demalion said:
You're blaming me for your lack of reading comprehension?
I'm only responding to the words you type, I'd respond to the ideology behind it, but it's severly lacking, actually it's just missing entirely..
What are you saying? Can you show some statistical or empircal evidence that a studio can be financially viable (on a per that game only basis) by producing an upper-tier game that's avaliable on the PC first and then ported to a Console and has been as sucessfull as GTA
x, Halo, or MGS2:SoL (all of which are going Console -> PC as I'm a proponent of)and is within the first-person, action/advanture genre ONLY?
That's simply not a problem I can fix for you.
What's your purpose in carrying on like this? If it is to make yourself look better to anyone other than yourself, I think you're being counter-productive.
Excuse me? if you post something thats wrong or false, I can post my opiniuon on why it's wrong. This is exactly what has been done.
My purpose in responding? In topics that concern me, I'm simultaneously drawn to addressing what I view as flawed arguments and resistant to totally dismissing the viewpoints of another. That leaves me in a bind with someone who maintains flawed arguments because they are theirs, and invests enough of their ego into maintaining it that they dedicate themselves to basing their replies on accusations and name calling, quoting with the intention to misrepresent, and re-asserting their own viewpoint in place of even a basic recognition of someone else's
.
This part is interesting, as you've still not explained how my view/ideology is flawed. You've provided no empiracal evidence, no modern numbers. Just your opinion - which doesn't compare.
An example of the insults you consider valid support.
I don't claim that it's a valid support. Rather it shows my agitation with your irrationality on this topic.
My quote that you split to start this line of argument was:
Hmm...OK, on the one hand he is recognizing Valve not spending money on developing content by having the community do so, and on the other he is talking about "console only". My simple question: which console only users are going to create the content?
Hmm...that's a PC type of thing, isn't it? Since you can make a game for both the PC and the console, get the sales from both, and the content from the PC for the delivery system you propose, it still seems sort of silly to be proposing a "Console only" deal as associated with "nVidia exclusive" when "nVidia exclusive" will be destructive to the very community support you propose will provide dividends for the console.
You split the first paragraph off, ignoring the reference to "Valve" in it, to start a discussion of demographics that has nothing to do with addressing the problem of ignoring the necessity of PC community support for Valve and Half-Life 2. When I point that your proposed solution for community content (PS 2 Linux) is ridiculous, you blame me for not informing you of what we were discussing...and then proceed to continue to try and use the PS 2 to support that the PC is not necessary to Valve as a source for consumer content, when, supposedly, it is now clear to you that we were discussing Valve, HL 2, and community support. More than once, too.
Ok, I can see you have no idea what I'm stating - which surprises me as it's so clearly stated earlier.
I'll go threw it step-by-step and maybe you'll catch on to what I'm saying (and aren't stating):
You split the first paragraph off, ignoring the reference to "Valve" in it, to start a discussion of demographics that has nothing to do with addressing the problem of ignoring the necessity of PC community support for Valve and Half-Life 2.
Demographics is
Very related, as Ben stated, because in the past the Console community just wouldn't support a game with the topic and maturity of a HL2 or TF2. Yet, if you'd have been keeping up with the Console scene, you'd have noticed that the demographics are rising in relation to age and this is an interesting point as the major demographic is now in the 20-30year old age bracket.
This co-insides with Valve's demographics for HL1/2 and as seen by HALO, MGS2, and GTA
-
the sales potential for this group on a console is well in excess of that on the PC. There is
NO PC game in the same genre as HL2 on the PC that has sold as much as the GTA series has - especially in the same temporal period. Thus, for the first time, Valve could release a game like HL2 sucessfully on Consoles. This should be factored in.
When I point that your proposed solution for community content (PS 2 Linux) is ridiculous, you blame me for not informing you of what we were discussing...and then proceed to continue to try and use the PS 2 to support that the PC is not necessary to Valve as a source for consumer content, when, supposedly, it is now clear to you that we were discussing Valve, HL 2, and community support
PS2-Linux is hardly ridiculous, as it puts console users in the same position that homebrewed PC developers were in back in the early '80s.
