an important part of the story which is not concluded before you bought at least 2 addons, turning a 50 bucks game into one that costed closer to 100, just to see the friggin' story of it, we're not talking about some additional storyline or actual addon content in the traditional sense, where a game is sold and if it's a success a "mission disc" gets released. These "addons", or rather, second part of the game, are already planned and developed before the game hits the stores. Your only hope is that the game bombs enough that you don't care about the end of the story.

    And don't even hope that you could play multiplayer anywhere without the DLC, even if it's not part of the multiplayer game. Which leads us to

    3. Planned obsolescence
    With multiplayer servers being held firmly in the grasp of the game developers, and you having no chance to even play a local game, they dictate when and for how long you may play it, at least its multiplayer part, which happens to be the interesting part of those games. Rest assured, the moment the next version of the game comes out they'll turn off the old servers to force you to buy the next one (which is essentially the old one, but you can actually play multiplayer again...).

    So if you wonder why people turn away from AAA titles, here is your reason. Indie games are cheaper, they offer more variety (because indies can actually dare producing anything but "tried" concepts), they usually offer complete games and they're by no means inferior to those AAA titles. They may lack a bit in graphics, but screw that, I take gameplay over shiny anytime!

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      Actually I think part of the reason "PC gaming is dying" has to do with the way we count sales. If you look at retail purchases, yes it is quite clear that sales have been decreasing. Now if you include subscriptions to PC only games like WoW, you realize probably that money has just been funneled outside of what they are including in "PC Gaming." Also worth noting that typical sales figures do not include DLC which would also boost the numbers.

    2. Re:The "death" is their own making by Anonymous Coward · · Score: 1

      We've seen what will happen to games in movies for a while now, specifically with the increased expenditure comes an aversion to taking any sort of risk.

      The trouble is that it's a process that still makes developers enormous amounts of money. We might think the AAA games (or movies) are stilted, bland and narrow minded in scope, but people still buy them.

      Until they stop making money, it'll only get worse.

    3. Re:The "death" is their own making by Oligonicella · · Score: 0

      DLC is more like buying the next books in a series. If one were to wait for all the DLCs to be implemented, one would never get the game as it would take far too long to hit the market and simply cost too much. Every map, wireframe, movement script, (etc, etc) costs for someone to construct. .

      If you were unaware the DLCs existed, you really didn't look into the game did you?

    4. Re:The "death" is their own making by Anonymous Coward · · Score: 1

      These "addons", or rather, second part of the game, are already planned and developed before the game hits the stores.

      OR, included on the fucking retail disc you just paid $60 for.. but you have to pay extra to unlock.

      Your only hope is that the game bombs enough that you don't care about the end of the story.

      mass effect 3. i found out about the plot going to shit before i had a chance to even buy it. thank you, internet.

      3. Planned obsolescence

      not "planned", but rather "forced". and this is hardly limited to the gaming industry, or even computers....

    5. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      Well planned and executed AAA titles are well-worth the money and the $50 investment of gamers. I'm sure those types of titles will not go away. I'm thinking titles like Heavy Rain (which is way different than most AAA titles now) and Metal Gear series.

      The problem is most of the "AAA" titles are coming from the same sources that can bankroll it: EA, UBI Soft, Blizzard, Nintendo, SquareSoft, Rockstar, etc. The problem is EA has the reputation of always rehashing the same games in a series. OTOH, Assassin's Creed has been somewhat satisfying but the game length has been too low in the more recent titles and the gameplay too repetitive. Now there's talk AC series won't end 'till 2020 or something. Ouch! this is really going to drag.

    6. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      If one were to wait for all the DLCs to be implemented

      You mean like day 1 of the release? Quite a few DLCs tend to be available early. Which makes only sense since that is the time most who bought the main game are still interested in playing it and paying for extras.

      Every map, wireframe, movement script, (etc, etc) costs for someone to construct.

      That depends completely on the DLC however most of these resources are already in the main game, most DLC can be reduced to a few small custom maps, few quest scripts and maybe one or two custom models. Visible even better when the main game has locations that hint at a quest (messages lying around, NPCs, locked doors, ...) and you just can't find out what - so you spend two hours tracking down a key, check online where you can find it only to see a price tag attached (thank you fallout 3). All these things you mention (or rather the few things unique to the DLC) where already paid with the original game and torn out into DLCs to get extra money out of it.

    7. Re:The "death" is their own making by gl4ss · · Score: 1

      ahahahahahahah

      that's sort of true, in some games. but even then, if it's already in pipeline you could include it in the price.

      however the EA style is that the DLC is already GOLD when the game launches - so the dlc becomes an extra perk to buy when you buy the game.

      now it used to be that expansions were expansions... or extra campaigns. secret missions and what have you of the old days. those were truly produced only after it was apparent that the game sold enough for the expansion to make sense to publish. but now the expansion is a moneymaker taken into consideration when just sketching the game for the first time on their whiteboard. this means that if they come up with some good idea or another, chances are that they'll put it in the dlc or buyable perk.

      --
      world was created 5 seconds before this post as it is.
    8. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      PC Gaming must be making the publishers significant money or they wouldn't bother doing Steam sales of stuff (That is available used dirt cheap on consoles usually). They put in the effort to Strip Games for Windows Live from the first 2 Batman games just recently for example.

    9. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      Here is the thing Microsoft at some point will decide the party is over we want more of this money. (It is one thing that has been a constant with them.) Sony will copy them a little bit later (As they always do).

      Once Microsoft decides on a course of action it doesn't take that long. (Look at the Nokia situation for example). They will destroy EA at some point. (Probably starting by some arrangement that seems like it gives EA special privileges in exchange for something like short delay (3 months or so) on the sports stuff for Sony).

      It will happen the only question is when.

    10. Re:The "death" is their own making by Anonymous Coward · · Score: 0

      3. Planned obsolescence
      With multiplayer servers being held firmly in the grasp of the game developers, and you having no chance to even play a local game, they dictate when and for how long you may play it, at least its multiplayer part, which happens to be the interesting part of those games. Rest assured, the moment the next version of the game comes out they'll turn off the old servers to force you to buy the next one (which is essentially the old one, but you can actually play multiplayer again...).

      Wow. Modern games don't support privately operated servers? That must be why I haven't bought a game for the past nine years!

      The game industry is dead, buried, and decomposed already as far as I'm concerned.

    11. Re:The "death" is their own making by 0123456 · · Score: 2

      They put in the effort to Strip Games for Windows Live from the first 2 Batman games just recently for example.

      Uh, probably because the games would have instantiy died otherwise, due to using GFWL to store their save games.

      You'll note that they didn't put in the extra effort required to let people dumb enough to buy them in the GFWL era keep their save games now it no longer uses GFWL.

    12. Re:The "death" is their own making by Opportunist · · Score: 1

      Sorry, but no. What you describe is the classic expansion pack. Something that comes out a few months after the game itself launched, which might have been pondered by the makers but was eventually decided against for the "original" game, or something they came up with after the game was SO successful that the players were eager to get an expansion with new stories, units, puzzles, you name it.

      What DLCs are is something that comes out shortly after the game is released, recently even right on day 1 (which begs the question why that qualifies as some kind of DLC at all, considering it could easily have been part of the game), are a planned and prepared part of the game (often tied into the original game tightly, even to the point where the game actually points towards the DLC, steers you towards it but then simply slaps a "insert coin here" in your face if you dare to actually think you could play the game you effin PAID FOR.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    13. Re:The "death" is their own making by Opportunist · · Score: 1

      The game industry isn't. There is a very vibrant and very active (and actually rapidly growing) indie developer scene that now gains some speed especially since distributors like Steam found out that there's money in that kind of games. They dare to let you play their games the way you want to.

      What's dying is self proclaimed AAA producers. Why bother jumping through their hoops when I can have better and cheaper games that I can play when I want and how long I want?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  14. Keeping the PC alive by mseeger · · Score: 1

    Actually i think, gaming is what currently keeps the PC industry alive (in the sense of innovation happening). From the enterprise perspective, the development mostly happens in the software. The would still use the PC from 2008 if they had more RAM. In fact, i know several companies where the average age of the PC infrastructure is 4+ years old and they are not unhappy with it.

    1. Re:Keeping the PC alive by drinkypoo · · Score: 1

      Keyboards are keeping the PC industry alive. Nobody has yet combined the keyboard with the television in a way that really compels people to want that combination in their house in any significant numbers. Of course, if someone came up with the right HTPC interface, then that might be a factor which could help the PC industry. Oddly, this might be a valid use for the Windows 8 interface. The problem is, it only really works if I can use gesture and voice control, and I don't trust a Microsoft solution with enough sensors to do those things in my house.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  15. Hey by The+Cat · · Score: 5, Insightful

    The people telling you the PC is obsolete and on the way out are trying to sell you its "replacement."

    The only problem is tablets and phones can't replace the PC for the same reason motorcycles and skateboards can't replace your car.

    Nobody wants to do real work on a mobile device. Stop pretending they do.

    1. Re:Hey by Bigbutt · · Score: 1, Offtopic

      Can't speak to Skateboards, but I could probably replace my car (truck) with my motorcycle. I ride it 95% of the time and only take the truck when there's ice on the road (I could work from home when there's ice) or when I have to get something a bit bigger, which doesn't happen all that often (for $20 I can rent Home Depot's truck for an hour if necessary).

      I have a truck because it's more convenient than dealing with renting a Home Depot truck, more convenient than making a couple of trips on the bike when shopping (although with a little planning, I could just make one trip).

      But that's just me which is the only person I can speak for :)

      [John]

      --
      Shit better not happen!
    2. Re:Hey by Anonymous Coward · · Score: 0

      Some people surf the web, watch movies, chat, read books, listen to music just fine with their tablet/phone, so it's a useful replacement for *them*. But I suspect that “The Cat” meant “replace market-wide” (displace?), which makes your analogy even more illustrative of his point: families, small business owners and even your occasional convenience ensure that four-wheel vehicles are nowhere near going out; spreadsheets, graphics editing and publishing *need* PCs, and some gaming needs have yet to be served adequately by consoles (sims and “pro” gamers come to mind) .

    3. Re:Hey by drinkypoo · · Score: 1, Insightful

      The only problem is tablets and phones can't replace the PC for the same reason motorcycles and skateboards can't replace your car.

      People keep saying stuff like this, but there is no car analogy to be made here because the phones of today have more cargo area-equivalent than the PCs of not so many yesterdays ago. It's truly not that long since my desktop PC was less powerful than the phone I'm carrying around now. It doesn't have video out, so it's not suitable as a desktop replacement by any stretch, but many modern phones do.

      Mobiles are fast-approaching the speeds of the prevalent game consoles and people's existing desktop PCs, and the next generation of those is here right on time to make you feel like the older level wasn't pretty great. But this time, it's not true. People's existing desktop PCs fulfill all their needs, and the prevalent game consoles are capable of some pretty jaw-dropping visuals. Most users are not feeling any kind of lack not related to advertising or a crappy ISP. No more "my PC isn't fast enough for flash video" or what have you.

      Nobody wants to do real work on a mobile device. Stop pretending they do.

