They may find another way , who knows we will just have to wait
It doesnt matter how they do it, aslong they do
They may find another way , who knows we will just have to wait
I don't buy the argument that PC is the big platform devs are targeting. It's too fragmented.
I don't buy the argument that PC is the big platform devs are targeting. It's too fragmented.
Witcher 3 sold 28 million copies on consoles and only 12 million on PC.
Cyberpunk 2077 sold 12 million copies on consoles and only 8 million on PC.
So roughly 35% PC sales for a game that works well in both ecosystems (ie. mouse/keyboard not necessary). Probably only 20% sold to users with PC hardware > than console hardware of the day. The high-end PC market is too small to be the target.
That means that CDPR needs console sales to fund the content of their games. They aren't going to do it on PC alone. This means they need to target good performance on consoles and scale where possible to use extra PC features.
The content budget is the primary (non-marketing) budget for a AAA game now. It makes sense to build the content for Xbox and PS and scale accordingly for high-end PCs (true 4k, 60 fps, sometimes RT etc...)
PCs aren't going to replace consoles and consoles aren't going to replace PCs, but cloud-streaming might replace both at some point 10+ years down the road as network speed and latency improve.
I believe there will be an XboxNEXT and PS6 at least.
How exactly is this relevant and how does it invalidate his argumentsPC is a singular platform, 'consoles' is not. How many copies did the witcher 3 sold on PS4 alone? On Xbox one? Same for CP2077, and theres both current and last generation to account for.
I disagree. Consoles are actually becoming more fragmented than ever before. A developer can be supporting PS4, PS4 Pro, PS5, XO, X1X, XSS, XSX, and even Switch. That's up to 8 different console SKUs.I don't buy the argument that PC is the big platform devs are targeting. It's too fragmented.
Witcher 3 sold 28 million copies on consoles and only 12 million on PC.
Cyberpunk 2077 sold 12 million copies on consoles and only 8 million on PC.
So roughly 35% PC sales for a game that works well in both ecosystems (ie. mouse/keyboard not necessary). Probably only 20% sold to users with PC hardware > than console hardware of the day. The high-end PC market is too small to be the target.
That means that CDPR needs console sales to fund the content of their games. They aren't going to do it on PC alone. This means they need to target good performance on consoles and scale where possible to use extra PC features.
The content budget is the primary (non-marketing) budget for a AAA game now. It makes sense to build the content for Xbox and PS and scale accordingly for high-end PCs (true 4k, 60 fps, sometimes RT etc...)
PCs aren't going to replace consoles and consoles aren't going to replace PCs, but cloud-streaming might replace both at some point 10+ years down the road as network speed and latency improve.
I believe there will be an XboxNEXT and PS6 at least.
I disagree. Consoles are actually becoming more fragmented than ever before. A developer can be supporting PS4, PS4 Pro, PS5, XO, X1X, XSS, XSX, and even Switch. That's up to 8 different console SKUs.
I'm not really looking at it from a "can we make this run" type of perspective... but rather.. you have multiple configurations, trying to target as large portion of the overall console market as possible. Despite the fact that the game can run... you still have to configure it for the various skus and QA to ensure that it will run and work properly for everyone.If a developer is already supporting Switch than it's cakewalk to also target PS4 / Xbox One. That right there gives the ability to run on all those additional SKUs you listed such as 4Pro, X1X, XBSX|S, and PS5. If they're not targeting the Switch then they only need to target XBSX|S and PS5 in 2023.
How exactly is this relevant and how does it invalidate his arguments
It’s true it’s fractured; but developers are well supported. On PC, there’s virtually no support if your game works on some configurations properly and not on others. Xbox and Sony and Nintendo will help you figure it out, even if it costs $$$ at least you know there is support there instead of banging your head against a wall.My main point is that it's fractured enough lol.
PC is not a singular platform. A PC game being supported by all PC boxes with modern hardware isn’t a reality. PC Spiderman is going to work with any PC based OS? Native support on Chrome, Mac OS or FreeBSD? How about hardware? Native support on ARM? Is Spiderman guarantee to work on any IGP?PC is a singular platform, 'consoles' is not. How many copies did the witcher 3 sold on PS4 alone? On Xbox one? Same for CP2077, and theres both current and last generation to account for.
You're right about that... but every platform comes with pros and cons, strengths and weaknesses. For every developer that benefits from the support you get on a closed platform, there's another that curses being locked into closed platforms to begin with. Rumors of studios having meetings "desperately" asking Xbox to drop the Series S requirements because it's hampering their "next gen" design ambitions, for example. The experience also isn't always great... It certainly didn't help CDPR with CP2077 but yes I surely agree with consoles having far better developer support and tools, as they inherently should as closed platforms.It’s true it’s fractured; but developers are well supported. On PC, there’s virtually no support if your game works on some configurations properly and not on others. Xbox and Sony and Nintendo will help you figure it out, even if it costs $$$ at least you know there is support there instead of banging your head against a wall.