I've also stated the following:
Vince said:
PS2 Linux is just a first step in that direction, this is obvious and it should be viewed as nothing more. Your the one whose been proven wrong (as anyone on PS2 Linux can design a full-fledged game) and aren't forward-looking at the trend thats happening towards giving users added creative powers in console games.
I suggest you take better note of clues like the thread title, the discussion I had specifically with you earlier in the thread (not that you seem to have paid attention at the time), and the post to which you replied. Not each by themself, but the concurrence of all at the same time.
I'm debating what you stated - perhaps you intended something diffrent than what you articulated?
Demalion said:
Proposition:
I never suggested "PS2 exclusivity" - thanks for putting words into my mouth asshole.
Actuality:
demalion said:
Yeah, there will be lots of users making such content with console exclusivity. Are you able to critically parse your own statements before making them?
I've stated that not only is there developer dl/able content but also consumer created. I just figured you were atleast a bit knowledgable about the console arena and the development happening on PS2 Linux and XBox Linux - but I was wrong.
Care to explain to me how "PS2 exclusivity" is in some way interconnected to my comments on Downloadable content (eg. XBox Live!, PS2Explorer in Japan)?
"Exclusivity" implies that the content is limited to just one specific brand (eg. Halo is exclusive to XBox) of paltform. Downloadable content isn't limited to exclusive titles as a developer could produce a multiplatform game and send post-sales content down the respected platfoms network fabric. For example,
SplinterCell is multiplatform as is FFXI, and most games.
I'm guessing you never did well on IQ tests, in particular the questions like, "All Zips are Zaps, but not all Zaps are Mips..."
Hello, Vince, I'd like to re-introduce you to the beginning of our
prior discussion of this very viewpoint (starts at the bottom of my post). Did you successfully address my rebuttal last time? No? Oh, you waited until I'd continued it for a few pages with Ben to re-introduce your viewpoint and ignore my reply? Ah, well, then you know why I'm pointing you back there instead of repeating it yet again.
Fine: Here it is:
Demalion-previous said:
Well, there seems to be a "few" flaws in what you are proposing is a logical conclusion...namely that you list a chain of conclusions, and provide no support for how they follow from what comes before.You:
ignore the possibility of success for what ATi is trying (technical execution advantage, advertising and marketing based on showcasing that, support of cross vendor tools, spending money on developer support)
assume the success of what nvidia is trying as given (spending, supposedly, more money for developer support of their specific featureset and vendor centric tools, marketing based on big numbers and words and not on delivering those big numbers and words effectively)
(a) ATI's sales have been insignificantly increased during the period of time when they had an advantage during the DX8 generation and at the least had technological parity with nVidia. This isn't going to increase there sales.
You could point to the developer relations and marketing on "Big numbers/word" but they still pale in comparason to the initiatives that nVidia has established. For example:
(1) Dev Rel is a long-term initiative that can't be won overnight. nVidia has the legacy and the history of superior support. ATI must first work past the stimga attached to their drivers and their support before they can even attempt to surpass nvidia on this front. This requires time, of which they don't have.
(2)nVidia has "bigger number" (eg. Specs). People are ignorant and know that 1Ghz DDRII is 'better' than whatever the R300 is upto. You go educate people on the diffrence between a 128 and 256bit coursness on the controller. This policy won't unseat nVidia anytime soon.. heh.
(b) I can assume nVidia's continued success and retention of market
dominence because this has been contistent since 1999. I tend to put more faith in a status quo thats lasted 5 generations of Moore's law than your hypothetical arguments. Lets be realistic. nVidia has faced threasts before and has proven very adept at coming out ahead - even using unconventional tactics (eg. the media outlet dealings against 3dfx circa 1999); which is why fragmenting the marketplace wouldn't surprise me.
Demalion said:
Vince said:
A Catch Phrase? What is? Economies of scale? Perhaps to the undereducated it is, but to anyone with even a rudimentry education in Macroeconomical theory - it's a principle whose importance is paramount. I've had very little formal economical education, but I've resided in the halls that gave birth to the supply-side revolution and has embraced neoclassical Price Theory and I'll be damned if the ideology underriding "Economies of Scale" isn't taught within the first week.
A catch phrase isn't something that doesn't exist, but something used as a slogan, to lend validity to a statement in the absence of other substantion.