      Nobody wants a device to be bigger than it has to be. Stop pretending they do.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Hey by Anonymous Coward · · Score: 0

      Nobody wants to do real work on a mobile device. Stop pretending they do.

      Telling other people that they're too stupid to know what they want and that their gods of cool should choose for them is just part of the culture now. Steve Jobs started the trend and politicians like Obama have run with it. Anyone with the temerity to question this group think is immediately branded a teabagger or worse by these geniuses.

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

      Very true. I can watch movies on my smart phone, but I still go to imax. I can play flash games in a browser, but I still buy 2-4 GB titles on steam that require current CPU and GPU tech to run with all the bells and whistles.

      Just because you can watch movies and play games on a phone or tablet, doesn't mean you get the best experience. You can get cheap headphones for $10, but you won't see me using them.

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

      tablets and phones can't replace the PC for the same reason motorcycles and skateboards can't replace your car.

      I don't know if I could fit my kids into a PC. I guess I could buy a bigger case but even then it's going to be a tight fit.

    7. Re:Hey by Mashiki · · Score: 1

      Nobody wants a device to be bigger than it has to be. Stop pretending they do.

      Really? Can you tell us how to cram a 4Ghz+cpu, as well as a GPU crammed with 1.9-3.6m transistors and keeping it cool, while at the same time being able to multitask without losing focus on the original object into a small device.

      --
      Om, nomnomnom...
    8. Re:Hey by Anonymous Coward · · Score: 0

      a pc can be used for so many things, that everything under the sun can be used as a "replacement" for some function. i usually check the time on my pc as i'm in front of it, but when i go outside, i've just replaced the pc's time telling function with a watch. and yes, tablets are replacing the pc in the gaming sector. I only have 2 hours a day for gaming and i'm using a tablet for those, so yes, i just replaced the pc with a tablet for my gaming needs

    9. Re:Hey by drinkypoo · · Score: 1

      Nobody wants a device to be bigger than it has to be. Stop pretending they do.

      Really? Can you tell us how to cram a 4Ghz+cpu,

      Most people don't need that. Most people's needs are served adequately by a multicore CPU at a much lower clock. Gamers might need more; they will buy a dedicated gaming platform, or build a workstation. Only a tiny minority of the remainder needs more. They can have it. For the rest of the people (and most of the time, me too) there's smaller devices which take up less space and use less power.

      I have a MK908 hooked up to my TV. It does the kind of stuff I want to do on a TV, like surf the web, play media, or connect to other machines. This is literally all most people do... With the air mouse, I'm in a hundred bucks.

      In response to the sibling, while I'm here; it is already possible to run full-fledged Linux on many multicore "Android" devices, for example RK3066 and RK3188. You can get the latter (quad-core, 1.6ish GHz) for under $100 shipped in most countries with 8GB flash and 2GB RAM. It's not so good on the quad-core yet, hardware support is spotty. But it doesn't cost a lot, either.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  16. Gaming as a whole... by blahplusplus · · Score: 4, Interesting

    ... is sucking because the industry is obsessed with creating movies, not games.

    1. Re:Gaming as a whole... by Anonymous Coward · · Score: 0

      no no no,

      not movies - "interactive entertainment"

      Yeeech!

    2. Re:Gaming as a whole... by umafuckit · · Score: 2

      ... is sucking because the industry is obsessed with creating movies, not games.

      This is a real issue, for sure (at least on Playstation and XBox). The Uncharted games, which are often hailed as being amongst the better titles for the PS3, only really work because the story is somewhat interesting and and they have a charm about them. The actual gameplay is nothing special and isn't challenging: in the third game it regularly tells you what buttons to press; the puzzles are painfully obvious even before the NPCs drop hints as to what to do (you can't turn off the hints and they're dropped almost immediately). Even more extreme is Beyond Two Souls (I played the demo) which really is like a movie where you have to press buttons at the right times in order find out what happens next. In the demo there seemed to be no real game play to speak of, which is a pity considering how good the graphics are for a PS3 title.

      Bitching aside, there are good titles even on consoles. The indie studios are churning them out and there are creative platformers. It's just that a lot of the big-name titles on consoles are over-rated. Of course the situation is better on PC, where there are more strategy games and some quality FPS titles (which work better on a PC anyway).

    3. Re:Gaming as a whole... by Dunge · · Score: 1

      I'm actually a gamer that love a well-made interactive story-based game. Keep them coming.

    4. Re:Gaming as a whole... by Dunge · · Score: 1

      Your life must be pretty dull.

    5. Re:Gaming as a whole... by Anonymous Coward · · Score: 0

      Nah. I'm easily amused.

    6. Re:Gaming as a whole... by c9brown · · Score: 1

      In movies I can't choose if the main character will save the day as a paragon or a renegade, nor can I choose who the main character will pursue a romance with. In a movie I can't explore new places nor spend down time geeking out on stats. And I don't think that my options in these matters have been systematically curtailed since early games. If anything, game freedom and interactivity has progressed as quickly as graphics technology.

      While I understand the argument that some AAA games are becoming Hollywoodized, we should all keep in mind that stories with characters are very fundamental to human art and entertainment. It is very natural that artists in a new medium would want to try to tell stories in it. Also, I think that in the last decade, there have been some monumental achievements on this front; games with great mechanics, stories too rich for a film and full of beautiful art, music and writing. Why are we complaining about this?

      And, if someone has the next direction for video games in their back pocket, they aren't bitching here, they are making it.

    7. Re:Gaming as a whole... by 0123456 · · Score: 1

      In movies I can't choose if the main character will save the day as a paragon or a renegade, nor can I choose who the main character will pursue a romance with.

      Yeah, that's such an important fake choice you got there. Where are the games where I can choose to say 'screw your stupid story, find someone else to 'save the day'?' and do something more interesting instead? The Bethesda games are about the closest, becuase they're so heavily modded and I can just ignore the main plot-line if I want to. But they still expect you to level up and fight the Wombat Of Doom eventually.

      BTW, there have been a few 'pick your ending' movies before, and at least one movie which had several endings and put a different one on on each print. That's about the same level of interactivity as most games these days.

    8. Re:Gaming as a whole... by c9brown · · Score: 1

      What's a fake choice? Do you mean the outcomes are not different enough? Or that you don't care about the stories enough in the first place? Is your problem that you just don't like stories in general? What is your problem?

      Maybe your problem is that you haven't played the Mass Effect series? Or maybe you are just curmudgeonly?

      there have been a few 'pick your ending' movies before.... That's about the same level of interactivity as most games these days.

      Really? What about, you know, the actual game part where you control a person, their actions and solve puzzles and perform tasks? What more do you want?

      I hear people bitching without any constructive criticism.

  17. Do we even want the 'AAA' games to stick around? by tramp · · Score: 1

    Apparently not! The masses are moving to casual gaming on tablets (p.e. Angry birds as best known casual game) and indeed consoles. But consoles have to do it for a longer period of time with the same hardware and are not reaily well suited for the next AAA game to be released in 3 or 4 years from now.

  18. The same game, requiring a tougher graphics card by hooiberg · · Score: 4, Insightful

    To be honest, that what is marketed as 'AAA'-games is all like Wolfenstein. Walk through a maze and shoot bad guys. The humble bundle games feature original gameplay. This is so much more fun than 'the same game, requiring an even tougher graphics card' I am having a lot more fun with Cookie Clicker than I have with all the battlefield AAA-nonsense together.

  19. They aren't "better" than the previous iteration.. by argStyopa · · Score: 1

    ...they're just "more".

    Like Hollywood, the top tier of the gaming industry has - when hundreds of millions of dollars are at stake - become rather naturally tremendously conservative. Look at the "AAA titles" out there - Cod 13, GTA 5, Madden 25....it's much like Hollywood in that they rarely risk anything on new ideas, new creations, new stories...they just re-iterate, add more polys to the models, and re-arrange the deck chairs. Even outside of these mind-numbingly similar games, other fields like MMOs are similarly afflicted: since WoW's stunning success, every putative "WoW-killer" is the SAME FUCKING GAME wrapped in different art, with a few different button-pressing methods but about as different as expansions of the same game.

    But hey, the swarming masses keep buying them, so I guess it's a reasonable strategy. My answer would be no, I don't want these AAA titles to even continue, but that's a laughably feeble cry in the face of - again - hundreds of millions in (nearly) risk-free revenue.

    --
    -Styopa
  20. Re:The same game, requiring a tougher graphics car by Pop69 · · Score: 4, Insightful

    You've hit the nail on the head.

    The gameplay element of what the press tout as AAA titles hasn't really advanced any since Wolfenstein 3d was released in 1992.

    Think about that, no original gameplay in 21 years !

    Certainly the graphics are shinier and the weapons are different but the essential gameplay of run around a maze, pick up power ups and ammo, shoot enemies, rinse and repeat hasn't changed....

  21. hopefully the underground can save gaming by Anonymous Coward · · Score: 0

    There are too many cooks in the pot right now for making popular video games. The worst thing about it is that they don't focus on gameplay at all. Not to be a complete pariah about it, but modern adventure games are some of the worst offenders. Obviously the Call of Duty franchise has personified itself in its disingenuousness, but there are other terrible problems with games like Walking Dead. If there are only about 10 puzzles using items in Walking Dead vs. massive amount of combinations that you needed for Zork, then we've got a serious problem about what is being passed off as a game these days. Not to say that Walking Dead isn't a great piece of art, but it really isn't much of a game compared to advanced text adventures, adventure games with an evolved text-phrase system, or game like Maniac Mansion. Of course, these things require hard work so game publishers and companies shy away from such endeavors. They'd rather spend the money on advertising or making the game look pretty, instead of tackling more difficult issues of game mechanics and gameplay. Just look at new SimCity, the original SimCity is far superior as a game compared to the modern version. The truly tragic part about all of this is that Windows and Mac are united in their absolute hatred of old games. If I can't even play Balance of Power on my Windows 7 machine then what are the priorities here? It's not like the word processing, emails, or calendars have had much innovation either. Linux would be able to crush the market if it supports a large library of quality classic games. Heck, why not transform awesome board games into computer games on Linux? Imagine if Race for the Galaxy or Catan could be a reliable game you could play on Ubuntu? That's a winning strategy right there. That'd be a winning strategy for Microsoft and Apple but they'd rather just slothfully accept new games as the only relevant medium for entertainment. It's going to take some time, but if enough people who understand the value of patience and accessibility get into software innovation then we're all set. Just keep fighting the good fight!

    1. Re:hopefully the underground can save gaming by Anonymous Coward · · Score: 0

      Why not become a game designer yourself? You seem to have some insight and taste.

  22. Re:The same game, requiring a tougher graphics car by Anonymous Coward · · Score: 1

    This should get modded up. The big-studio games all have shit gameplay. They're about the bling. The FUN games are all from the small indie studios these days. That scene is as alive as ever.

  23. Breaking the illusion by Leo+Sasquatch · · Score: 2

    I remember the first time I found I was able to shoot glass out of a window - Counter-Strike. I spent ages doing just that, because of the novelty value - here was a substance in game that reacted the way it would in real life. I recognised it as a limitation of the medium, way back in the day, but it always used to annoy me when I couldn't shoot out a window in Half-Life. Or any game where a locked door impeded progress because I didn't have the key, although I was toting 6 lbs of explosives at the time.

