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Feature: PC's versus Consoles
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20mm (continued):
My hunch is that it will happen first in the racing
simulation genre. Build a solid console racing sim with all
the physics we simmers demand. Make it driveable with a MOMO
wheel and pedals or any other brand. Make it totally scaleable
so that the young Jedi-racer can set it up and fly around
the track until he pukes. Or more likely gets bored with it.
Then he discovers the scalability sliders. Hmmm, wonder what
it would be like not to have "glue-tires"? He tries
it, it's challenging, but he's not bored anymore. And maybe
the "hook" is set and a simmer born.
But
is that a good thing for the console game maker? Are they
going to want to have a customer who uses the same game 50
times longer than he normally would have? Is the "bored"
factor heavily in their favor and not something they necessarily
want to be rid of?
I've got my guesses on that and they
all begin with dollar signs.
But if someone takes a chance and
we begin to see some of these "crossover" games
that are sims underneath the hood, the race really will be
on.
If none of the console developers
care about simming down the road and no sim is ever built
for the console, well, we may in fact be dinosaurs. We just
haven't turned into crude yet. I know that's what a lot of
you think, you may be right. Or maybe not. Maybe, just maybe
there are other possibilities and other answers...
One final question: How are new simmers
"born"?
Beach:
One other thing, with games like BoB and Falcon 4 being
re-made into new release sims, I think that shows that there
is a customer base craving these awesomely deep simulations.
The fact that these user groups hang onto and mod these sims
to death is evidence to me that an older title still has market
value long after the developer gives up on it. That seems
counter-intuitive to me from an economics standpoint. You've
done the heavy lifting and spent the big bucks to get your
main product to the market and after the user base has accepted
and embraced it, you pull the plug and move on to something
else. Can they not milk a good core game further? IL-2 seems
to be doing a pretty good job at that technique, although
admittedly Pacific Fighters is more than just a "module"
since it is a stand-alone program. Still, the technology that
is the core of PF is probably very much like that of IL-2...
which I'm sure saved a lot of development time.
Here's a question: Do consoles like
the PS2 and Xbox have the capability to hook up to PC-type
monitors? I'm just wondering, my brother has a PS2 and he
plays Ghost Recon I think it is on his television. And after
seeing it on my PC at 1600 x 1200 resolution, I just sorta
hurl seeing the graininess. Just wondering if that capability
exists?
Joe: Yes,
it does, with a third-party breakout box. It doesn't much
matter, though, as the Xbox renders at 640x480 and only interpolates
higher resolutions for output.
The Xbox 360, though, renders internally
at 720p, making it perfectly suited for output to HDTV. It's
not 1600x1200, but I bet if you game with an Xbox and a nice
HD-capable widescreen, you will be plenty happy with they
eye candy due to the fact that the R520 GPU in the Xbox 360
will run at 4xAA at all times.
guod: The
next gen consoles support HDTV monitors. The number of big,
plasma monitors showing Xbox 360 output at E3 was staggering.
McGonigle:
Recently I broke down and got myself a PS2 bundled
with GT4. I thought I needed a bit of mindless fun in the
couch from time to time. Whoops, not the kind of fun you were
just thinking of! I also got WRC4 and IndyCar Series 2005.
After about a week of driving GT4
I tired of that one. Hundreds of mindless driving tests, some
of which are ridiculously easy and some are extremely hard
because they involve driving a very tight and narrow course
within a time limit. Imposing such time limits are kind of
silly, because they invite you to slug it through in an "arcadey"
fashion. And with a gamepad the whole experience kind of sucks.
One of the selling points of GT4 is
that the user can collect about 10.000 different cars. See
if I care. I'm past that kind of collecting-obsession. Another
thing that ticks me off with the way console titles are structured,
is the unlocking things paradigm, and the dictatorial developers
who decide how I should approach and play my game. "Start
here and progress like this". Truly a way to passify
the gamer.
GT4 doesn't even look too good on
the TV screen, and the driving model is greatly simplified.
The steering is clearly coded to be done with the gamepad.
There's a deadzone which isn't present in WRC or ICS2005.
WRC4 is also arcadey in the way you reach impossible high
speeds very quickly, and again the player is encouraged to
drive in a way which is not realistic, in order to be competitive.
Looks ok though, and it even has an in-car view. ICS2005 has
an in-car view but is ugly to look at, has frame rate issues
and is impossible to drive with the gamepad using the super-sensitive
steering. I could connect my DFP wheel, but then I'd rather
play the PC-release of the original ICS. Oh, users were screaming
for a patch that never came. WRC4 is the officially licensed
Rally Game and the stages are ultra short and might as well
be replaced by well made fantasy stages. No one would notice
the difference
I'm very disappointed in the whole
console experience. To me it is shallow and extremely unsatisfying.
As I have never been able to enjoy First Person Shooters,
I can't really say for sure, but I think that consoles might
be especially geared towards those types of games. The gamepad
seems like a sensible type of controller for FPS.
Notice that all three titles mentioned
above are sequels? I think titles for the consoles are going
the way of movies and the music industry, i.e. publishers
only release "blockbuster" titles and will be extremely
reluctant to try something new. They'll rather provide more
of the old stuff, and spice it up with nicer looking graphics.
But graphics isn't everything.
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