The Thread to Thank BioWare
#1
Posté 13 avril 2011 - 04:39
Though you did not write or initially create Mass Effect 2, I understand the difficulties of porting a game successfully onto different hardware. It is much more complicated than copy and paste (wishful thinking :happy:), and you must look proudly when reading through these forums and seeing a happy gamer who has played this wonderful game, and enjoyed it, due to your team's work.
I wish your team all the best for your future games or whatever you go on to do next!
Let the thread of thankfulness begin!
#2
Posté 13 avril 2011 - 05:01
#3
Posté 13 avril 2011 - 05:07
Jamie9 wrote...
Yes, I felt we needed one of these in the PS3 section. This is to thank Jesse and the whole team who helped BioWare get Mass Effect 2 onto the PS3, and as I type, are patching it up to make it even better.
Though you did not write or initially create Mass Effect 2, I understand the difficulties of porting a game successfully onto different hardware. It is much more complicated than copy and paste (wishful thinking :happy:), and you must look proudly when reading through these forums and seeing a happy gamer who has played this wonderful game, and enjoyed it, due to your team's work.
I agree thanks Bioware and cannot wait for mass effect 3!!!!
I wish your team all the best for your future games or whatever you go on to do next!
Let the thread of thankfulness begin!
I agree thanks bioware! I also cannot wait for Mass Effect 3!!!!
Modifié par Dragonfan8574, 13 avril 2011 - 05:07 .
#4
Posté 13 avril 2011 - 06:13
#5
Posté 13 avril 2011 - 06:15
Thanks for da PS3 version dough :3
#6
Posté 13 avril 2011 - 06:45
I can be a little whiny with the annoying audio issues and lengthy load times - and the game can feel a little, if not very unpolished (rushed?) in certain places, but don't let that take away from the overall experience. I love the story, and I love the immersive experience of it.
So thank you for the opportunity to play this wonderful game!
#7
Posté 13 avril 2011 - 07:54
#8
Posté 13 avril 2011 - 08:38
1) Because Bioware ported one of the best video games of all times for ps3. My question here is did Bioware develop the ps3 version for charity or humanity? Of course not. The reason for the existence of the ps3 port is the need of extra profit. It was evident that since EA became the new publisher of the mass effect universe, all the mass effect games from that moment would be multiplatform. Microsoft’s goal (mass effect 1 publisher) was the support of its products (x-box 360 and windows) but EA’s goal is profit. Therefore, there was no reason for mass effect 2 to stay x-box (and windows) exclusive. The ps3 version exists because of EA’s business plan. No matter what we write here, positive or negative, mass effect 3 will be released for ps3 too.
2) Because Bioware is preparing a new patch for us. My question is does this patch fix any of the bugs of the initial version? The answer is no. The new patch fixes a newly introduced glitch from the last patch. It was Bioware’s duty to supply a new patch cause the game was broken since the previous patch. Bioware couldn’t stop supporting the game now as the game is broken so it was more than certain that the Genesis glitch would be fixed. After this patch there is no clue at all that Bioware will continue supporting the game, so thank Bioware for a patch that does nothing to the initial issues?
3) Because programming is a difficult job so even the slightest improvement is a reason for thanking the devs. My question here is aren’t these devs get paid adequately for their job? Isn’t their duty (as well paid operatives) to try as hard as they can to get their job done and have sufficient results? So thank the devs for doing their duty? They didn’t do something extraordinary did they? Aren’t audio issues, graphical issues, frame rate issues, stability issues and collision detection issues still intact?
I know that some Bioware’s fanatics will be really pissed off with my opinion, but that’s what I believe anyway. The game should have stayed longer in development. It is fantastic, incredible, magnificent, yet so unpolished that I cannot thank them. I expected more effort and time (during the development of the game as after its release it was too late for big improvements via patches).
#9
Posté 13 avril 2011 - 09:51
I hope this is a sign that the team is working hard on Mass Effect 3:)
I just hope ME2 gets fixed by then:(
#10
Posté 14 avril 2011 - 07:45
titan_warrior wrote...
I really don’t understand what the meaning of this topic is. Thank Bioware for what exactly. There can be three reasons for that:
1) Because Bioware ported one of the best video games of all times for ps3. My question here is did Bioware develop the ps3 version for charity or humanity? Of course not. The reason for the existence of the ps3 port is the need of extra profit. It was evident that since EA became the new publisher of the mass effect universe, all the mass effect games from that moment would be multiplatform. Microsoft’s goal (mass effect 1 publisher) was the support of its products (x-box 360 and windows) but EA’s goal is profit. Therefore, there was no reason for mass effect 2 to stay x-box (and windows) exclusive. The ps3 version exists because of EA’s business plan. No matter what we write here, positive or negative, mass effect 3 will be released for ps3 too.