    Try shooting the farmer at the start of Halo Reach. Your gun goes bang, and there's a damage splatter appears on the other side of his head, but he won't stop talking. If you keep shooting him, after 10 shots, you die, not because your squadmates have realised that you're shooting civilians and gun you down, but a vengeful god just smites you down.

    It'll be interesting to see how far the new engines go in terms of world design. Obviously there won't be civilians, or women, or children, but it'd be nice to be able to shoot out the legs of a water tower and have it collapse, because that's what the objects would do under real-world-conditions, and not just because it's a pre-programmed set-piece and the only way to complete the level. It's be nice to see enemies who weren't Terminators - combat robots who have to be completely destroyed to kill them, that can take all but 1 HP of damage and still be at 100% combat effectiveness. Maybe sometimes some of them could realise that you've just killed everyone else in their squad, and simply decide to run away.

    It's also interesting to see how narrow their definitions of 'realism' are - they'll model stubble, sweat, and the texture of equipment webbing, but nobody ever bleeds, or screams, or goes mad. They'll model the correct serial number on an 21st century assault rifle, yet it'll deliver a target grouping that would shame a musket.

    And I think Just Cause 2 was the last game I played where you really seemed to have a huge amount of freedom over the order you did the missions in, and there was a whole lot to do if you didn't want to do a mission. I hate purely linear games, where you have to do one thing, and until you do that to the game's satisfaction, you're not getting to do anything else. As soon as you reach a situation where you *have* to do something, rather than *want* to do something, that's work, not play; and if I'm working, I expect to be getting paid, not paying for the privilege.

    1. Re:Breaking the illusion by jones_supa · · Score: 1

      I am intrigued by your ideas and would like to subscribe to your newsletter.

      +1.

    2. Re:Breaking the illusion by Anonymous Coward · · Score: 0

      Yeah i've been waiting for decades on the game where i mow down a group of enemys. And that LAST guy comes around the corner and just says 'oh hell no, fuck this!" drops his weapon and runs away.

      THATS realisim.. He just watched your godlike badass mofo self mow down hundreds and decides he's not paid enough to be an evil henchman.

      Skyrim really needed that imo. That stupid bandit just watched me blast two dragons out of the sky. and eat their souls... And he's going to attack me with an iron sword.. How stupid are you man... Really... And oh you get mouthy about it too? I'm going to blast you into next week and not even bother to loot your pathetic corpse you fool.

    3. Re:Breaking the illusion by tepples · · Score: 1

      I remember the first time I found I was able to shoot glass out of a window - Counter-Strike.

      I seem to remember Paperboy and Goldeneye letting players break a window first.

    4. Re:Breaking the illusion by DocHoncho · · Score: 1

      The guards in Assassin's Creed 2+ will do that sometimes. After watching you methodically eliminate their compatriots they'll turn tail and flee. I almost never let them go, especially if they started the fight in the first place. A well aimed two-handed sword thrown into their back does the trick quite nicely. And makes me giggle.

      --
      Celebrity worship is a poor substitute for Deity worship and costs more to boot.
    5. Re:Breaking the illusion by phorm · · Score: 1

      Eh? Maybe new on something for a polygon-based 3d game, but destructible windows/objects/walls were pretty common back in the Duke3d etc era (obviously a bit different from a design perspective for poly-based games, but still not bad).

  24. The game industry's soul? by Anonymous Coward · · Score: 1

    Dick Cheney's heart ... the game industry's soul ....

    Come on Slashdot, enough spoof articles already today!

  25. The question has already been answered by GrumpySteen · · Score: 4, Insightful

    And of course, the question must be asked: do we even want the 'AAA' games to stick around?"

    No, we don't have to ask that question. We already have the answer. GTA V sold over eleven million copies in the first day of sales. It's grossed over a billion dollars. Only a complete fucking idiot would doubt that there's a market for good, high-quality AAA games.

    And of course Slashdot seems determined to put those complete fucking idiots' thoughts on the front page.

    1. Re:The question has already been answered by skovnymfe · · Score: 0

      You can't get AAA games on Linux. The editors are bitter children, angry on the inside because they're left out time and time again. So yes, the question must be asked.

    2. Re:The question has already been answered by umafuckit · · Score: 2

      No, we don't have to ask that question. We already have the answer. GTA V sold over eleven million copies in the first day of sales. It's grossed over a billion dollars. Only a complete fucking idiot would doubt that there's a market for good, high-quality AAA games.

      Yes, the article is badly thought-through. It's also silly to flag the dropping sales of current gen consoles as a concern, given that they're nearing the end of their life cycle and most people who want one have bought one. However, it is fair to ask which way the industry is going to go next given that phones and tablets are sucking up a lot of game time. e.g. will smaller indie games on consoles and PCs take a hit? So we'll be left with only the AAA. That would be a pity.

    3. Re:The question has already been answered by Anonymous Coward · · Score: 0

      I agree with this 1000x over. As a lurker, while I enjoy a little political banter and the occasional poke at Microsoft/Apple, /. has been trolling the gutters lately. Stick to science and geeky stuff guys, please!

    4. Re:The question has already been answered by Anonymous Coward · · Score: 0

      It sold over eleven million copies ON the first day of sales, not 'in' the first day of sales - you AMERICAN cretin.

      How did I know?

    5. Re:The question has already been answered by drinkypoo · · Score: 1

      I bought GTA V. I have bought every GTA game so far (DOS games, even) except Chinatown Wars. Based on my experience with GTA V so far, I will not be buying another GTA game.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:The question has already been answered by westlake · · Score: 1

      No, we don't have to ask that question. We already have the answer. GTA V sold over eleven million copies in the first day of sales. It's grossed over a billion dollars. Only a complete fucking idiot would doubt that there's a market for good, high-quality AAA games.

      The Humble Origin Bundle raised $10.5 million for charity. 2.1 million in sales.

      As a big a story in PC gaming as we have seen this year, and not a word, not a whisper of it, made the front pages of Slashdot. You couldn't have asked for a much better sampling of what the AAA title has to offer.

    7. Re:The question has already been answered by Nemyst · · Score: 1

      Good for you! Most people seem to be enjoying GTA V a lot.

    8. Re:The question has already been answered by drinkypoo · · Score: 1

      Good for you! Most people seem to be enjoying GTA V a lot.

      This is the buggiest and slowest-loading title so far. The online experience is the opposite of polished. The single player is cool, but when it's done there's less to do than with the prior title, unless you really want to go submarining very slowly. If you go very fast through populated areas you still wind up with texture load failures, and big ones that actually affect being able to see where you're going, not just stuff like "no road texture in the tunnel entrance." It's a shame, because the game is polished in a lot of very nice ways — driving is much nicer, for example. Maybe they will get it together better, keep the cloud servers up, fix some of the broken missions.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  26. SW:TOR was a good game with good tech? by Anonymous Coward · · Score: 0

    He actually came out and said that the only reason SW:TOR was a failure was because they picked the wrong business model. These guys have no fucking clue.

  27. Re:Do we even want the 'AAA' games to stick around by Anonymous Coward · · Score: 0

    "The bigger problem was that the game [Medal of Honor Warfighter] failed, signaling that authenticity was a dead end. It might have been something the fans said they wanted, but who can trust the fans? One of Mr. Bach’s rules is this: Don’t use data to decide what to do."

    Authenticity was NOT a dead end; Warfighter failed because it was a miserable piece of button mashing quick timed event trash with zero replay value . No amount of eye candy can save that.

    No possible modding was also a big downer. Can you trust the fans? Yes. Can you trust the publisher? Hell No!

    I had high hopes for it but did not go thru half of it.

  28. Star Citizen by Anonymous Coward · · Score: 5, Interesting

    Cloud Imperium's opus-in-progress broke $23 million in crowdfunding this week: AAA independent production and PC-focused development. Works like this are injecting a renaissance of fresh air into the stale industry dominated by bug-dollar myopic publishers.

    Games in the nineties were innovative because the creative developers were calling the shots; garage operations flourished. Crowdfunding is making that model viable again with modern production values and PC gamers are in for a hell of a ride over the next decade.

    Long live disintermediation!

    1. Re:Star Citizen by Anonymous Coward · · Score: 0

      Star Citizen sells virtual ships to gullible idiots for $70 each and has had a dozen+ ships so far. Reflect on that for a second. It would be more surprising if they hadn't reached $23 million.

      I'm desperate for a good space shooter too but not that desperate.

    2. Re:Star Citizen by LongearedBat · · Score: 1

      90's? Should've seen the C-64 games in the 80's. There was no option for better graphics or sound. It was the best on the market for several years. So, when someone made a game, the only way to make it stand out was to give it some new game play. And boy, was there variety.

      With new gaming platforms and programming tools we're (after a long wait) seeing a resurgence of game variety. This article is seeing part of those shifting pains (and misinterpreting them as "the end of AAA") where many new indies are making many new types of content.

      I think there will always be space for AAA games, because there will always be different types of gamers, and though the slice may be shrinking, the cake is growing.

  29. tut, tut. by Anonymous Coward · · Score: 0

    We here at the Glorious PC-Gaming Master-Race disagree.

  30. Where is the automation? by Anonymous Coward · · Score: 0

    I am not directly in the industry but it would seem they put a lot of effort into hand crafting things. I would ask why there is a lot of hand crafting in a computer industry.

    Should we not be able to do
    - automated environment creation - even balanceing and simulation to find balance
    - automated setting music creation
    - automated detaiing -> high resolution rendering then cut back for a texture

  31. How idealistic! by Anonymous Coward · · Score: 0

    So long as capable developers are willing to work crazy hours for what amounts to minimum wage, the compensation model will not change.

    So long are there are enough such developers graduating every year, the talent-churn due to burnout will not impact this, either.

    The way things "should" be often has little to do with the way things are.

  32. Just don't take use our credit card to unlock stuf by Joe_Dragon · · Score: 1

    Just don't take use our credit card to unlock stuff in games and Eran discounts / other store credits based on spend on any credit card purchase*.

    * high apr and other hidden fees may apply

  33. The good ol' days by chr1st1anSoldier · · Score: 1

    Many of the games that come out now have really amazing visuals/graphics/etc, but they all lack something the old classics had. What that something is, I'm not sure. I miss Sierra games with things like Police Quest, Kings Quest, The Island of Dr. Brain. Then you had other games like Hugo: House of horrors and Hugo 2: Who done it? Dune and Dune 2. Their graphics where horrid, but those games were a blast to play. I don't know why, but those older games just seem to have more character and spirit then the games that come out now. Don't get me wrong, there are good games that come out every year, but it seems like a majority of the games coming out now are just the same things rehashed over and over with better graphics and slight variations in the story line. It's almost like the gaming industry has homogenized somewhat. Want to make a FPS, just remake Halo or CoD. Want to make an open world game, just remake GTA,. What to make an RPG, remake Final Fantasy, Kings Quest or Elder Scrolls. Again, don't misunderstand, there are games that come out that do not follow this form such as Dear Esther or Portals and are awesome. I am simply talking the gaming industry as a whole, it way different then what it used to be. The indie game scene, however, seems to be pumping out some pretty awesome stuff these days.

