Epic's Mike Capps on developing for PC, piracy etc.
There's a brief but worthwhile interview over at GameDaily.
Here's what I found most interesting:
Beyond piracy, the next real issue for us is the range in performance between high and low end systems. Last generation, we had to deal with a really nasty difference between high and low end machines, with performance varying by as much as 10x. Now it's a difference of 100x or more between high end graphics cards and crap Intel integrated graphics chips. Some companies can aim at the lowest common denominator, but as a technology-driven shooter company that's not exactly a fit. We chose to aim at performance levels near the predominant consoles, which means we must cut ourselves off from a massive percentage of the PC market. So it's that narrowing market share for high-end games, combined with piracy, that's making the PC space so difficult for us right now.
I'm sure most of us are familiar with the complaints about Intel integrated graphics from Cliffy B, et al, but this is possibly the most specific and lucid criticism I've yet heard.
So what do you guys think? Epic's been making the argument that manufacturers like Intel are crippling the PC gaming market by offering integrated video solutions that compare very poorly to current "mainstream" $100-200 video cards, and therefore cannot handle modern games. I'm sure AMD/ATI have an answer to that on the way, but in the meantime I bet you can run WoW reasonably well with Intel integrated graphics. Is this the next chapter in the endless graphics vs. gameplay debate? Will we see more flashy high-end shooters on PC subsidized by hardware manufacturers? Is PC gaming DOOMED?!?!? AGAIN?!?!?
baggachipz: Who cares about Japan, let them have their silly pointless dog games and countless re-hashes of anime-based dragon princess super lucky crapitty crap.



I've heard this before, and it just seems like a whiny thing to say. Can they really expect companies to not cut costs? Should Dell ship all desktops with "mainstream" graphics cards that their users didn't ask for and don't need, just so that maybe, maybe they'll decided to pick up a copy of UT2007 with Excel 2007?
If anything's crippling the PC gaming market, it's the need to add pricey high end components (starting with an extra $150+ for your video card) to a functional desktop PC.
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Thats a double edged sword then since for the most part its those very same cards that give PC's a market difference vs modern consoles. Remove the Keyboard/Mouse from the equation and whats the difference?
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Yeah the type of consumer who is going to buy a Dell with an integrated graphics chip probably is not going to have any interest in UT2007. They want their PopCap games and maybe some WoW.
As consoles like the 360 and PS3 increase the available horsepower to developers, they have less reason to rollout a AAA title like UT2007 on PC. Why do it when you have a nice installed base of console hardware that is standardized - less headaches to worry about with hardware incompatibilities, etc.. I'd hate to see it happen as I think of UT as a PC series, but the day may come soon when the latest id or Epic tile only comes to console.
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The thing is it isn't that expensive to have a decent midrange card in your system. Certainly not much more than the intel solution. The issue isn't that the intel integrated is inexpensive. It's that it flat out SUCKS. They can have a better integrated solution for a similar price these days, I really hope ATI(amd
) has a decent solution soon.
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That's a poor assumption to make. How many kids in the DOS era got their gaming fix on Daddy's home office PC? How many kids are getting sent off to college with new Dell laptops that they'd probably put games on if the damn things could run any? Just because the person that purchases the machine didn't intend it for games does not mean that there isn't someone that would game on it if they could.
When I was 10 years old, my parents bought a computer that wasn't "for games", but how quickly do you think Wolfenstein got put on it? Think about the 10 year olds today that can't do that. Think that impacts PC gaming's future audience?
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Wii has porn so we're back to "no difference".
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Damn lazy kids nowadays. When I was 13 I mowed lawns so I could buy a soundblaster card for the PC my dad brought home, cuz he wouldn't. All for Wing Commander. And it was worth it.
/had to buy my own Nintendo too, and both of my Amigas
//uphill both ways to the store to pick them up, etc
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baggachipz: Who cares about Japan, let them have their silly pointless dog games and countless re-hashes of anime-based dragon princess super lucky crapitty crap.
Ever heard of Gears of War?
I really think the problem is the cost. For the price of 2-3 consoles, you can have a decent gaming computer for about 2 years. Then you need to drop about $1k again... and again...
And what do you get for your trouble? Hardware conflicts, buggy software, draconian copy protection, cheaters and hackers. Do the availability of mods slightly better graphics outweigh the bad side? I'm not so sure anymore.
If I didn't have friends that only played PC games online, I think I would have no trouble sticking to only the Xbox 360.
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Consoles back in that day aren't what consoles are now. A kid with a 360 or a PS3 and no access to a gaming level PC isn't going to go chasing PC gaming, period, unless he is exposed to something really great by pure luck (a friend with a gaming rig, or something like that). Especially now where PC gaming is a tiny, tiny section at EB Games in the back corner, instead of entire walls of big game boxes to stare at longingly like when we were kids.
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Yeah, and Kia is to blame for the US not having 120MPH speed limits on freeways.
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The only reason why I care about PC gaming anymore are for the Total Wars, Silent Hunters and the like..
I wish we could use Mouse + Keyboard on the xbox for playing strategy games and more "hardcore" PC games, man that would just be the end.
The next Xbox should just be able to run PC games, too. For $400 bucks.
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I'd pay more than $400 for a system that could do that.
