Anubis
No Lifer
Two words: Sega Dreamcast.
piracy had very little to do with the death of the dreamcast,
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Two words: Sega Dreamcast.
Thanks to Steam and GoG we have negative piracy - we (PC users) have gone from arguably playing games we haven't bought to inarguably buying games we aren't playing. How many of us don't have a backlog?It seems as though piracy is largely a thing of the past. Wouldn't that be helpful, in a sense?
Thanks to Steam and GoG we have negative piracy - we (PC users) have gone from arguably playing games we haven't bought to inarguably buying games we aren't playing. How many of us don't have a backlog?
It goes way deeper than just have a PC UI. There are a finite number of buttons on a controller for example. Try making a hardcore flight sim on console. Won't happen. It needs way too many inputs.
There are also a lot of design decisions that get make based on what a controller can do. RTS are a great example here. Direction selection is such a core concept of the genre that you can't bring it to console without losing a lot.
Then there is just the more casual audience on consoles that influences annoying things like regenerating health and 3d spotting on FPS games. That at least you could argue is just them trying to appeal to more casual players everywhere though.
Some games do the transition better than others I mean BF3 had a terrible consolfied UI. BF4 at least had a PC specific interface.
It might not be a problem now, but I think it was when flagship made-for-PC games died out, and now the damage has been done. Devs mindsets changed, and no one is making technological marvels like Crysis or F.E.A.R anymore.
I would say mainly game developers, lets be honest here, they go where the money and profits are, there is nothing stopping them from making any type of game or exclusive game they want on any platform, but throw in demand, time, profit margin etc and you see they go where it's best for them.
I remember decades ago where PC gaming had no competition, times have changed a lot however in modern times.
lol, ez. Nvidia. Consoles have adopted async compute from AMD thus the root of innovation.
Console before the Xbox 360/PS3 didn't have the same type of games that PC had, they were almost never ported so console had no ties with the progress of PC games back then, but with Xbox 360 and PS3, that's where the progress slowed down.I get so sick of people blaming consoles, as if consoles haven't been around for decades.
I can't believe no one said Obama.
I think it's Obama.
Console before the Xbox 360/PS3 didn't have the same type of games that PC had, they were almost never ported so console had no ties with the progress of PC games back then, but with Xbox 360 and PS3, that's where the progress slowed down.
GPU manufactures are the limiting factor. No one likes to spend $400 every two years on a damn graphics card. People don't understand that.
Most of my friends earn over 100k+ and have most moved to consoles because of this.
If the consoles were able to catch up to the PC games, then that means the PC side had already begun to slow down even before the consoles caught up... otherwise they wouldn't have caught up in the first place. The only way for the consoles to have caught up is if the PCs stayed stagnant enough to let them do so.
Again, consoles are NOT to blame.
GPU manufactures are the limiting factor. No one likes to spend $400 every two years on a damn graphics card. People don't understand that.
Most of my friends earn over 100k+ and have most moved to consoles because of this.
The 360 mostly caught up the the PC on its release. Nothing to do with the PC slowing down, just them releasing relatively powerful hardware for the time. However at that point most games started being released both on console and PC. That's a pretty new factor. Consoles of course stayed stagnant in hardware for many many years. That lead to games being designed based on the restrictions of increasing obsolete hardware. Of course console held PCs back. While the last 4 years have been relatively slow growth for PC power due to problems advancing nodes they still moved forwards while consoles didn't. Not sure how you can claim consoles didn't hold PCs back with even a passing knowledge of their hardware histroy.
If the consoles were able to catch up to the PC games, then that means the PC side had already begun to slow down even before the consoles caught up... otherwise they wouldn't have caught up in the first place. The only way for the consoles to have caught up is if the PCs stayed stagnant enough to let them do so.
Again, consoles are NOT to blame.
GPU manufactures are the limiting factor. No one likes to spend $400 every two years on a damn graphics card. People don't understand that.
Most of my friends earn over 100k+ and have most moved to consoles because of this.
The developers are not in any way obligated to make a console game "on par" with the PC and are not hindered from using the full capabilities available to PC hardware. If we are talking strictly about graphics that is. The developers themselves place these artificial restrictions on their own games and engines. I think games like Crysis 3 proves this pretty soundly. Despite it being somewhat bland as a game, the PC version of the title blew away the version released to console as do the Battlefield titles.
I think that the thing that has always held back the PC is legacy technology. Game developers need to maximize their target addressable market for their games and they do that via system requirements. Even today, games need to target Windows 7 and GTX 670 level system requirements. The Steam hardware survey shows thatsmart active gamers have older or lower end systems. Look at the most popular games: the gamer market doesn't seem to punish Dota 2, LoL, CS:GO, Diablo 3 or Overwatch for having low system requirements, in fact developers seem to be rewarded for keeping specs low with more sales.
The 360 mostly caught up the the PC on its release. Nothing to do with the PC slowing down, just them releasing relatively powerful hardware for the time. However at that point most games started being released both on console and PC. That's a pretty new factor. Consoles of course stayed stagnant in hardware for many many years. That lead to games being designed based on the restrictions of increasing obsolete hardware. Of course console held PCs back. While the last 4 years have been relatively slow growth for PC power due to problems advancing nodes they still moved forwards while consoles didn't. Not sure how you can claim consoles didn't hold PCs back with even a passing knowledge of their hardware histroy.
Of course they are hindered from using it unless they want to make a PC exclusive title. Even if you assume they create the higher resolution assets for PC and just turn rendering up there are fundamental limits imposed by having to run on low spec hardware. You can't take up more than X memory. That's a HUGE one. Getting into console memory was always a struggle (I actually worked on 360 and ps3 titles) You can't count on having enough cpu to run physics or AI or any number of things. Having to run on console hardware sets some hard limits. You can make it prettier, but you can't change a lot of the fundamental design. Battlefield 4 specifically ran into some limits due to having to support the 360/ps3. Early netcode issues were in part due to the older console bandwidth limitations. The devs also said a couple times that they'd like to add more animations, but the memory wasn't there on the consoles to do it.
Trying to take the position that its technically possible to completely remake a game just for the PC is nonsensical from a financial perspective. More to the point is isn't what has actually happened. Consoles have and are currently holding PC development back.