NuclearKangaroo said:
DoPo said:
NuclearKangaroo said:
alright dude i was just talking from my experience, i guess i found the entire experience so utterly mediocre that the bad UI on top of it all was like pissing in the wind
And another thing that is directly opposing the initial point you were trying to make. So, it's a good thing an experience you find utterly mediocre exists as it is thanks to consoles. This just makes no sense.
i cant argue a game that has sold 20 million copies, has a metascore of over 90 points, is being played by over 40 thousand people right now on steam alone and has tons of positive steam user reviews, is bad
i dont like the game, thats a different thing from the game being bad because i can see im in the minority
Yet is your point not "it is the best it can be"? If that is the cap, I may not actually want it.
See, saying "it's good" is so one-sided it's wrong. Especially when the supporting example itself doesn't do much supporting. The thing is, going multiplatform is not good. It's not bad either. It is also good. And bad, too. Mostly all of these at once - different situations would expose different aspects of it.
In reality, Skyrim is the example of a bad side effect of going multiplatform and it's only so,
because the game has such a big budget behind it. What you claim to be a good thing, namely, allowing more money to be funded into a game has a complex relationship with the actual resulting game. Just blindly pouring more and more money into a game does not necessarily make it better in each and every instance. If, in theory, you allocate an infinite amount of money to a project, that would not result in the best game ever. Chances are it would actually turn rather bad in a number or ways.
Why is that? Because of the project management triangle
With this diagram in mind, here is what happens - you introduce more scope in order to justify increasing the cost. However, the time cannot change as much - if it takes you 15 years to finish the game, all those features you've worked so hard to include would be outdated and the net benefit of including them would be none at all. Therefore, since the time is relatively tightly constrained (I doubt you can get a lot further than 2-5 years of development), you have to cut down on the scope. And since the introduced scope actually conflicts with some of the rest of it, guess which one goes first. In other words, if you make a game multiplatform, there most definitely would be an element of simplyfying it because it now has to run in multiple different environments. You simply cannot afford to make the assumption that you'd have X features/resources, when at least one of your target platforms has X/2 of them.
So, we can see that pouring more money can be harmful. But there is more: pouring more money has diminishing returns as well. Yes, it is entirely possible a game to not take a huge hit from going multiplatform. However, by increasing the budget, there is only so much you can do - you can try to decrease time or handle the complexity with the extra funding but...to do so, you'd probably need to hire extra people. And those mathematical problems of "5 construction workers build a wall in 2 hours, how long it would take 10" simply do not work like that. Going from having X amount of people to 2X would not cut time in half. It's
The Mythical Man-Moth which very clearly illustrate this - adding more people to a project increases the complexity by increasing the lines of communication needed to get it done.
So not only can increasing the cost hurt the scope of the game, it could also hurt the time. But that's not always the case - putting more money at the expense of increasing scope
can make a game better. But, perhaps a bit counter-intuitively, games with
lower initial funding would benefit more. Skyrim is simply too big to meaningfully increase quality by being buried in money. Increasing the cost has diminishing returns and Skyrim is way past when it would be useful. Not that it needed that much more funding either. At any rate, a smaller game would only benefit from more exposure - especially if it's not going to take a significant hit in scope for it. Therefore, AAA titles benefit least from being multiplatform. Or rather, from being over-funded - being multiplatform is just the excuse for it. In fact, you can happily have a multiplatform game without, essentially, getting a big pile of money and setting it on fire.
In conclusion, your counter argument is not much of an argument as it is so narrow, it misses so many things. You were mostly equating quantity and quality which I simply can't agree on.