2) Because Bioware is preparing a new patch for us. My question is does this patch fix any of the bugs of the initial version? The answer is no. The new patch fixes a newly introduced glitch from the last patch. It was Bioware’s duty to supply a new patch cause the game was broken since the previous patch. Bioware couldn’t stop supporting the game now as the game is broken so it was more than certain that the Genesis glitch would be fixed. After this patch there is no clue at all that Bioware will continue supporting the game, so thank Bioware for a patch that does nothing to the initial issues?
3) Because programming is a difficult job so even the slightest improvement is a reason for thanking the devs. My question here is aren’t these devs get paid adequately for their job? Isn’t their duty (as well paid operatives) to try as hard as they can to get their job done and have sufficient results? So thank the devs for doing their duty? They didn’t do something extraordinary did they? Aren’t audio issues, graphical issues, frame rate issues, stability issues and collision detection issues still intact?
I know that some Bioware’s fanatics will be really pissed off with my opinion, but that’s what I believe anyway. The game should have stayed longer in development. It is fantastic, incredible, magnificent, yet so unpolished that I cannot thank them. I expected more effort and time (during the development of the game as after its release it was too late for big improvements via patches).
I think the point of the thread is to show appreciation for the work they've done. Naturally, they are doing it because it's their job and to make money, but if you think it's only reasonable to show appreciation for completely selfless acts then you won't ever have to show appreciation for anything.
Few games are given enough development time to be polished enough, but Bioware has at least released patches to fix some of the problems. Audio issues can be, according to what I've heard, hard to fix through a patch, but I'm sure they've tried. I can't really understand how the issue wasn't taken care before the game was released, since it's not exactly hard to notice if you play the game for more than an hour. It is however possible that the issue is the result of some unfortunate last minute changes or that it showed up late in development and they just couldn't find a good way to fix it.
I really appreciate that they've taken the time to bring the game to the PS3, since I wouldn't have played it otherwise. From what I've read, the PS3 version seems to be technically superior to the 360 version and since games ported from 360 to PS3 usually ends up being far worse, I think that Bioware has made a great job.
#11
Posté 14 avril 2011 - 06:14
#12
Posté 14 avril 2011 - 07:42
UJN wrote...
Few games are given enough development time to be polished enough, but Bioware has at least released patches to fix some of the problems. Audio issues can be, according to what I've heard, hard to fix through a patch, but I'm sure they've tried. I can't really understand how the issue wasn't taken care before the game was released, since it's not exactly hard to notice if you play the game for more than an hour. It is however possible that the issue is the result of some unfortunate last minute changes or that it showed up late in development and they just couldn't find a good way to fix it.
I really appreciate that they've taken the time to bring the game to the PS3, since I wouldn't have played it otherwise. From what I've read, the PS3 version seems to be technically superior to the 360 version and since games ported from 360 to PS3 usually ends up being far worse, I think that Bioware has made a great job.
First of all let’s talk about programming. All the big video games are being written in
two languages, C and C++. Smaller developers prefer C which is easier to use
but large AA developers use C++, a powerful language for greater results. There
is another important language called Java, which is mainly used on the
internet. C++ and Jave are object oriented languages (by and large everything
is defined as an object). Java is very flexible and easy to use but gaming
developers prefer C++ as it is powerful and therefore faster. Now how these two
languages function? The programmer writes the code using C++ or Java terms and
then compiles the script via a compiler program to a language that machines
(C++) or internet browsers (Java) understand. In order for compiled java script
to be understandable by machines, that script must then be interpreted by an
interpreter program to a machine language (instead of internet language). This
difference between Java and C++ (Java needing both a compiler and an
interpreter to run on a machine) makes the second (C++) much faster (but
unfortunately also unstable) and therefore the only choice for quality games.