That’s a big difference in the platforms and why console only titles are much better managed and polished. I do not think star citizen will ever get anywhere near as polished, despite its platform being PC only; It’s too much, too big, and very demanding across the entire spec in a platform with far too many configurations.
I dont think it was simpler before. The XBOX Series were designed for easy scalability, and I am sure it is much easier than it is on PC because the configurations/architecture between X and S is compatible.You're right about that... but every platform comes with pros and cons, strengths and weaknesses. For every developer that benefits from the support you get on a closed platform, there's another that curses being locked into closed platforms to begin with. Rumors of studios having meetings "desperately" asking Xbox to drop the Series S requirements because it's hampering their "next gen" design ambitions, for example. The experience also isn't always great... It certainly didn't help CDPR with CP2077 but yes I surely agree with consoles having far better developer support and tools, as they inherently should as closed platforms.
However, consoles are still becoming more PC like every generation. My point about console developers having to contend with more hardware configurations, and offer more user configurable than ever before isn't wrong. Things used to be FAR simpler before than they are now. Before, you had one console power target for an entire generation. now you might also have mid-gen upgrades. As a user there's firmware updates, you have game installs, you have game patches, you have more hardware settings than ever before. Games these days are adding more options than ever before. In the past, you'd start a game up and it would just run. What you saw was what you got. Now you have resolution modes to choose, now you have framerate modes, now you have VRR, now you have 40hz "120hz" modes which only works with some TVs, Ray Tracing modes... more games are adding FOV options, toggleable visual settings like DOF, and CA, ect. ect.
That "tailored" console experience... is becoming more and more fragmented as time goes on. The hardware itself is more PC like than ever. The codebase is closer to PC than ever. The user choice is more PC-like than ever.
I simply see it continuing in that direction, until it's essentially just a small form-factor PC. At what point does it simply become more reasonable to create one version of a game and hit all the different gaming form factors out there, instead of multiple versions?
You mention Star Citizen when speaking about polish and management, which is a good example for you to use. That game is extremely ambitious... and I don't think anyone could create a game in quite the same way as they have. What I mean by that is continually changing and updating core systems to newer APIs and hardware specs multiple times over development. No console developed title is going to have that freedom (this could also easily be considered a negative, as too much freedom can also be a detriment to a products development) but they are unique in their situation regarding their development budget as well. And let's be honest, with so many moving parts and such ambition, there's bound to be a lack of polish that comes with it, simply due to scope. I have no doubt in my mind that if you took at AAA console developer, like SSM, or Naughty Dog... and had them develop a PC only game with a AAA budget... they would create an extremely polished product. It will always be a challenge to develop for the widest amount of configurations as possible.. but there's also a lot of self-induced pain that developers cause for themselves. Every developer handles these things differently.
I dont think it was simpler before. The XBOX Series were designed for easy scalability, and I am sure it is much easier than it is on PC because the configurations/architecture between X and S is compatible.
What you think is a problem now for consoles is a far more complicated matter for PCs with all the architectures, drivers, feature set support etc. Trying to make your game run on multiple PC configurations makes the X and S simultaneous support a cake walk in comparison.
Things are a lot simpler now than they were every other gen for consoles. Each console had a lot more differences between each other and PCs. Making a game on PS5 is easily made for Series and vice versa and much easier to port between PC and console. Porting a game between PS3, 360 and PC was a far complicated matter then and even worse before that.
Unless you are a developer making an exclusive game for console, closed platform isn't much of a limit itself because anyways games take into consideration multiple configurations by default and developers need to make their games run well on mid range hardware in order to ensure customer sales and satisfaction.
Cyberpunk is an exception as it was released at the very very end of the generation. But even there, PS4 and XBOX One didnt stand on it's way of pushing hard. Most of the game's issues on PC were related to its complex and rushed development. The game is still very impressive with max settings on PC and the hardware is taxed
Yea, it was just something I came to understand as this title will never be released. Looking back at this interview as to why split screen Halo Infinite was cancelled (https://gamerant.com/halo-infinite-split-screen-co-op-canceled-why/)You mention Star Citizen when speaking about polish and management, which is a good example for you to use. That game is extremely ambitious... and I don't think anyone could create a game in quite the same way as they have. What I mean by that is continually changing and updating core systems to newer APIs and hardware specs multiple times over development. No console developed title is going to have that freedom (this could also easily be considered a negative, as too much freedom can also be a detriment to a products development) but they are unique in their situation regarding their development budget as well. And let's be honest, with so many moving parts and such ambition, there's bound to be a lack of polish that comes with it, simply due to scope. I have no doubt in my mind that if you took at AAA console developer, like SSM, or Naughty Dog... and had them develop a PC only game with a AAA budget... they would create an extremely polished product. It will always be a challenge to develop for the widest amount of configurations as possible.. but there's also a lot of self-induced pain that developers cause for themselves. Every developer handles these things differently.