    1. Re:The good ol' days by basscomm · · Score: 1

      Many of the games that come out now have really amazing visuals/graphics/etc, but they all lack something the old classics had. What that something is, I'm not sure. I miss Sierra games with things like Police Quest, Kings Quest, The Island of Dr. Brain. Then you had other games like Hugo: House of horrors and Hugo 2: Who done it? Dune and Dune 2. Their graphics where horrid, but those games were a blast to play. I don't know why, but those older games just seem to have more character and spirit then the games that come out now. Don't get me wrong, there are good games that come out every year, but it seems like a majority of the games coming out now are just the same things rehashed over and over with better graphics and slight variations in the story line. It's almost like the gaming industry has homogenized somewhat. Want to make a FPS, just remake Halo or CoD. Want to make an open world game, just remake GTA,. What to make an RPG, remake Final Fantasy, Kings Quest or Elder Scrolls. Again, don't misunderstand, there are games that come out that do not follow this form such as Dear Esther or Portals and are awesome. I am simply talking the gaming industry as a whole, it way different then what it used to be. The indie game scene, however, seems to be pumping out some pretty awesome stuff these days.

      A lot of modern games (especially the so-called 'AAA' games) are missing a soul. They're paint-by-numbers rehashes of what's worked before (shameless plug).

      --
      http://crummysocks.com
  34. Traditional video games? by Hatta · · Score: 1

    Traditional video games will not disappear tomorrow. It is a multibillion-dollar business, with shooters like Battlefield its most enduring category.

    The funny thing is that the "AAA" games they refer to as traditional video games are much less traditional than the mobile games they think are usurping. Games from the Atari 2600 era to the SNES era resemble mobile games much more than they do "AAA" games.

    --
    Give me Classic Slashdot or give me death!
  35. Publishers are killing gaming on the PC by onyxruby · · Score: 3, Insightful

    Publishers are killing gaming on the PC through ever escalating levels of DRM. The PC has pretty well always been the better platform for gaming from a technical sense for hardware capability. You had the ability to upgrade your system, patch it and customize it at levels that a console could never match. A console is only updated every so many years, patching is a logistical pain if is even possible and the only customizations you can do are typically to the outside of the case.

    The problem is that publishers have been cranking up the DRM to higher and higher levels of entitlement. What originally started as nothing more than deprivation of the product quickly became deprivation of your computer. Games would do things like replace hardware drivers and interfere with your ability to burn CD's or DVD's. The DRM measures were typically not disclosed and worse not uninstalled upon removing the game.

    Gamers could spend hours upon hours trying to figure out why their computer wasn't working correctly only to discover that SecureROM or another product had done something like replacing drivers for their hardware. Nobody appreciates having a product sabotage their computer and the DRM companies refused to cooperate with disclosing anything about what they were doing to peoples computers. The result often required hours of troubleshooting at best to a complete rebuild to restore a computer. You also had the loss of the original software that caused the problem to begin with and were typically out at least $50.

    Add in stunts like mandatory activation, registration and serial numbers and you end up with something that cannot be used anonymously and forced the disclosure of marketing information. Even when activation worked many companies would then self destruct the ability to use software if you made certain undisclosed changes. Things escalated to the point where simply changing a piece of hardware in your computer would be enough to ruin your game as it then refused to play.

    Self entitlement furthered to the point where you had to be online to check in your serial number just to start a game. Publishers were oblivious to the fact that that most of the world does not live in Silicon Valley and for many people this was not reasonable. Once publishers started requiring players to be online in order to play at all they really burned the last of the bridges.

    For a regular user, even one who has purchased the software it has become a situation that simply isn't worth it anymore. Countless millions of people have purchased a piece of software only to turn around and then download the pirated version just to get something that worked and didn't break their computer.

    Are computers technically superior in just about every way? Absolutely, but the computer gaming industry is imploding from self entitlement and the publishers will have a future of paying higher and higher royalties to Sony, Nintendo or Microsoft.

    1. Re:Publishers are killing gaming on the PC by Anonymous Coward · · Score: 0

      Bullshit. DRM hasn't expanded significantly in years. The most egregious was StarForce, which I haven't seen in a game since Bioshock.

    2. Re:Publishers are killing gaming on the PC by Anonymous Coward · · Score: 0

      False positive paradox, this is Stan92057. Stan92057, false positive paradox.

    3. Re:Publishers are killing gaming on the PC by Anonymous Coward · · Score: 0

      You are wrong. And the proof is simple.

      Not one game ever has ever failed to be pirated. Even simcity with its always on must be connected shit. Pirated. AND plays offline which the bought and paid for one wont.

      DRM and the like has never stopped one pirate from ever getting the game. Not one.

      It HAS however pissed off millions of customers. Millions of PAYING customers.
      Now how long can you shit only on the people paying you, before they stop paying you?

    4. Re:Publishers are killing gaming on the PC by Mashiki · · Score: 2

      Greedy gamers are killing PC games through the escalated levels theft of PC games.

      Odd that there's just as rampant levels of such on consoles, but that's not killing them. And in turn, odd that several indie developers have found out that piracy not only pulled their backside out of the fire, but made the game profitable. But let's not forget either that there's plenty of games that were on the console, which were ported over to the PC and put up on Steam, and one days worth of sales covered an entire year.

      Yep...it's them pirates. Never mind that there's hundreds of good games and titles that don't get put into publication because the publishers don't want to take risks anymore, unlike the days of the 90's and early '00's.

      --
      Om, nomnomnom...
    5. Re:Publishers are killing gaming on the PC by Pubstar · · Score: 1

      DRM is pointless. It's cracked within a dayour two the games release. Before I had steam, there were countless games I had that freaked out about daemon tools. I used it because I was a careless kid and scratched up CDs. It was nice to always have the .iso incase the disc couldn't read. I had to paste a few games just to get them to work. DRM only punishes paying consumers, not pirates.

    6. Re:Publishers are killing gaming on the PC by Stan92057 · · Score: 0

      Nice sugarcoat for your reason to steal and i stand by my statement. Why should the publishers pay for your laziness? Paying for another game would have tought you a very good lesson, Take care of you Disks. And they/you are not pirates your just commons criminals.

      --
      Jack of all trades,master of none
    7. Re:Publishers are killing gaming on the PC by Pubstar · · Score: 1

      For someone who 'steals', isn't it odd that my steam account is worth $1790 (Note: This does not include my Origin/GoG/Humble Bundle purchases)? The fact that game companies break their own software when I use a certain set of tools that have a legitimate use is robbery on their part. They used to go out of their way to punish people like me. Now that I get almost everything through Steam, I no longer have to deal with that problem (though the GTA 4 SecuROM no license bug was a bitch when it was launched - and THAT required a crack to play). But please, go on and keep making assumptions about me.

    8. Re:Publishers are killing gaming on the PC by Stan92057 · · Score: 0

      oh since you only stole a little that's makes the difference? Psssttt it doesn't.

      --
      Jack of all trades,master of none
    9. Re:Publishers are killing gaming on the PC by Pubstar · · Score: 1

      Great trolling, you got me... But on the off chance you are not trolling, I ask you this.

      How is it stealing if Im pirating a copy of a game that I own so that I can play it?

    10. Re:Publishers are killing gaming on the PC by Stan92057 · · Score: 0

      "Publishers are killing gaming on the PC through ever escalating levels of DRM." Here let me fix that. Greedy gamers are killing PC games through the escalated levels theft of PC games. There fixed. Stop blaming Publichers for not wanting to give there games to criminals.

      Since YOU are the one who replyed to me how am i trolling?

      --
      Jack of all trades,master of none
    11. Re:Publishers are killing gaming on the PC by Pubstar · · Score: 1

      The fact that you keep calling me a thief even though I never said I didn't pirate anything that I didn't own, and now by dodging the question above.

    12. Re:Publishers are killing gaming on the PC by Stan92057 · · Score: 0

      If you didn't pay for it it doesn't belong to you. that makes you a thief. Now what you do to make you feel better that's on you buddy, but i suspect a judge or the DA isn't going to fall for the excuse either.

      --
      Jack of all trades,master of none
  36. I don't think Steam agrees by hibiki_r · · Score: 2

    It's not that PC game sales are dropping: Heck, no we can find Japanese companies releasing their games on PC, which is something that would have never happened 10 years ago. Valve is not having any trouble selling games, and neither do indies.

    Now, It'd not surprise me if EA sales on PC were dropping. They decided to build their own ecosystem, one that is not just separate from anything else you can buy on PC, bun one that is drastically overpriced. EA sales can't compete with the sales you can get on anything else. Their console-oriented shooters can't compete with PC-centric ones. Sim City was an unmitigated disaster. They are failing on PC because they've been working very hard at it, and all that work is finally bearing fruit.

    1. Re:I don't think Steam agrees by phorm · · Score: 1

      I used to agree, but I've seen some decent sales recently from Origin stuff. BF3 had some steep discounts recently including being on a Humble Bundle. I've also seen sales on places like GamersGate etc but it's a bit irritating when you're getting bombared with e-sales newsletters from 3-4 different companies that are actually just selling discounted Steam/Origin keys.

      Steam itself seems much better at providing regular sales, but the big thing is they have a much larger catalogue. I (and most people I know) only bother to fire up Origin when I'm playing an Origin game - generally at LAN parties - so it's easy to miss their short-lived sales. Steam has an advantage where more games=more logins=more eyeballs on the store.

  37. Watch (the games industry) around this Christmas by Anonymous Coward · · Score: 0

    @"When people work 60+ hour weeks for a month or two to get BattleField 4 out on time, they should be getting a bigger piece of the pie"

    Profit share... I wish. Watch (the games industry) around this Christmas time, because what usually happens after projects are finished, is that many of the staff making the games get made redundant. They don't share, they get thrown out. Then the next year the cycle repeats again as they work like a dog to get the next project done in their new company, and when its done, another redundancy notice.

    I was in the games industry for over 20 years. I heard time and time again about "burnout". What I came to realize is its not burnout at all. That's a lie from the money people. ... Its really "wise up", as in wise up to the Game of Thrones the money people play against the programmers and artists who are their pawns.

  38. Re:The same game, requiring a tougher graphics car by MysteriousPreacher · · Score: 4, Insightful

    The gameplay element of what the press tout as AAA titles hasn't really advanced any since Wolfenstein 3d was released in 1992.

    Yeah, no real advances beyond multiplayer, team-based multiplayer, destructible scenery, dynamic maps (as in L4D2), new weapons mechanics (such as Unreal Tournament's bio rifle), emphasis on stealth (such as Metal Gear Solid and Deus Ex), dynamic AI that sends swarms based on player progress and performance (the L4D Director), modding support that allows anything from minor skinning to complete remakes, RPG elements blending in to the FPS, and the aqueducts. Aside from those things, what have the Romans done for us?

    And what about dungeon crawlers? They haven't advanced since Nethack. Diablo was better graphics and nothing more.

    --
    -- Using the preview button since 2005
  39. Crowd funding. Star Citizen by grmoc · · Score: 1

    'nuff said

    ok maybe not.

    Star Citizen: 23 million in funding and going up roughly ~100k/ day.

