Vkmies said:
I am very annoyed with console simplification. Here is how it used to go down.
"Let's make a game a complex as we want!"
*Makes games like Deus Ex or Half Life on PC*
"Let's give console gamers it too!"
*Makes games like Deus Ex or Hald Life work as well as they possibly can on a console*
This is how it goes down now:
"Let's make a game fitting into the limitations of a console!"
*Makes games like Deus Ex:Human Revolution*
"Let's just give the PC the same experience even though it could handle much more!"
*Port to the PC*
This is exactly the way I see it as well.
My main problems with ports are the fact that games tend to lose very important features when they are developed to work with the (limited) capailities of consoles.
Here are some features that are usually either poorly implemented or non-existent on ported games. This list will also include 'features' that greatly limit playability on a PC:
- No concrete save system in favor of 'checkpoints.'
What if I WANT to save my game and play a portion again? What if I get frustrated by having to start from a checkpoint that is a LONG ways away from the difficult portion that keeps killing me? The fact is that the limitations of consoles do not always allow for a saved game system. It irritates me to no end that many PC games are losing this fundamental feature!
- The inclusion of 'Checkpoint' save systems.
Continuing from the last topic, the implimentation of checkpoint style save systems is extremely annoying for a PC gamer. PCs are capable of saving vast amounts of data, including game save states! What really makes it criminal is that PC games have been offering save systems for almost as long as PC gaming has existed. It has become commonplace to remove that feature now, and that is absolutely stupid. Pure and simple.
- Few options for optimization.
Some games that are guilty of this are the latest Wolfenstein game and Operation Flashpoint: Dragon rising. There were precious few options for adjusting grapics options, controls, sound, etc. Many console games are designed with full knowledge of the hardware they will be running on. There is not point in developing more visually appealing games without first having a more powerful console. The fact is that consoles are limited in their nature, so many features that PC gamers may need, like the ability to adjust anti-aliasing or post processing effects may be non-existent on a console port. That is not cool at all!
- The limitations of a controller limit the depth and scope of games.
The simple fact that a console controller has a limited amount of buttons when compared to a keyboard restricts how many commands the player can issue in-game. In essence, the player is restricted to a more limited number of abilities and/or commands on a console game.
PC games can be complex, but that's what makes some of them truly great. Flight sims such as Falcon 4.0 or DCS: Blackshark, FPS games like ArmA II, and any other open world games and/or RPGs have far more options available to them as far as interactivity when developed on the PC mainly because of the number of buttons available on a keyboard. Consoles rob games of funcitonality simply because of the limitations of the controller.
It's one thing to streamline a game - to work with fewer buttons to accomplish the same goal effectively. It's something completely different to limit interactivity based simple on having 'x' number of buttons available. It makes more sense to develop a game on the PC
first and
then port it to consoles. If that was done, then it could truly be called streamlining.
The biggest victim of this in my recent memory was Operation Flashpoint: Dragon Rising. If one was to play the original Operation Flashpoint: Cold War Crisis and then turn around and play Dragon Rising, one would notice very quickly how much Dragon Rising sacrificed in order to run on consoles.