Here you go then ... prepare for wall of text crit if the link freaks people out -
PC Games dominated the 1990s in terms of influence: DOOM and Half-Life for FPS, Starcraft for RTS and Baldur's Gate for RPGs among numerous others. Consoles were limited to pioneering in JRPGs, Platformers and racing games.
The past decade has seen the rise of the console, however, and we frequently hear about how the demise of the PC is nigh. Developers struggle to justify ambitious AAA titles for the PC alone as console sales are so much stronger, and it seems creative influence flows from consoles these days with the lowly PC lucky to see delayed and poorly supported ports.
I believe that while expanded console user bases force developers to release games simultaneously on consoles, innovation and creativity is about to take on a decidedly PC bias.
Why developers will come from PC backgrounds
There are three traditional ways to get hired in the industry besides the standard application through HR: QA, journalism and mod development. With the substantial growth in the industry over the past 15 years, however, QA teams are frequently larger than development teams, and it's no longer a reliable method of access.
Likewise, journalism in games is a dying breed and if recent articles are to be believed the journalism scene will soon be dominated by unpaid blogger fanboys (like myself).
This leaves mod development. Not only is this the most sensible method of finding talent (what good is a resume when there are people demonstrating what they can do) but it is fast becoming the most prominent as Valve blazes the trail and shows the rest of the industry what the results can be.
We recently saw Valve hiring the DoTA: Allstars developer, IceFrog, to lead a team and flesh out the DoTA game archetype. This is just the latest in a long history of Valve hiring modders, whether you're referring to DOOM and Half-Life level designer Dario Casali, partnering with Gearbox on OpFor, or hiring Nuclear Monkey software for Portal after seeing Narbacular Drop.
This isn't to say Valve is the only developer moving in this direction. Blizzard has made strides in this area with their initiative to allow mappers to sell their maps on Battle.net. They already are very modder friendly as the Starcraft and Warcraft communities have been some of the most prolific in the industry.
These are but a few of the more prominent examples, but examples like Battlefield: Bad Company hiring modders for their development team and many others show that the mod scene is a drafting ground for developer HR teams.
This is important for two reasons. First, a larger percentage of game developers will come from a PC background. If the mod scene is seeding personnel, those developers must be fond enough of their game to get involved in the editing scene, and therefore clearly enjoy PC gaming archetypes.
Secondly, mod developers can be more creative. This is mostly because they don't have the same financial incentives towards going with what is known to work. It also means that developers will start their careers with innovative game design concepts that they built up on the mod scene, and hopefully incorporate some version of those ideas in their professional games.
5-Year console cycles are a thing of the past
Console hardware refreshes historically have been five years apart. The current generation, however, is bucking that trend, with most of the consoles approaching their 5th birthdays and nowhere near retirement. Most analysts believe this console generation will extend at least 8 years and potentially ten. Some have even more drastic forecasts, such as this will be the last 'traditional' console generation with an online system like OnLive being the wave of the future.
Whatever the coming years hold, one thing is certain: PCs are going to widen the gap in terms of technical sophistication compared to their console counterparts. While five year hardware generations mean PCs cannot get too far ahead, PC hardware in 2013 will be far beyond any current consoles.
While games will have to be compatible with current consoles for financial reasons, concepts and tech demos that push boundaries will come from the PC scene. Some traditionally 'PC' genres such as RTS, RPG and MMORPG might see rapid advances in the coming years in contrast to the past few where we've mostly seen progress in music genres, platforming and brawlers.
Are PCs really that much different anymore?
Every time a publication speaks about the demise of PC gaming, I want to respond that PC gaming isn't dying, it's just moving to consoles. Many of the most popular console games of the past few years (Halo 3, Modern Warfare, Gears of War 2 etc.) have only recently been able to thrive on consoles.
PCs have historically had 3 advantages: better performance (at greater financial cost), internet access and the mouse. Recently we've seen console games that are equally technically impressive (Killzone 2) and have full internet access for multiplayer gaming. PCs are about to get the performance edge back and this will add value to that experience.
Some of my favorite games come from the 'golden age' of PC gaming: Half-Life, Baldur's Gate and System Shock 2. While a console game like Dragon Age can hopefully revive some of the old magic, I'm optimistic that a resurgence of the PC industry will further encourage developers to innovate on these game types.
If PC trained developers can incorporate some of the game design lessons of the past decade into new franchises, it should result in some of the best games of this generation.
I'm interested in your thoughts on the matter. Hit up the comments!
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