    Crowd funding looks to be working these days. Who cares if the AAA titles and studios die when we have made it easy for creative people with good ideas to get funded!

  40. Binding of Isaac by Anonymous Coward · · Score: 0

    Cost me $2.50. I've spent about 400 hours on it.

  41. PC wane in popularity??? by Dunge · · Score: 1

    This year PC market increased tenfold, Steam is more popular than ever.

  42. Re:Do we even want the 'AAA' games to stick around by Dunge · · Score: 1

    The "masses" are just people who never played games in their lives and end up with a smart phone because it's "cool" and download the first title on Apple store because they paid to be there. They are not actually people who contribute to the gaming industry. This is really not a relevant statistic.

  43. Flamebait summary. by Jartan · · Score: 1

    Article says nothing about PC as a platform is waning. It simply says PC sales are dropping.

  44. They stopped making the games I wanted to play... by ducomputergeek · · Score: 1

    I left PC gaming over a decade ago about the time Ubisoft bought Red Storm Entertainment and ruined the Rainbow 6 and Ghost Recon series turning them from tactical shooters into just an another arcade shoot 'em up. That's also when the space & combat flight sim genres died as well.

    Well I'm actually looking at getting a gaming PC now because of Star Citizen. They've met their $23M goal to make a AAA title and I'm stoked. It's the game I've wanted to play ever since Wing Commander Privateer.

    On the console side, I had a lot of fun with the 360. I sure logged a lot of hours on BF3, I know gimped compared to the PC version but still fun to fire up and play a round here and there, as well as the Halo series from Bungie. Frankly though in the past couple years the Xbox has streamed Netflix more than played games. Halo 4 just didn't feel like Halo. I don't know why it just seemed kinda meh. And the early reviews of BF4 is also kinda meh. BF3 wasn't great, but it was fun.

    I looked at what it was going to cost for BF4 & a PS4 or XBone and decided to buy a 325a for Star Citizen and put the $500 of a new console towards a new PC next year for the release of SC Persistent Universe. What I have now should get me through Alpha/Beta. Instead of renewing my XBL Gold Subscription (Blu-ray player will stream netflix now) I'm buying either an Aurora LN or Avenger ship in star citizen.

    --
    "The problem with socialism is eventually you run out of other people's money" - Thatcher.
  45. Re:The same game, requiring a tougher graphics car by Anonymous Coward · · Score: 0

    If you're having "a lot more fun" with Cookie Clicker, which is basically just two jokes (one, "repetitive clicking games are stupid, wouldn't they be better if the clicking was automated"; two "aren't grandmothers a bit sinister? I mean if you squint?") than with almost any modern shooter then I think you must have set out specifically not to have any fun in the shooters.

    I do enjoy indie games, but they aren't going to deliver something like Portal 2. Nobody in the indie corner of the industry can afford to say "Oh, let's hire a few good voice actors, that would really add to the atmosphere". Nor can they afford to throw things away if they don't work. You've got to eat, so whatever it is, however crappy it turned out, it's got to be published. The Indies are a great place to try out new ideas, some of the ideas work, some are quickly forgotten, but we are mistaken if we think that "It's been done" means we needn't try to improve upon on it.

  46. You're crying about Battlefield? by Torp · · Score: 1

    How about worrying about the future of some innovative games people actually care about?

    --
    I apologize for the lack of a signature.
  47. Re:The same game, requiring a tougher graphics car by 0123456 · · Score: 1

    To be honest, that what is marketed as 'AAA'-games is all like Wolfenstein. Walk through a maze and shoot bad guys.

    Oh, but if only it was... then the games might actually be fun.

    It's more like: watch two minute cut-scene where all the cool stuff happens. Walk through a door and see the bad guys. Press space a few times to win. Watch another two minute cut-scene where all the cool stuff happens. Sit through five minutes of boring dialogue with some random NPC where you get to select a few meaningless options. Repeat until bored.

  48. I wish they would Go back to the WW2 series by Stan92057 · · Score: 0

    What pissed me off about the BF series is that EA took back our ability to make user made maps. Now they make the maps and sell them as upgrade packs that i refuse to buy. note: I wont steal them either, stealing is for cunts.

    --
    Jack of all trades,master of none
    1. Re:I wish they would Go back to the WW2 series by Anonymous Coward · · Score: 0

      Not the brightest flare in the sky, eh? But I'm here to tell you not all hope is lost. Lean back, stop trying to express yourself so hard and concentrate on taking stuff in and chewing on that. You'll be the better person in the end, and these awkward silences and people looking everywhere but your direction directly after you speak will go away, I promise.

  49. Re:The same game, requiring a tougher graphics car by 0123456 · · Score: 4, Insightful

    I think you made the GP's point.

    Whoopee-doo. I get to splatter the bad guys with goo rather than shoot them with a mini-gun. That's incredibly innovative.

    When they're not making you sit through tedious, unskippable cut-scenes and canned dialogue, games are still mostly just following the only corridor available and shooting things, except these days you don't even have to worry about collecting health packs because your health magically regenerates after ten seconds. Even the 'open world' games are still mostly just running around a few streets in a world that's dead when you're not around.

  50. The problem with PC gaming by aiadot · · Score: 1

    Web games, console games, (native)PC games, handheld games, mobile games. Those are the 5 categories I divide gaming. And while there is some overlap between them, each one of them have fundamental paradigms and conditions that as long as their respective games obey, I'll play regardless. They are all great. The problem with PC gaming is not PC gaming, but the fact that in the past 10 years (most) developers, publishers and costumers completely forgot what PC gaming is about. "Hardcore" PC gaming nowadays feels much more like they are trying to emulate the console experience, but with prettier graphics, than actually taking full advantage of the PC "gimmicks". If I want a console experience, I'll play on a console. I don't need bleeding edge high-end graphics to enjoy a good game, and a bad game will be a bad game regardless of how much eye-candy it has.

    Do you know why the Vita and PSP sold an order of magnitude LESS than the DS and 3DS, regardless of having much better hardware and decent libraries? Because they were trying to emulate the console experience on a handheld game device. Do you know why handheld ports on iOS/Android do so poorly? Because they are trying to emulate the handheld experience on a mobile phone. The same crap is happening to the high-end PC gaming scene. When you develop a game to a certain platform you must understand the philosophy behind the platform.

    LoL/Dota-like games, some MMORPGs like WoW and FF11/14, Blizzard games in general, Civilization(and strategy/empire building games in general) and the Sims are so popular not because they have the greatest graphics or no-DRM(they are pretty much the opposite of those two things), but because they keep active and interactive communities, make excellent and most logical use of the standard mouse+keyboard input, multi-tasking works great(simultaneous media consumption/ internet browsing and even work). It actually makes sense to use a computer for those games, even if it's weakest computer you can find. Similarly, indie games take advantage of the freedom(for game play experimentation) and excess hardware power (they really don't have the resources to fully optimize the game), so it makes sense to have those games on the PC(two of my favorite games, Touhou and MineCraft, is a prime example of that).

    There is also the modding argument. But I don't count it as for me modding is not gaming. Modding is modding. The act of modifying a product is it's own category of entertainment.(as a purist gamer modding is something I actually don't enjoy myself but I understand the appeal, so instead of badmouth it I just put it aside)

  51. PC sales dropping? by Anonymous Coward · · Score: 0

    Do the statistics about "PC sales dropping" also take into consideration people building their own PCs, or those upgrading their existing units?

  52. Mobile OSes should make IAP budgeting easier by tepples · · Score: 1

    Some people, on the other hand, know full well how much their candy bar and caffeine habit costs because they have the patience to sit down and write a budget. That's why I switched to buying ZonePerfect candy bars in multi-packs and switched to diet soda (caffeine) from a prescription NRI (atomoxetine). Perhaps Apple, Google, and the like need to add easy-to-find ways to track in-app purchase usage of each app over time the way Android 4 "Jelly Bean" tracks data usage of each app over time.

    1. Re:Mobile OSes should make IAP budgeting easier by LandDolphin · · Score: 1

      True. However, I am not a betting man, but I'd wager that MORE people don't budget properly then DO.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    2. Re:Mobile OSes should make IAP budgeting easier by tepples · · Score: 1

      MORE people don't budget properly

      Which is why I recommended that the OS publisher reword the IAP confirmation like so:

      You have spent $51 in this app and $29 in other apps in the past 30 days. Do you want to spend $1 now?
      [ Cancel | Pay $1.00 ]

      I'd be interested to see what excuse this sort of alert might leave for not budgeting.

  53. Re:The same game, requiring a tougher graphics car by Anonymous Coward · · Score: 0

    I should probably get off your lawn then.

  54. Multi-gigabyte PSN and XBLA games by tepples · · Score: 1

    Where I see the real distinction is that the PC has fully embraced digital distribution, and consoles haven't even started (the Xbone's attempt to take a step in that direction was shouted down by gamers, sadly).

    I thought PlayStation Store already offered paid downloads of full-size games. And as the hard drive gradually became a standard feature on Xbox 360 consoles, Xbox Live Arcade has gradually increased its size limit to where XBLA games such as Red Johnson's Chronicles take up more than half a DVD layer. I guess the remaining problem is that XBLA games have to be vetted by disc game publishers.

  55. Discounted consoles by tepples · · Score: 1

    I see new console games for $10-$20 in the bargain bin of Walmart. I also see used console games around that price or less in used game stores once the demand for a particular title dies down or the successor console comes out. That's not even counting chains like Disc Replay that specialize in third through sixth generation consoles.

    1. Re:Discounted consoles by Cinder6 · · Score: 1

      That's true. What I was trying to say was that PC games tend to drop in price faster than console games, sometimes dramatically so.

      --
      If you can't convince them, convict them.
  56. Bluetooth thumb keyboard by tepples · · Score: 1

    Nobody has yet combined the keyboard with the television in a way that really compels people to want that combination in their house

    Hairyfeet has. He shows the HTPC concept to customers in his shop and sells a Bluetooth thumb keyboard + trackball that's about the size of a smartphone's slide-out keyboard. The problem has become one of marketing the solution to people who happen to live outside Hairyfeet's sales area.

    1. Re:Bluetooth thumb keyboard by drinkypoo · · Score: 1

      Lots of small shops sell HTPCs. And you can buy a zillion different keyboards that fulfill that function. I went for an air mouse, because you can reasonably use it one-handed. (While eating, of course...) Actually, I tried two. Tronsmart TSM01 seems sweet but is garbage. Neo Minix X1 or WTFever it's called is chunky but works properly.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  57. Need both a monitor and a keyboard by tepples · · Score: 2

    there is no car analogy to be made here because the phones of today have more cargo area-equivalent than the PCs of not so many yesterdays ago. It's truly not that long since my desktop PC was less powerful than the phone I'm carrying around now. It doesn't have video out, so it's not suitable as a desktop replacement by any stretch, but many modern phones do.

    To be useful for "PC" tasks, a smartphone would need a large monitor (which you mentioned), a Bluetooth keyboard, and an operating system with a multi-window window manager. (The phone itself would sit next to the keyboard and become a trackpad.) It's as if someone made a motorcycle that could pull a trailer, but you end up using the trailer most of the time because you have to carry the tools to do your job to each job site. At that point, you could just buy a car (an Ultrabook laptop) or a truck (a desktop or desktop-replacement laptop).

