Remember, I'm not necessarily disagreeing with the points, I do a lot of my gaming on a PC and wish PC versions were better. Just listing the reasoning behind why some items are the way they are, for the topics that I know about.
KingsGambit said:
- Field of View
I don't understand why console games need have such a restricted view, but for whatever reason you insist on putting horse-blinders on players.
While I agree it's best if there was a slider, the reason it's so low is due to the relative sitting placement of the player in relation to the display in a desk+chair or TV+couch set up. You have a much smaller angle in a TV+couch, so the FOV is set up for that perspective.
In agreement there, but sometimes ports are done by 3rd parties and they aren't given a lot of time to implement a full system, so just remap some keys to the controller's and call it a day. I wish studios would devote some time to create a universal controller library that they could carry from game to game though.
And the quicksave/load keys are irrelevant if you ask for the above.
- Framerates
If you lock your game down to 30FPS, it will look and play poorly on a PC. Our monitors usually start at 60-75Hz. Do not lock your game's framerates on the PC, let our graphics cards work it out; it's what they're for.
While it's a console hold over, the advantage of development on consoles is due to the known, standard hardware factor. If you lock the game to always going to run at such a resolution at so many frames per second, it means you can devote the extra processor time of the hardware to other features. Due to the wide array of hardware on the PC, it's much harder to account for this, and often means redesigning the game engine. Not something easily done. There's more to it than just the video card.
- Dedicated servers
We had them 15 years ago. We had them 5 years ago. Now we do not. Bring them back so we can host ourselves. Your servers aren't always reliable or even necessary. It vastly increases the lifespan and playability of your games. I realise this goes against the "annual re-release of the same game with an incrememented number" policy, but is important.
The problem there lies on hardware and licensing: a console isn't going to handle more than what, 16 players? Probably less on a home connection to boot, hence many games limiting to 4v4. You'd have to commission a server farm to host the servers for pay to handle more (Much like how EA allowed them to host BF3 servers for consoles). Then comes the issue of mods and achievements and ranking, as well as who pays and owns them and such.
Also means Sony or Microsoft has to allow connections from outside PSN/XBL, but they actually restrict this (hence the focus on peer-to-peer instead). There were plans for games like Borderlands 2 and Dungeon Defenders to support cross-platform play as well, and that was nixed due to them.
- Title screens
WTF are they even for? We don't need them and they serve no purpose. Get rid of them.
Requirements by publishers and license holders. Sucks, I know - on the PC removing them is one of the first things I do.
- Single-slot saves/checkpoints
Eh, depends on the game design. Save anywhere has issues with how to store the world state - a couple flags between stages is much easier to deal with, as you know what state things are in. Bioware games tend to basically do a dump of memory as your saved game, so the further the game progresses, the larger the save file.
However, there are restrictions by Sony, MS, and Nintendo that, when displaying a load game menu, the menus and savegames items have to load within a certain time period, thus there's a limitation on how big the save file can go (not to mention if you're using a memory cart). That's also why games tend to have limited inventory, to reduce save file size for faster loading.
Due to this, redesigning the save system for a PC port is not something you can easily do just like that, since it's a factor in the whole game's design from the beginning.
Game design issue, not really relevant to complaints about PC ports to be honest.
- DirectX 11/Latest OpenGL
Engine and art issue, you're asking the studio to devote a lot of time for features that have to be downgraded for the consoles. Or spend time to upres for the port (not something a 3rd party studio would do). Higher resolution textures for PC ports are one thing, you'd notice many games offer that (Sleeping Dogs for example). Since the artists would ideally be working at a high res for the source art, they can make easily make a PC high res pack.
However, if you're asking for remodeling geometry and extra shader features for the DX11 versions, which they simply don't have the time or budget for a much smaller percentage of their audience.
Yeah I know, it sucks that PC versions have to be limited by the lowest common denominator aspect for consoles. But unless you can fund a studio an additional $10 million, well...
I'm pretty certain this is actually a Microsoft requirement for software moving forward for Windows. I believe it was optional, in a sort of transitional state for 2K/XP, but for 7 and up, they want it to be much more strict about it. Much like Linux/Unix with the home folders, and console profiles, the idea is that you can back up the whole c:/users/username/ folder and retain all your prefs, docs, saved games, etc., as well as multiuser support, even if it's just one person using it for a home PC.
I do wish the studios would pick a universal scheme though, as I hate seeing My Docs/Bioware/Dragon Age/ and My Docs/Bioware/Mass Effect/, but then My Docs/My Games/Borderlands 2/.
I might be incorrect on some of them, as it does vary from studio to studio, but I hope that sheds some light on the subject. It's much more complicated than "devs are lazy".