Unfortunately C++ is much more difficult than Java (Java doesn’t even use
pointers, which not only make programming more difficult but can also inject
bugs into the code). Also C++ hasn’t its own 3d library as Java has. This is
why the gaming industry needs efficient programmers. Now let’s combine the
compiling process of C++ with the appearance of bugs. As we early mentioned in
order to turn the written script to a language that the machine can understand,
this script must be compiled to the machine language. If the written script has
any statement that isn’t consistent with the C++ grammar, then the written
script cannot be compiled. These errors are syntax errors and are immediately
perceived from the devs during the compiling process. If the script is indeed
according to the C++ grammar, it will be compiled, even if it has other types
of errors which are called as semantic errors. A semantic error occurs
when a statement is syntactically valid, but does not do what the programmer
intended. For example if you have installed the digital comic and made your choices
but the program refuses to take those choices into account but uses instead the fixed choices. Semantic
errors are very common and not easy to be tracked down, as these errors cannot
be catched by the compiler during the compiling process but the programmer must
detect them while running the program. When the programmer finds the source of
the problem (which line of the code causes the semantic error meaning which
part of the code doesn’t do what the programmer intended), all that is needed
is correcting the specific part of the code that behaves wrongly (causes the
semantic error). In other words, when we have a semantic error, all that is
needed is debugging. Semantic errors can cause crashes, corrupted data, looping
or causing the program to bypass some operations (like the digital comic
operation). Another type of issues when dealing with games are the performance
issues, which are being caused either because of the incapability and weakness
of the computer/console to run a “heavy” game or because the game isn’t
exploiting all the assets of the computer/console (although the machine is
capable of running the game). An example of the second occasion is when a
computer has a mediocre cpu and a superb gpu but the running game uses mainly
the pc’s cpu, which means that the game will lag and even sometimes crash. These
issues are performance issues, which are completely different from the issues
caused from semantic errors. Semantic errors in mass effect 2 are the NG+
glitch and the Genesis glitch. Performance issues in mass effect 2 are the
audio lags, frame rate inconsistencies and crashes. If the game is unstable and
inconsistent although the machine (ps3) is able to run the game smoothly, the
only way do deal with these performance issues is to better exploit the ps3
power. This process needs a lot of time, effort and some great knowledge of the
machine’s architecture. A game’s development is always more difficult than the development
of an ordinary program, as it is difficult to define a 3d object’s behavior on
a three dimensional world (collision detection errors). Also developing an RPG
is really tricky, as many different occasions and choices can lead to
unexpected results (semantic errors). Porting a game from an xbox360 to a ps3
can lead to both performance issues and semantic errors due to different
architecture (and the need of slicing the code). Therefore the ps3 version has
both more semantic errors and performance issues than the x-box 360 version, so
although it uses the latest version of the Unreal engine 3, the ps3 version is
inferior (as a program) in comparison to the xbox version. The question is can
an AA game have so many issues together and whether these issues are so
important that can either destroy the overall experience or transmit
frustration to the gamer. Are these issues justifiable for an AA game, no
matter what the difficulties the development team faces during development?
Now let’s try to explain the frame rate
inconsistencies and crashes of the game by using as an example a pc behavior. Let’s
say that you have a pc that has weak gpu but powerful cpu and that you want to
play a game with a demanding engine that uses mostly gpu power. Since your pc is incapable of running the
game smoothly (although you have a powerful enough cpu for games like this), you’ll face frame rate inconsistencies and laging. Now let’s say
that you try to overclock your gpu (which means increase its
performance). By making your gpu operate faster, you’ll increase the
overall performance (decrease lagging,increase frame rate) but on the same time
increase your pc’s temperature. If you’ve overdone it with overclocking, the
temperature will reach red and the game will crash. This might also lessen the
lifespan of your gpu. Now let’s interpret these to ps3 mass effect 2. The
initial version was smoother but also unstable, leading to many crashes. This
was caused due to overheating (temperature reaching red) which was very
dangerous to the ps3 life span. The patched ps3 mass effect 2 versions where
more stable (less crashes) but the overall performance worsen. This means that
the game was initially built to exploit only certain ps3 microprocessors and
when Bioware changed the code for stability reasons, ps3 couldn’t handle it so
the game became more erratic with many slow downs. Of course I am not inside
Bioware so I can only make logical assumptions.
Now let’s
conclude. Many of you here might be too young to know about Electronic Arts
(EA) and Bioware. EA (mass effect 2 and 3 publisher) is an international
developer, marketer, publisher and distributor of video games. It was founded in 1982 and is responsible since for dozens of video games. It is a colossus in the video game industry. On the other hand Bioware
(developer of the mass effect universe) is one of the most successful pc
developers of the last decade, having developed pc games like baldurs gate,
icewind tale, neverwinter nights and jade empire (all of them huge successes
and AA RPGs). This means that mass effect 2 project had a huge budget behind
it. Now I don’t know if the game is really buggy because it uses Unreal engine
3 (ps3 unfriendly engine), because it is published by EA (and therefore the
development timeline is short and tight), because it is a port from xbox 360
(which is always a difficult process), because the game was initially built in
a way that drastic changes are needed for it to be fully functional on the ps3,
because Bioware was for decades a pc developer and therefore the development on
a ps3 is really a bizarre process for them (so there is a lack of required
knowledge of ps3 architecture), whatever the reasons are (probably there are
more than one factors that led to this result) there is no doubt that the game
is extremely unpolished. I can accept some audio lag, some graphical glitches,
some collision detection issues and some frame rate inconsistencies. What I
cannot accept though is an AA developer (Bioware) advises the gamers not to
play for a long time because this can lead (they didn’t by the way dare to
explain it) to ps3 overheating and hence to (performance) crashes and possible
corruption. This is unacceptable and shows how unstable the final version was.