  58. Animal Crossing by tepples · · Score: 1

    Where are the games where I can choose to say 'screw your stupid story, find someone else to 'save the day'?' and do something more interesting instead?

    On Nintendo consoles. They go by the name "Animal Crossing".

  59. Re:The same game, requiring a tougher graphics car by MysteriousPreacher · · Score: 1, Troll

    Who hurt you?

    --
    -- Using the preview button since 2005
  60. The industry will implode. by Anonymous Coward · · Score: 0

    Just like it did one time already. Hell, some of the people responsible for the old crash are still pulling strings in the industry.

  61. Faceball, Metal Gear, Gods, Phantasy Star by tepples · · Score: 1

    Yeah, no real advances beyond multiplayer, team-based multiplayer, destructible scenery

    MIDI Maze (known as Faceball 2000 on Nintendo consoles) is a team-based multiplayer first-person shooter that preceded even Wolfenstein. Walls could be shot out or switched with floor buttons. The concept of destructible scenery itself dates back to Ice Climber and Super Mario Bros., and combining it with a first-person view was obvious to anyone skilled in the art once 3D GPUs advanced.

    emphasis on stealth

    Metal Gear, MSX2/NES. The Legend of Zelda: A Link to the Past came close; I was able to stealth my way through the first castle until reaching the basement where I had to slaughter a guard for the key.

    dynamic AI that sends swarms based on player progress and performance

    Arcade shoot-em-ups adjusted difficulty to player performance long before Left 4 Dead. The platformer Gods did so way back in the early 1990s.

    modding support that allows anything from minor skinning to complete remakes

    Good luck finding anything moddable on a console, apart from ROM hacks for third- and fourth-generation consoles decades after the games were released.

    RPG elements blending in to the FPS

    Or FPS elements blending into the RPG, as in Phantasy Star.

    1. Re:Faceball, Metal Gear, Gods, Phantasy Star by MysteriousPreacher · · Score: 1

      MIDI Maze looks pretty interesting for its time - shame I missed that one back in the day.

      Yeah, elements existed in other genres. The risk is in claiming that having radios in cars isn't innovative because people had radios in their homes years before that. I haven't played any Zelda games (another gap in my gaming). Was stealth an intended mechanic of the game, or is something more akin to speedrunning a game that was never balanced for that kind of play?

      I know modding is pretty limited in the land of consoles. It's one of many reasons why I prefer PC gaming. Mods have given me a great deal of replay value, and I've had some fun building maps. It's good to see tools like Hammer coming with the game - not relying on a bunch of third party tools as we had to do with Quake.

      My point is that things have clearly advanced, whether through original mechanics or bits brought in from other genres. Alongside this though, we definitely see a preference for milking existing franchises. These days, aside from some L4D and Civilisation, it's most open source stuff for me. Games like TOME aren't terribly original, but they are well made and I'd rather give them â50 a year than spend it on Call of Battlefield Medals 16 : Stuff and Things!.

      And yeah, Gods was an amazing game. I can still hear the theme in my head. Simon Bisley artwork on the box as well. Heh, I remember in Xenon II being amazed at the idea of a shoot 'em up that allowed the ship to go in to reverse.

      --
      -- Using the preview button since 2005
  62. Parappa by tepples · · Score: 1

    Parappa the Rapper ushered in the music game genre in the late 1990s. But I see your point about new genres being rare over the past couple console generations. Even modern idle games such as Cookie Clicker are streamlined versions of the basic concept behind tycoon games, as can be seen especially with Clicking Bad (that is, Meth Tycoon).

  63. Re:The same game, requiring a tougher graphics car by tepples · · Score: 0

    The FUN games are all from the small indie studios these days.

    So where are the FUN games that I can play with friends in the same room? Indie games tend to be for PCs, and PCs have historically encouraged Internet play over couch multiplayer.

  64. Define "failed to be pirated" by tepples · · Score: 2

    Not one game ever has ever failed to be pirated.

    At launch, consoles are pretty much piracy-free. Several arcade games are still undumped. How long must a work go without piracy before it "fails" in your estimation? The full 95-year copyright term?

    1. Re:Define "failed to be pirated" by Anonymous Coward · · Score: 0

      Most games aren't cracked 0day. As to your list, well, http://mamedev.emulab.it/undumped/index.php?title=Fantasia ... it's in MAME:
      "This is the original version, not the one which runs on Kaneko EXPRO-2 hardware (already in MAME as Fantasia)."

      In other words, horrendously obscure games with runs in the dozens or 100s aren't necessarily dumped. The vast major of anything major certainly is.

      I can't think of a console that was pirate free since at least the 16 bit days. Certainly I knew of people who could get burned CDs to run on PS1, PS2, PS3, XB, 360, and Dreamcast within a short timeframe from launch. Does running burned games 1 month later count?

    2. Re:Define "failed to be pirated" by tepples · · Score: 1

      Certainly I knew of people who could get burned CDs to run on PS1, PS2, PS3, XB, 360, and Dreamcast within a short timeframe from launch. Does running burned games 1 month later count?

      I thought the PS3 wasn't fully cracked and pirated until after Sony had already killed Linux, which was years after the console came out.

  65. Video games that Nintendo rejected by tepples · · Score: 1

    Never mind that there's hundreds of good games and titles that don't get put into publication because the publishers don't want to take risks anymore

    Or because the console maker didn't want to take risks. Consider Bob's Game for Nintendo DS and The Binding of Isaac for Nintendo 3DS.

    1. Re:Video games that Nintendo rejected by Mashiki · · Score: 1

      Or because the console maker didn't want to take risks. Consider Bob's Game for Nintendo DS and The Binding of Isaac for Nintendo 3DS.

      You mean that the developer couldn't afford the certification costs to bring it to consoles.

      --
      Om, nomnomnom...
    2. Re:Video games that Nintendo rejected by tepples · · Score: 1

      You mean that the developer couldn't afford the certification costs to bring it to consoles.

      You mean that the console maker chose to set the certification costs at a prohibitive level. Besides, Nintendo rejected The Binding of Isaac due to its subject matter. No certification costs short of 51% of Nintendo's market cap could force a change in Nintendo's review guidelines.

    3. Re:Video games that Nintendo rejected by Mashiki · · Score: 1

      You mean that the console maker chose to set the certification costs at a prohibitive level. Besides, Nintendo rejected The Binding of Isaac due to its subject matter.

      That too, in otherwords they're happier with a specific monoculture of games. As for Nintendo rejecting it due to subject matter, well...we all know that there's a rating system that exists for it. Not that it really stops people or anything. This was of course the same Nintendo that allowed you to see a gory pile of goo in the friday the 13th games.

      --
      Om, nomnomnom...
  66. Mobile game control by tepples · · Score: 1

    How, precisely, would a twitch game like Super Mario Bros. or Mega Man be controlled on mobile, without the player having to buy a separate $40 controller to clamp to the phone? Mobile games tend to be in point-and-click-friendly genres: block puzzles (Bejeweled), shooting galleries (Fruit Ninja), graphical adventures, and possibly accelerometer-based driving.

  67. To qualify for crowd funding by tepples · · Score: 1

    Interesting. But crowd funding depends heavily on an indie studio's previous work. Star Citizen, for example, comes on the heels of Chris Roberts's Wing Commander. What sort of games should a startup studio make in order to qualify for a first round of crowd funding?

    1. Re:To qualify for crowd funding by Anonymous Coward · · Score: 0

      Hard to say, but there have been a fair number of efforts which have netted a mere 100k-million bucks. That seems like a good way to start off...

    2. Re:To qualify for crowd funding by Anonymous Coward · · Score: 0

      http://en.wikipedia.org/wiki/Braid_%28video_game%29

    3. Re:To qualify for crowd funding by Anonymous Coward · · Score: 0

      Ask the guys behind Hyper Light Drifter.
      http://www.kickstarter.com/projects/1661802484/hyper-light-drifter
      Over $600,000 in crowd funding, and no major games on their resume (as far as I'm aware). So, it may be more difficult, but certainly not impossible.

  68. Paying "dues" to gain access to a category by tepples · · Score: 1

    When you develop a game to a certain platform you must understand the philosophy behind the platform.

    I agree. But what do you suggest that an indie developer do if, say, it has a concept (or even a working PC prototype) of a console-oriented game but no console license? Must it develop several unrelated PC or mobile titles first?

    1. Re:Paying "dues" to gain access to a category by aiadot · · Score: 1

      Yes that is true. I didn't write that because if started mentioning every single detail, I think I'd write a 6-pages full paper academic journal. I tried my best to focus on a pure gameplay and usability point of view, and even that is very lacking.

  69. Problems with open source video games by tepples · · Score: 0

    Was stealth an intended mechanic of the game, or is something more akin to speedrunning a game that was never balanced for that kind of play?

    The guards in the first castle of A Link to the Past have particular patrol patterns, and a guard don't enter alert until Link enters the guard's line of sight. If stealth weren't intended, alert would have been based on distance instead of line of sight. I've programmed a few games myself, and there are fewer lines of code involved in checking distance than in checking line of sight.

    I remember in Xenon II being amazed at the idea of a shoot 'em up that allowed the ship to go in to reverse.

    Which Fantasy Zone did a couple years earlier.

    These days, aside from some L4D and Civilisation, it's most open source stuff for me. Games like TOME aren't terribly original

    Open source video games have three problems. First, they're pretty much limited to PC and possibly Android, as console makers are allergic to copyleft. This discourages games in genres more suited to a D-pad and buttons. Second, unless the business model is to sell copies of proprietary mission packs for a free engine, there's not much of a way to pay the artists. The typical model of selling support doesn't work as well as it does for, say, RHEL because games that aren't MMO need less support than libraries or line-of-business software. Some Slashdot users would in fact prefer a world without video games to a world with proprietary software of any sort (1, 2, 3). Third, open source developers tend not to know exactly where "not terribly original" ends and "call the lawyers" begins. Given Alexey Pajitnov's claim that open source destroys the market, I wouldn't be surprised if the Free Software Foundation found itself on the business end of a lawsuit from over M-x tetris in Emacs the way The Tetris Company successfully sued Xio over Mino . Apparently the copyright rules differ between video games (Tetris v. Xio) and everything else (Lotus v. Borland; Oracle v. Google).

  70. Fragmented Markets by shastamonk · · Score: 1

    It's a bit silly to compare game sales to more traditional mediums like music, television and film. Just on the PC side, we don't even have educated guestimations on the kind of money and sales that are really taking place. WoW alone still must gross around $2 billion a year when taking in to account micro-transactions and unit sales along with subscription fees, and AFAIK we have no real idea how much money (other than obscene truckloads) the big MOBAs are pulling in. Steam, GoG, Desura, GMG, Humble Store and scores of smaller digital distributors further obscure how many sales are actually taking place, though if Valve were to open up their numbers that would help account for the majority of PC sales across most distributors who usually provide Steam keys. In the east, tens of millions of players are throwing billions at F2P games that people in the west have never even heard of. Then you have the attendant industries that are growing up around gaming (PC in particular) like Youtube and Twitch streamers and esports, indie merchandising, conventions, etc.