Economies of Scale doesn't exist because it's a 'catch-phrase'? You've got to be kidding me, this is ridiculous. This is fundimental macroeconomics - you're joking right.
We don't explain it because it's so obvious - I, for one, didn't realize there are people here that: (a) Don't know what Economies of scale is. (b) Can't apply this to the situation.
Economy of Scale is when a productive entity can produce
t goods at
c cost, or thanks to productivity gains can produce
t+
n goods at
c-
g cost per good where
n has in someway a direct related to
g. Thus, it follows that as you produce more absolute goods, your cost per goods produced diminishes.
But, as anyone knowledgable in Macroeconomics will tell you, this only happens due to productivity gains (eg. specilization) - which in contemporary society is tecnological in nature and thus requires an up-front capital expendature.
Thus, even though you may get a better deal by producing/selling more goods/games - if your absolute amount sold doesn't surpass the fixed costs to produce them, then you don't.
This is why SquareSoft hasn't retooled for XBox production - it's upfront cost is to high and won't be recovered by Xbox sales.
This *may* apply to Valve to. With the massive developmental costs of a NG game, and the massive investment requires - it's plausible that the economies of scale just don't exist when it comes to the upfront cost of supporting the entire PC spectrum (eg. with all it's seperate combinations of 3D subsystems) when the PC base that will buy the game is diminshing.
Thus, by restricting the PC to *just* nVidia cards based on CineFx or higher using their propietary OGL extentions and Cg - the minimize this external cost while maximizing profits.
Sort of like you did both in what I quoted, and in your reply here intermingled with the insults. Using the phrase doesn't make your argument more valid, and you just spent a paragraph in validiting the phrase instead of your point in demonstration of why that is a problem. You don't view it as just validating the phrase because you seem to view your believing something as validation for it.
With all due respect, I think we both thought more of you. I'd never have guessed I'd have to explain basic macroeconomic theory to a member of this board - I mean, this is not only high-school level, but I can derive it all in my head it's so simplistic.
And Ben's a smart guy, I'm sure some of our conversations in the past would drive you insane where what we wrote was so archaic, yet we both knew what eachother ment and didn't have this BS arguing over linguistics.
Whoa... whatever.
Demalion said:
Going OGL and using Cg could be a blessing as then Valve could design HL2/TF2 more "to the metal" as it was once called of the XBox's 3D subsystem and by-pass the HAL and other abstractions present in DirectX - just as they many developer do now (eg. utilizing push buffers) to extract higher preformance. But, by doing this they're mapping to nVidia specific calls/extentions which might not exist under DX - but their would under the NV_specific extention in OGL.
Then you talked about something completey different.
Thus, Valve's developing just got a whole lot easier, and faster.
And then you do an amazing job of relating it to MS! Or...not.
Am I allowed to interpret it?
<- The first one of the thread for me? If so, congrats Vince.
Again, lets think this threw a bit.
How is it completely diffrent? "Valve's developing got easier because their developing entirely to one 3D subsystem using Cg." I stated this above. If you can't deduce that prodraming entirely to one architecture (CineFx) is easier than worrying about seperate codepaths (eg. Carmack in DoomIII) then you should spend you time elsewhere.
Demalion said:
Vince said:
It's called intuition and common sence.
-The Quake1 Engine was first used in a game in 1996.
-Half-Life was published in Oct. 1998.
-For over two years of commercial exposure, 'id' and other liecenses updated the engine and code base periodically. Valve did this too.
Does that "intuition" lead you to believe it is like a) something attached to Quake 1 by some unspecified property that prevents Valve from applying it to a new engine, rather than b) experience gained and work they did that they,
like other developers for the PC have and continue to do, can then apply to a new engine.
I ask because common sense doesn't rule out b), what with other developers managing to do it and all.
(a) Something attached? 'id' routinely updates their licensed engines and send their clients new codebases. This is widely know; obviously it's nothing "attached" as it's the cumulative effect of two years of constant Q2 penetration into the consumer market and via brute-force probobility it's reached the majority of common PC subsystem combinations (eg. that host games). Thus, as problems are encountered, 'id' patches and fixes them. There are then incorperated into Valve's licensed engine.