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baggachipz: Who cares about Japan, let them have their silly pointless dog games and countless re-hashes of anime-based dragon princess super lucky crapitty crap.
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On the other hand, would Quake or UT or Half-Life be where they are today without the mod scene?
Fedaykin98 wrote:
wordsmythe wrote:
Well, I'd say another benefit is that you also DO get a fully fledged computer that is usable for pretty much anything from music server to design tool to porn stash, but maybe that's just me...
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It won't be long before we see mods hit console games. Sometime after user-made games (XNA, etc) gain a foothold. It's long been rumored and whispered about, and you can bet money that it's a feature of a future update to Xbox Live (maybe for the next Xbox system).
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It's actually not really a rumour - Microsoft said they're currently pondering and testing concepts for how user-created games and content can be incorporated in the market place. For that they're going to pick two XNA projects. As far as I know, they'll be finishing XNA Professional first though, and there's no schedule set in stone yet for that functionality. At some point it'll come, and it certainly will happen this generation.
Of course, compared to the PC it'll be a very controlled environment due to the nature of things. So, there will be a mod/indie scene, but it won't be identical to the one we have on the PC.
Well, the Mod/indie scene wasn't really what it is now when it first started out, either.
Give it time.
I'm with Legion and Podunk. I already waxed rhapsodic in another venue about why I'm basically a console girl. Which pisses me off, BTW. I used to have a box oozing hertz from every pore with a joystick you could pilot the Enterprise with. I waited impatiently for the lastest releases in Wingcommander, Mechwarrior, Starcraft, and several other franchises. But when the rubber hits the road these days I do not have the time, energy, or financial resources to keep up with the PC Joneses. And even if they did, those games that I loved are nowhere to be found.
Duoae wrote:
Ideally some quality control would come from that controlled environment. There's a lot of half-functional crap out there under the heading of "mods". I expect you'd see less projects start, but some really good, polished ones finished. The potential of reaching a much larger audience should be plenty of motivation to jump through the hoops of getting something out onto the closed XBLive network.
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Well the difference is you would already have a gaming rig.
No need to buy a console.
********
Another thing working against pcgaming is the rise of laptops. Laptops outsell desktops and you can't upgrade the graphics in most laptops. It would be a coup if ATI/Nvidia could release an external gpu for $100-$150 that you could just plug in.
The other difference now with pcs is that there's no need to upgrade your pc for anything other than gaming. BAck in 1995 if you upgraded your pc you really some performance improvements on the busines/home use side things. Not just gaming.
The rise of the 'net may have made piracy bigger, but it's also made developers lazier. There was never this many patches back in the day. DOS too for all it sound issues and what not, never had to contend with all these programs running in the background and 30 versions of vid cards. I think DOS may have been better for games in some ways.
And lastly consoles have always been bigger for gaming than pcs as far as I can tell. So it seems logical the more expensive games get the more they need to be on consoles. Couple that with piracy, MS pushing the Xbox/360 and developers pushing $600 vidcards and software conflicts and all these different vid cards on the market (altho only 2 manufactures) and it's no wonder pcgaming has slowed down. Now the twist is you'll need Vista and an expensive DX10 card to run the great games in all their glory later this year.
Now if only consoles could satisfy all my gaming needs.
Developers are a lot of things. Lazy rarely is one of them.
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Well for an engine that costs in the range of 350k USD + a 3% percentage of the revenue I sure can expect a properly optimized one (costs for Unreal engine 2 at the time of writing this).
We can have a game like Doom 3 and Unreal Championship 2 on a 733 Mhz CPU with 64 megs of unified RAM and a Geforce 3 Level Graphics card. On a PC with two times the specs of this, we still won't have a decent gaming experience.
Epic as of late has been increasing the requirements of their engine by quite some levels for every release, because they relied on the manufacturers to deliver decent material. They should have come to the conclusion that they rather start optimizing their codebase when a decent gaming machine was in the price range of 1100+ USD.
Instead they sit back and try to blame intel for their lousy performance as if they never heard of graceful degradation. Epic is milking its licencees and at the same time is cutting them of from a large percentage of their target market. You cannot produce a multimillion seller when you do not even have a large enough install base to get to such levels.
He talks about the rise of development costs, yet if you look at the price of their current engine iteration, they themselves are a big part of said rise.
And his answer when being asked about the Stardock way of protecting their games, shows they really don't care either way helping the situation,
but that rather belongs in the copy protection thread:
This interview had my bloodpressure rise quite a bit in the morning
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Well, UE3 is a bit more expensive, but Epic is offering different licensing models, and not all of them require some kind of upfront payment. Which is the reason why there are tons of smaller developers out there that can produce titles like RoboBlitz.
And, more importantly, you're getting a really well working tool set. Let's assume that it would take 8 coders 2 years to achieve both - a good engine and a flawless tool chain. Which would be an optimistic estimate, I'd say. Since you cannot work with any low-level code monkey for that purpose, each of them will cost you (insurance and all inclusive) at least 3000 Euros per month. Which, over the course of the production, adds up to 576,000. Keep in mind that the UE3 license doesn't just get you the engine and the tools itself, you also get support in addition to that. Having been involved in two projects with a do-it-yourself approach, I can say that maintenance and fixing engine-related game or tool bugs does eat up a nice amount of resources. In the case of licensing models, that's not really your responsibility.
Something like this?
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