According to Sean Baron, Halo Infinite's local co-op had years of work put into it, but 343 Industries kept running into problems "from a technical perspective" that would cause crashes, glitches, and other issues. Baron doubled down on the fact that 343 Industries couldn't commit to getting Halo Infinite split-screen "from an 80% quality to a 100% quality" because the amount of effort required is too hard to gauge. Something that Baron points to as an issue outside the technological ones is the certification Halo Infinite would need to run local co-op for all the platforms that the game is available on which would present their own challenges as well.
I'm honestly for it. Devs DO need to scale back and start focusing on and improving the things that actually matter. I think the "wide-linear" style of development is great. Making a game feel open and not as restrictive, while still offering a more tailored and focused experience. You're right. Sony's studios tend to very carefully consider the scope of their games, and keep them relatively tight compared to some other studios. They're quite obviously much better managed and focused on the whole. They also have a touch for artistry and presentation... which is why they're able to make the games look so visually pleasing as they do.Yea, it was just something I came to understand as this title will never be released. Looking back at this interview as to why split screen Halo Infinite was cancelled (https://gamerant.com/halo-infinite-split-screen-co-op-canceled-why/)
Speaking with my brother-in-law who works with Ubisoft, the ever-increasing scope is just killing all AAA studios, too many platforms, too many modes, too much open world. The amount of rework is staggering at this point in time, delays are common, and works in progress are often being rebooted. He believes there will be a fundamental hard scale back in the coming years.
When I think about the games that are 'top notch', they all have something in common.
a) Single platform. Single player. Limited Open world, Great Graphics
or
b) simplistic graphics, MP only, no open world
c) super dated old graphics, or something very simple, massive content and MMO only
It just comes down to scope, a game company taking on too much fails, and we actually see this becoming a thorn for Xbox titles here. If they want to continue doing simultaneous release of PC and Xbox, scope needs to come down dramatically as release dates are being impacted heavily. Sony is fine, they have a formula for success, and that formula is heavy polish but limited scope, they release first on PS simplifying their stack. Online modes and PC come later if they come at all. We're still waiting for TLOU2 MP still!
GTA V and RDR2 didn't ship with Online modes right away
WoW and EvE Online still continue to have the most content which is why players play, the graphics are non essential, runs on everything.
Fortnite, CS, PUBG, Valorant, LoL, DoTA, OW, Apex, WZ all have super reduced scope, they run well on everything, graphics are dated.
And yet, all the games that come out as 'meh' tend to be games that try to do way too much (looking at everyone else). That's why I chose Star Citizen. It's way too much. It'll never launch.
Yea, it was just something I came to understand as this title will never be released. Looking back at this interview as to why split screen Halo Infinite was cancelled (https://gamerant.com/halo-infinite-split-screen-co-op-canceled-why/)
Speaking with my brother-in-law who works with Ubisoft, the ever-increasing scope is just killing all AAA studios, too many platforms, too many modes, too much open world. The amount of rework is staggering at this point in time, delays are common, and works in progress are often being rebooted. He believes there will be a fundamental hard scale back in the coming years.
When I think about the games that are 'top notch', they all have something in common.
a) Single platform. Single player. Limited Open world, Great Graphics
or
b) simplistic graphics, MP only, no open world
c) super dated old graphics, or something very simple, massive content and MMO only
It just comes down to scope, a game company taking on too much fails, and we actually see this becoming a thorn for Xbox titles here. If they want to continue doing simultaneous release of PC and Xbox, scope needs to come down dramatically as release dates are being impacted heavily. Sony is fine, they have a formula for success, and that formula is heavy polish but limited scope, they release first on PS simplifying their stack. Online modes and PC come later if they come at all. We're still waiting for TLOU2 MP still!
GTA V and RDR2 didn't ship with Online modes right away
WoW and EvE Online still continue to have the most content which is why players play, the graphics are non essential, runs on everything.
Fortnite, CS, PUBG, Valorant, LoL, DoTA, OW, Apex, WZ all have super reduced scope, they run well on everything, graphics are dated.
And yet, all the games that come out as 'meh' tend to be games that try to do way too much (looking at everyone else). That's why I chose Star Citizen. It's way too much. It'll never launch.
Being available to everyone is a technical decision as much as it is a business one. The higher the graphics stack goes the more optimization you require. More optimizations require more features, more issues can go wrong etc. the less configurations you can support.TLOU Online is a standalone title and will maybe be F2P and monetisation inspired by Fortnite. The guy responsible for the monetisation of the title is an ex EPIC guy who worked on Fortnite for a very long time.
The fact that Fornite, CS, PUBG, Valorant and probably TLOU Online graphics are dated is about being available to everyone, this is a business decision not a technical one. Same TLOU Online will release day one on Ps4, PS5 and PC some as powerful as an og PS4.