(b) This is an extention of (a) as the work they do and experience gained in making a program compatable across a wide range of PC subsystem combinations (eg. If you remember, werte talking about compatability) doesn't apply when your dealing with a new engine and code base. Obviously there is experience gained, but that's insignificant in the face of writing an entire DX9+ renderer and engine and then "predicting" it's compatability based on past engine experiences that used DX5 level 3D subsystems. See the glaring discrepincy?
This is all dynamic thinking and common sence, nothing more.
If you're using Cg, use DX 9 HLSL instead and gain support for other IHVs.
Are you making any effort to make sense?
Oh, pardon, since you've successfully established that other IHVs don't matter by your unquestionable figures and analysis, you
are making sense...
Or not (I add because I really believe you don't think you accept the prior statement as false).
Again, your missing the crux of this issue. I'd like to refer you away from the sheer marketshare issue (which you'll fight even without contadictory numbers) and towards the above economy of scale dilema facing a company which must support vastly more 3D subsystems and combinations.
Also, there is the issue of the inevitable speed gain by using Cg and nVidia's propietary extentions/code paths.This can be seen in the NV30 vs. ARB paths in Doom3 and the several demos that have been discussed in the 3D technological forum. Which I'd direct you towards.
Demalion said:
Vince said:
Also, we shall see about Nv3/4x penetration - but historically nvidia has held it's own and I think this will play out similiarly. You have NO empirical or economically based evidence to show that nVidia Won't continue on their historical OEM and market penetration - atleast I do.
Yes, your survey results for Valve you said were from
2000, and the figures we discussed near the words highlighted in
this post
Yes, thats more recent than your supplied numbers
I also posted the Marketshare from 2H02 (IIRC) that showed nVidia gains in light of the R300 launch. And there is historical precident at nVidia retained and gained marketshare during the DX8 generation when they has, at best, parity with ATI.
What empiracal evidence do you have supporting you?
nforce integrated graphics featureset is not equivalent to the X Box...
I didn't claim it was. I was talking about nVidia's penetration into the integrated market. Furthermore, I stated:
Vince said:
(a) In overall 3D market, the majority of acceleraors are integrated; which nVidia holds the lagest share of, followed by Intel, then ATI is trailing a bit behind. [Part you quoted]
Thus, chances are - if there going to replace the Intel Inside with a 3D IHV's product they will move to the following demographic:
(b) Add in board sales, which nVidia again has the majority of and as they pump the pipe with DX9+ accelerators at the $99 price point, they're DX9 penetration will carry over into the above numbers rapidly (eg. as seen with DX8).
demalion said:
Thus, chances are - if there going to replace the Intel Inside with a 3D IHV's product they will move to the following demographic:
Who is going to replace the "Intel Inside"? Was there a reason for injecting that slogan?
Wow, give me a break. Read what I wrote again... it's clear that if your going to replace integrated graphics (of which Intel has the 2nd largest % - thus "Intel Inside"), they will do it with an add-in board. In this catagory, nVidia holds the majority of sales. Thus, proboblility dicates they will chose an nVidia based board.
Demalion said:
(b) Add in board sales, which nVidia again has the majority of and as they pump the pipe with DX9+ accelerators at the $99 price point, they're DX9 penetration will carry over into the above numbers rapidly (eg. as seen with DX8).
Yes, because the R300 has been such a flop in add in board sales, and your 2000 Valve survey results and share figures from before 9700 sales portray that so accurately.
I never stated that the R300 was a "Flop." Again, please stop putting words into my mouth. I did state that nVidia has outsold the R300 thus far and increased marketshare during the first quarter of the R300s availability - which I posted a link to earlier on.
The 2000 Valve survey is also the most recent one I could find commissioned by Valve - maybe you can find a newer one to discredit me based on empiracal evindence and not :icons: ?!?
I had thought your
discussion with Mfa had yielded some thought on your part, but I was mistaken. What made me think you'd treat anyone else's commentary any differently than you treat mine?
(a) Was your comment facually incorrect when you stated:
Demalion said:
My simple question: which console only users are going to create the content?
Yes!
(b) Marco didn't disprove me, just stated that the current Console based developer community is tiny compared to todays PC one. To which I reponded so was the origional PC developers who'd sell their text-based adventured in zip-lock bags for $5 of a mom-and-pop's store. Give it time.