    The numbers articles like this pull up tend to rely almost entirely on physical boxed sales which at this point must only account for a tiny fraction of actual PC game sales, though they do tend to fairly accurately reflect the health of each individual console. The gaming market is so fluid right now that the only safe conclusions we can make are that gamers are increasingly less interested in the same old fare from AAA developers, and that they need to start taking more risks with their games or lower their development and marketing budgets to account for the decline. The mass exodus of talent from AAA developers to the indie scene is a good thing, and a natural response to the current market trend. When games like Binding of Isaac that can be developed by a handful of people over a few months and sell millions of copies and provide a far more interesting and compelling experience than nearly any AAA game released in years, you have to wonder who but your average console dude-bro really would care if every last AAA publisher and developer were to go under.

  71. AAA is a misnomer by msobkow · · Score: 2

    What AAA really means is that a lot more money has been spent on details of graphics and sound, not that so much extra effort has been put into the gameplay. As a result, a lot of so-called AAA titles are no more fun to play than the games from the $20 bin.

    Like movies, the advertising and hype budget for a AAA title makes it different from the "average" game. And like the movie industry, that big advertising budget brings in the buyers. Unfortunately, much like an overhyped movie, it also results in a lot of disappointed potential fans who expected more from the game after all the buildup.

    Do we need AAA titles? Of course not. But as long as there is the lure of winning the "big gamble" by producing a half billion dollar sales hit title, there will be those who'd rather invest in that gamble than focusing on a handful of lesser titles which would cost the same amount.

    However, one should never make the mistake of thinking that these trivial little games on cell phones are going to decimate the hard core gaming market. Just because "Angry Birds" has millions of dollars in total sales doesn't mean it's competitive with something like "Half Life." They're totally different styles of games, and satisfy different audiences.

    --
    I do not fail; I succeed at finding out what does not work.
    1. Re:AAA is a misnomer by Anonymous Coward · · Score: 0

      What AAA really means is that a lot more money has been spent on details of graphics and sound, not that so much extra effort has been put into the gameplay.

      What on earth makes you believe that the titles with the bigger budgets don't spend part of it on gameplay? Do you think you're the only one that noticed that gameplay is an important part of a game? That the big studios haven't had this revelation yet?

      The issue is that AAA titles go for 'safer' gameplay, appealing to a broader audience. Dumbing it down, if you will. You and i may not like that, but risk managers do.

  72. Make a good enough game by aussersterne · · Score: 2

    and even DRM is merely an obstacle to be overcome to get to the Game . That . You . Must . Play . Now .

    The problem is that the games suck. Right now in the 'AAA' space we have an orientation something like:

    85% production values
    5% compelling and entertaining story and writing
    10% gameplay
    0% replay value

    Show me a game like this, and I'll spend rather a lot, and even suffer DRM for it:

    10% production values
    20% compelling and entertaining story and writing
    50% gameplay
    20% replay value

    When the technology didn't allow for production values to matter, everything was tied up in gameplay, writing, and replayability. Games had to be entertaining to sell.

    Now, particularly given the ways that games are marketed (and the synergy between this kind of marketing and the marketing that happens on the hardware side), everything is about jaw-dropping renderings. It feels like the late '80s and early '90s, when everyone in CS departments were printing out raytrace scenes at 24x36 and hanging them on the wall.

    At first, it was "omigod thassocool" to see a bunch of floating cones and spheres and rendered bolts with clearly articulated threads reflecting the image of the chessboard on the other side of the picture. But by the mid-'90s, it was like, "humf, what else you got, I am no longer amazed by the fabulousness of this technology."

    That's how I feel about games now. A decade or a decade and a half ago, game engines and triangle count and an asymptotic approach to "photorealistic realtime" rendering were enough to make a person shell out $$$ just to "have the experience."

    But now it's old hat. Someone else posted in this story about games being all about showing you sliding your car sideways into a flock of sheep. That pretty much sums it up—how many hours do they spend on tableaux like this? It's plots of shiny raytrace scenes on department walls all over again. I had occasion to play a few games (Silpheed, a few Sonics, etc.) on someone's Sega CD setup not so long ago. I was like "Shit, this is fun!" and then shortly after I realized why I had abandoned gaming in the early 2000's. I just preferred to spend my money on more entertaining things.

    I find crossword puzzles to be as fun as many of the 'AAA' titles of the last half-decade.

    --
    STOP . AMERICA . NOW
  73. Re:The same game, requiring a tougher graphics car by Anonymous Coward · · Score: 0

    If you want better weapon mechanics look back to Duke Nukem 3D. How many games let you freeze, shrink, and stomp on enemies or yourself?

  74. gamer by sumitjadhav137 · · Score: 0

    PC gaming is going down

  75. So why are people still buying EA? by Anonymous Coward · · Score: 0

    I haven't bought an EA game in six years. Given all of the backlash against them, especially recently, why are people (some of whom swore they would never buy from them again) continuing to give money to these assholes? They got voted the worst company in the US for a reason.

  76. Not to sound like a gaming hipster or troll... by armahillo · · Score: 2

    I don't think I've ever played a AAA title. Well, ok, Skyrim. Lots and lots of Skyrim. And Civ V, if that counts; I don't know that it does. I've seen my friends play games like...um...I don't even know the names of them. Call of Duty: MW was the last one I remember seeing. Oh, and Left 4 Dead. I read a lot about GTA5 on Reddit too.

    I regularly purchase games from the Humble Bundle. I recently got Fez and fell in love with it. So clever and so brilliantly designed. I think that game was made by one person, wasn't it? I understand that "AAA" titles look amazing and realistic and everything... but does that really make the game THAT much more fun to play? Serious question. Is the gaming experience, say, *actually* 1000x better if the budget is 1000x more?

    I don't disagree that AAA titles push the boundaries of technology w/r/t video gaming, but one of the big criticisms I've seen of these titles is that they essentially become interactive movies, and lose a lot of the "game" aspect; ie. less mentally challenging, more mentally stimulating. I do not know whether or not this is the case, but do people who like AAA titles prefer that sort of game? Hyper-realistic interactive movies?

  77. Re:The same game, requiring a tougher graphics car by Anonymous Coward · · Score: 0

    Or maybe you're just getting tired of a certain style of medium. There are other games out there that cater to different tastes. Also, it's possible to simply be tired of the hobby in general...and guess what, there are also other hobbies out there that are all about not shooting virtual zombies and nazis.

  78. Accommodating gamepads on PC by tepples · · Score: 1
    I understand your focus. But usability of indie games in gamepad genres is one detail I want to solve, and now that the majority of tl;dr readers have moved on, we can work through this. I've already begun to describe workarounds for the Tower of Babel that is HID joysticks and how to connect a PC to a TV. Can you think of viable measures beyond these?
    • When no controller is plugged in, autoconfigure the keyboard the same way that emulators of classic game consoles come configured: arrow keys to move and Z and X for actions.
    • Autoconfigure XInput for Xbox 360 controllers and DirectInput for the most popular HID joysticks. This will require a database.
    • Make manual configuration of other makes and models of controller as painless as possible.
    • Make essential user interface text big enough to read even in a screenshot scaled down to 432x240. For example, at 720p, fonts should be at least 24px tall. This ensures that people using a scan converter and SDTV or people sitting far from an HDTV can still play.
    • Make the PC version available for paid download. In the product description, link to one or more guides on how to setup a gaming PC in the living room, such as the one Valve made for Steam's Big Picture mode.
    • In the product description, show a notice like this: "Other Platforms: We are seeking a publisher to bring $TITLE to game consoles. If your company is interested in publishing a port of this game, contact us."
    1. Re:Accommodating gamepads on PC by Anonymous Coward · · Score: 0

      When no controller is plugged in, autoconfigure the keyboard the same way that emulators of classic game consoles come configured: arrow keys to move and Z and X for actions.

      I'm of two minds about this. If you want to emulate a typical gamepad/controller, wouldn't you want the movement to be on the left hand, and action buttons on the right hand? (i.e WASD for movement)

      On the flip side, arrows are arrows and it makes sense to have it control movement...

      Autoconfigure XInput for Xbox 360 controllers and DirectInput

      Correct me if I'm wrong, but looking at wiki it sounds like XInput and DirectInput are closed source MS stuff. I'm no FOSS advocate, but if it's about helping indies, I do think they should not be tied down to a specific API/OS

      Make essential user interface text big enough to read even in a screenshot scaled down to 432x240. For example, at 720p, fonts should be at least 24px tall. This ensures that people using a scan converter and SDTV or people sitting far from an HDTV can still play.
      Make the PC version available for paid download. In the product description, link to one or more guides on how to setup a gaming PC in the living room, such as the one Valve made for Steam's Big Picture mode.
      In the product description, show a notice like this: "Other Platforms: We are seeking a publisher to bring $TITLE to game consoles. If your company is interested in publishing a port of this game, contact us."

      I think these ideas are something that individual game makers would decide on their own. It's up to them if they want to make their game to also play well on the living room TV. Valve/Steam obviously took some steps, now if they would go about and make Half Life 3... ;p

    2. Re:Accommodating gamepads on PC by tepples · · Score: 1

      I'm of two minds about this. If you want to emulate a typical gamepad/controller, wouldn't you want the movement to be on the left hand, and action buttons on the right hand? (i.e WASD for movement)

      Arrows, Z, and X are consistent with other completely keyboard-driven PC games, especially console emulators like FCEUX and VisualBoyAdvance. I see the demand for console-style PC games as overlapping with the user base for these emulators. Personally I see WASD as more for use along with a mouse, but a user who prefers WASD can set that in the game's menu in a manner that is "as painless as possible". From the main menu, choose "Controls", then "Player 1", then "Change", then press the keys in the order shown on the screen.

      Correct me if I'm wrong, but looking at wiki it sounds like XInput and DirectInput are closed source MS stuff.

      SDL for Windows calls DirectInput. Under other operating systems, it'd use whatever API the port of SDL calls.

      I think these ideas are something that individual game makers would decide on their own. It's up to them if they want to make their game to also play well on the living room TV.

      True. But I meant these in the context of a developer who already seeks to target a TV. I was looking for good reasons why even these ideas wouldn't be enough.

    3. Re:Accommodating gamepads on PC by Anonymous Coward · · Score: 0

      True. But I meant these in the context of a developer who already seeks to target a TV. I was looking for good reasons why even these ideas wouldn't be enough.

      Well, in a line, I think those reasons aren't enough because at the end of the day, it's still "extra work"

      As most PC devs develop on the PC with a monitor, developing for a TV is "extra work", much like how if you develop on a Windows PC, Linux support might be "extra work", something you put in as a stretch goal if your kickstarter funding surpassed a certain amount

      And there's enough work for a dev to do as is, especially for new devs who wants to break into the industry. Even the biggest AAA titles with hundreds of staff get delayed (some of it is probably bureaucracy and politics and other unfortunate realities of being big, true, but not all)

      Here are some ideas to get around this

      1) Maybe they could hook their dev box to a TV and code from there, but then the reverse happens and the game might not look/play well on a monitor.

