[QUOTE="Achaean728"][QUOTE="PhysicsLCP"][QUOTE="Mau-Justice"] Another Orange Box? So you guys called Valve lazy, gonna call Bethesda lazy too?
There's definitely something not right...
I'm messing around. But I did have it preordered for PS3, glad I saw this. Better go change it now.
PhysicsLCP
It's pretty obvious what is happening in these cases. If it's multiplat for only 360 and PS3 then they develop it on the 360 first because it's fairly straitforward. They try to port it to the PS3 and realize that the way they architected the engine won't work very well on the PS3.
It's even worse when a game starts on the PC. It gets ported to the 360 because it doesn't take them much time at all (with the exception of reducing the assets, cutting back on effects, etc...). Then it gets ported to the PS3. By this point there is not much to do. They've backed themselves into a corner. Do they spend extra money and time writing a new engine for the PS3, or do they do as much as they can to get stuff running that probably doesn't even use the SPU much?
There is nothing mysterious about it. Game studios that are multiplatform need to develop their engine first on the PS3. By that point things are pretty friendly to port back. What's interesting in this case is you have a PS3 game that runs great but might not run that great on the 360. So, don't consider this an attack on the 360, it can go both ways.
As next-gen systems stray further apart as far as how the internals work we'll probably see even worse translations the next cycle.
In an ideal world, a game studio would have a separate team per platform that share base assets. We'd get quality out of both systems for a multiplat then.
On a side-note, I really really really hate when people say that "devs are lazy". You obviously have no idea how things work in a business. It costs an incredible amount of money to make a game. This is why I mentioned it would be "ideal" if a company could have 2 or 3 teams. One for each platform. It is by FAR, NOT lazyness. 100's of people working 12-18 hour days slaving over a product that we hope you'll enjoy.
Call it a bad game, rip on the gameplay, rip on the graphics, but please, the whole "devs are lazy" thing is absolutely rediculous. It is insulting that some people even think all we do is press buttons and play games all day.
Constructive criticism is welcome, always. Disrespect for how much effort someone has put into something has no place here, talented devs or not (that's a different story). I'd like to see what these "not-lazy" posters could do with under a year to make a blockbuster. Maybe they are super gifted. Maybe they are merely pseudo-intellectials that spend their time putting down others because in some dream they were the best.
Maybe "lazy" is the wrong word to use in this situation. Perhaps "better time management business planning" could be used. Its not being disrespectful and I have the upmost respect for how much time and money goes into game development and I also understand how tedious and difficult it can be. The way I see it though is that if a dev is going to put all this time and especially all this money into a game's development why arent they going to do it "right." There are many devs that make broken games that either have bad gameplay mechanics or a slew of technical issues. It comes off as lazy because sometimes these issues are so blatantly obvious and yet they still go unfixed.
I'm not demanding perfection and I know mistakes will happen. But if you (a dev) are going to pump hundreds of hours and millions into a development and you know you'll be releasing it on multiple platforms, why cant you all take the EXTRA time to make sure it works properly for ALL platforms. If money and/or time is the issue, than simply just release it on one or two platforms at a time.
I have a very simple answer for that. Publisher pressure. It's a game studio's worst enemy, well other than not having money :). Sometimes what the publisher wants in a particular time frame is not even possible without cutting corners. We have been completely blessed with a great publisher relationship. Some studios are just not that lucky and must get what most would find impossible done in a short amount of time. Also remember. A game that takes a year to come out actually boils down to around 8 months of development. Not much eh?
Hmm. I guess that makes sense then. I never really though publisher pressure was such a big deal (I knew they would pressure devs, but figured they were more lenient because they wanted the best finished product possible, since its their "name" on the line if it flops). Well, thanks for the clarification!
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