      2) There is the idea of a one-size-fits-all UI, in which case we might have to ask MS what they learned from Windows 8... (I for one believe trying to create one in itself lends to more work)

      3) Cut back on something else so you can devote more time to develop those UI(s). That usually means gameplay or pretty graphics or quantity of content. This may be a tough pill to swallow for up and coming devs. Their ambition (all their gameplay ideas, all the things they want to do) is a double edged sword

  79. The battle has already been won. by intermodal · · Score: 1

    People like Klaus Teuber, Klaus-Jürgen Wrede, and Alan R. Moon have won this battle. The platform? A table. With chairs around it, a refrigerator full of good beer, and some good friends. The video "game" market has been lost. There isn't that much game left in most so-called video games these days.

    --
    In SOVIET RUSSIA... erm...NSA AMERICA, the Internet logs onto YOU!
  80. Cost to move to video game Hollywood by tepples · · Score: 1

    You learn a lot of very valuable lessons on someone else's dime by working for an established company.

    But to what extent would relocation to the state where an established company is located be on someone else's dime? One problem I've encountered when discussing this in Slashdot comments has come from people who express a deliberately unhelpful attitude: "If you don't already know how to relocate yourself, you don't deserve to have someone help you learn the basics of relocating, and you don't deserve to be in the industry. Give up the dream already." What place which is not Slashdot would be more helpful?

    PC is a hot market for indie games

    Including games that focus on single-screen* multiplayer with two to four USB gamepads? PCs are certainly technically capable of it, but I imagine it's a bit uncomfortable to fit two to four people around a desktop PC's monitor. And though virtually any TV made in the past five years can display PC video, I thought next to nobody was willing to build the sort of living room gaming PC that Valve is targeting with Steam's Big Picture mode.

    If you have a moderately successful game already developed for PC or mobile

    This is the way I was planning on going in the first place. But naysayers keep telling me that no console-style game for PC can become even "moderately successful", and it's hard to make mobile controls for a game that isn't point-and-click.

    * I said single, not split. Fighting games don't split the screen, for example.

    1. Re:Cost to move to video game Hollywood by Dutch+Gun · · Score: 1

      Well, Slashdot is not exactly the most friendly of communities, to be honest, and they're not really gaming-focused. I think you'd find a much more receptive attitude on indie and amateur-focused gaming web sites. Maybe gamedev.net?

      After all, I've been in the game industry 15 years, and I just started my own company to make my own games. I figure if I can do it, so can others. However, these things don't just happen by themselves. You have to be willing to take some action to make it happen.

      From what I've seen, there will likely be avenues open for indie developers on consoles. One thing to keep in mind that people tend to be much more enthusiastic about a product they can quickly grab and demo (like on a PC). So, I don't think it's ever a waste of time to get a game finished on the PC first before porting to other platforms. It's the platform with the least development friction, so it's a pretty good place to get started.

      That aside, if your game doesn't fit your current development platform, you could always consider re-designing or re-imagining it. Consoles, PCs, and phones/tablets all require drastically different interfaces due to their strengths and weaknesses.

      BTW, if Value starts selling SteamOS boxes, you'll probably see many more PCs hooked up to TVs. If you're actually selling a PC game to take advantage of this, it could be a great advantage in a niche market. Remember, if you're an indie developer, you don't have to sell millions of games to be successful.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:Cost to move to video game Hollywood by tepples · · Score: 1

      if your game doesn't fit your current development platform, you could always consider re-designing or re-imagining it

      How, for example, would Capcom have gone about reimagining the Mega Man series for touch?

  81. Mobile first by tepples · · Score: 1

    As most PC devs develop on the PC with a monitor, developing for a TV is "extra work"

    Some PC game developers are willing to put in the extra work to make a game TV-friendly because they're targeting the PC as a step toward becoming licensed to develop for a console. My question concerned the number of gamers who have access to a PC connected to a TV.

    There is the idea of a one-size-fits-all UI, in which case we might have to ask MS what they learned from Windows 8

    Games tend to have much simpler user interfaces in general than a PC ostensibly intended for work. As in mobile-first web design,* a progressive enhancement methodology applies: design the simpler UI first, and design PC-specific enhancements on top of that. A PC game supporting the keyboard already has to have some sort of I/O abstraction just to support people who prefer arrow keys vs. people who prefer WASD. Once you have this I/O abstraction, it isn't too much more work to add joystick support. And if what I learned back when Newgrounds and Kongregate were popular still applies, making the menu options clickable as well as selectable from the keyboard or joystick should be enough.

    * The difference between mobile-first web design and mobile-first game design is that while the web is point-and-click, not all games are. Mobile devices don't really support much interaction beyond imprecise point-and-click with the finger.

    1. Re:Mobile first by Anonymous Coward · · Score: 0

      Some PC game developers are willing to put in the extra work to make a game TV-friendly because they're targeting the PC as a step toward becoming licensed to develop for a console.

      Ah, my impression was that you want to develop a console-style game market on the PC side, so that devs don't have to bow down to console maker gatekeepers but still deliver console-like experiences to the gamers (who don't have/want to buy a console)

      If breaking into the console scene is the objective, I would say it's "extra work" to get your game to work on a PC that is connected to a TV. Looking at past success, the way many indies have gone is to get their game to be fun and work well on one platform (usually PC, but also phone or tablet), and when people like it, go negotiate to have your game ported to other platforms, including consoles.

      Even if you fail the negotiate your way in (console gatekeepers being what they are), at least you have a successful game on your existing platform. In a Hollywood model sort of way, you can use the gains from your successful game to fund the next attempt.

      My question concerned the number of gamers who have access to a PC connected to a TV.

      Well, I think it's the developer who matters here (thus I focused on them in the last post). You need people to make the games so that people would play them on their PC that's connected to a TV.

      If you as a dev want to get people to connect their PCs to their TVs, you might have to design your game that way. For example, make a game that is best played with others on the same/split screen.

      But as above, if the goal of the dev is just to get into the console scene, they might be better off focusing on one platform. The PC on TV screen could be considered a "port", like how Steam started on the PC but then went Big Picture and then to developing their own OS

      Games tend to have much simpler user interfaces in general than a PC ostensibly intended for work.

      Perhaps, but now I see another problem: before people can launch that game with a simpler TV-friendly interface, they usually need to go through the not-too-TV-friendly PC interface to launch the game

      Put in another way, Windows by default isn't controlled via a gamepad, even if technically it's doable (I'm sure there's already a solution out there somewhere, but I/people would have to look for it)

      That said, I'm optimistic about SteamOS and the controller, either or both of which might address that issue.

      So maybe the fanboy answer is "develop games for SteamOS"

    2. Re:Mobile first by tepples · · Score: 1

      Ah, my impression was that you want to develop a console-style game market on the PC side, so that devs don't have to bow down to console maker gatekeepers but still deliver console-like experiences to the gamers (who don't have/want to buy a console)

      That too. Ideally, developing a gamepads-centered PC game serves both the "actual usable product for HTPC users" and "prototype for interested console game publishers" purposes. I just wonder whether there's even a market for the former.

      Looking at past success, the way many indies have gone is to get their game to be fun and work well on one platform (usually PC, but also phone or tablet)

      How would a game in a genre that doesn't benefit from a mouse or from a separate view per player, such as a cooperative platformer or a fighting game, "be fun and work well" on PC?

      In a Hollywood model sort of way, you can use the gains from your successful game to fund the next attempt.

      Naysayers on Slashdot appear to be strongly convinced that a gamepads-centered PC game would never be this "successful game".

      You need people to make the games so that people would play them on their PC that's connected to a TV.

      I test on TVs in addition to desktop PC monitors. But naysayers doubt the existence of "their PC that's connected to a TV" in the first place.

      If you as a dev want to get people to connect their PCs to their TVs, you might have to design your game that way. For example, make a game that is best played with others on the same/split screen.

      Naysayers would claim that PC gamers are overwhelmingly likely to ignore it because it "is best played with others on the same/split screen." As adolf put it: "I'm not putting together a living room PC rig just for one game." They claim that the vast majority of grown-up gamers prefer pickup games with racist, homophobic strangers to in-person matches with real-world friends whose schedules rarely intersect.

      before people can launch that game with a simpler TV-friendly interface, they usually need to go through the not-too-TV-friendly PC interface to launch the game

      As I see it, that's what both Steam's Big Picture mode and Windows 8's Start Screen were intended to solve: provide a launcher suited to non-mouse use. Even if a game isn't sold through Steam or Windows Store, one can add a shortcut to the game to the launcher. But getting an ugly, noisy tower into the living room is still a problem.

    3. Re:Mobile first by Anonymous Coward · · Score: 0

      That too. Ideally, developing a gamepads-centered PC game serves both the "actual usable product for HTPC users" and "prototype for interested console game publishers" purposes. I just wonder whether there's even a market for the former.

      Well, prototyping is possible now, as you mentioned that the devs who want the extra work will test on a TV (as you suggested, they can assume a 360 controller and test with that, let it be known that your game supports TV, etc.). Whether or not the end user will take advantage of that option depends on how enticing the game is (and whether as you said if a market exists)

      How would a game in a genre that doesn't benefit from a mouse or from a separate view per player, such as a cooperative platformer or a fighting game, "be fun and work well" on PC?

      That's up to you, the game designer and developer, to figure out. Do you want to stick to your genre of choice even if you think they won't work well on a PC, or will you rethink your design and make it fun and work well, or will you make concessions?

      You can always make a game for the love of the art, and hope some people share your appreciation of the game despite the parts that don't work. Or you can adjust. Perhaps you can do bits and pieces that can work on the PC, then if that's successful add on the other stuff later in a console sequel.

      From your first release, you can get feedback from the players themselves on how to make things work. Invite people to your beta. Some questions are hard to answer without something actually built for people to talk about. So again, it's up to the you the designer/developer to create something for people to talk about.

      Naysayers

      Maybe the naysayers are right and that there's no better solution than what we have. Maybe you're just a solution looking for a problem. However, you're the one who said "usability of indie games in gamepad genres is one detail I want to solve". What I've been saying in the last few posts is that *if* this is indeed a problem to be solved, here (what I said) is how I think would help to solve it. Maybe we're both wrong, but I'm working under the assumption that we're not.

      They claim that the vast majority of grown-up gamers prefer pickup games with racist, homophobic strangers to in-person matches with real-world friends whose schedules rarely intersect.

      I think that's a mis-characterization. I think adolf was saying that for him and his real-world friends, they as grown-up gamers can afford console(s), or each person can afford their own PC to go online. Racist, homophobic strangers are picked up if those real-world friends are unavailable. It's not like if we refuse to play with racist homophobes our friends will suddenly be always available...

      As to "I'm not putting together a living room PC rig just for one game", one game may not be enough for adolf, and many others. That's his prerogative. But would he with two games? Five? Ten? The thing is, if you don't make that first game, you won't get to that second or fifth or tenth game.

      Again, I was/am answering under the premise you gave (that there is something to be solved here), not the premise of the naysayers.

      I'm out of time. Peace.

  82. Re:The same game, requiring a tougher graphics car by benhattman · · Score: 1

    And today's story tellers use the same 7 basic plots as the ancient Greeks. Imagine that; 2500 years and no original plots! Which is why all books/movies are terrible.