Truly Bioware, was this the best you could do? I personally doubt it. I don’t
think that Bioware truly cared for the ps3 version or tried enough. Probably
they wanted to move on to their next project.
Modifié par titan_warrior, 14 avril 2011 - 07:43 .
#13
Posté 14 avril 2011 - 08:00
#14
Posté 14 avril 2011 - 09:20
titan_warrior wrote...
UJN wrote...
Few games are given enough development time to be polished enough, but Bioware has at least released patches to fix some of the problems. Audio issues can be, according to what I've heard, hard to fix through a patch, but I'm sure they've tried. I can't really understand how the issue wasn't taken care before the game was released, since it's not exactly hard to notice if you play the game for more than an hour. It is however possible that the issue is the result of some unfortunate last minute changes or that it showed up late in development and they just couldn't find a good way to fix it.
I really appreciate that they've taken the time to bring the game to the PS3, since I wouldn't have played it otherwise. From what I've read, the PS3 version seems to be technically superior to the 360 version and since games ported from 360 to PS3 usually ends up being far worse, I think that Bioware has made a great job.
First of all let’s talk about programming. All the big video games are being written in
two languages, C and C++. Smaller developers prefer C which is easier to use
but large AA developers use C++, a powerful language for greater results. There
is another important language called Java, which is mainly used on the
internet. C++ and Jave are object oriented languages (by and large everything
is defined as an object). Java is very flexible and easy to use but gaming
developers prefer C++ as it is powerful and therefore faster. Now how these two
languages function? The programmer writes the code using C++ or Java terms and
then compiles the script via a compiler program to a language that machines
(C++) or internet browsers (Java) understand. In order for compiled java script
to be understandable by machines, that script must then be interpreted by an
interpreter program to a machine language (instead of internet language). This
difference between Java and C++ (Java needing both a compiler and an
interpreter to run on a machine) makes the second (C++) much faster (but
unfortunately also unstable) and therefore the only choice for quality games.
Unfortunately C++ is much more difficult than Java (Java doesn’t even use
pointers, which not only make programming more difficult but can also inject
bugs into the code). Also C++ hasn’t its own 3d library as Java has. This is
why the gaming industry needs efficient programmers. Now let’s combine the
compiling process of C++ with the appearance of bugs. As we early mentioned in
order to turn the written script to a language that the machine can understand,
this script must be compiled to the machine language. If the written script has
any statement that isn’t consistent with the C++ grammar, then the written
script cannot be compiled. These errors are syntax errors and are immediately
perceived from the devs during the compiling process. If the script is indeed
according to the C++ grammar, it will be compiled, even if it has other types
of errors which are called as semantic errors. A semantic error occurs
when a statement is syntactically valid, but does not do what the programmer
intended. For example if you have installed the digital comic and made your choices
but the program refuses to take those choices into account but uses instead the fixed choices. Semantic
errors are very common and not easy to be tracked down, as these errors cannot
be catched by the compiler during the compiling process but the programmer must
detect them while running the program. When the programmer finds the source of
the problem (which line of the code causes the semantic error meaning which
part of the code doesn’t do what the programmer intended), all that is needed
is correcting the specific part of the code that behaves wrongly (causes the
semantic error). In other words, when we have a semantic error, all that is
needed is debugging. Semantic errors can cause crashes, corrupted data, looping
or causing the program to bypass some operations (like the digital comic
operation). Another type of issues when dealing with games are the performance
issues, which are being caused either because of the incapability and weakness
of the computer/console to run a “heavy” game or because the game isn’t
exploiting all the assets of the computer/console (although the machine is
capable of running the game). An example of the second occasion is when a
computer has a mediocre cpu and a superb gpu but the running game uses mainly
the pc’s cpu, which means that the game will lag and even sometimes crash. These
issues are performance issues, which are completely different from the issues
caused from semantic errors. Semantic errors in mass effect 2 are the NG+
glitch and the Genesis glitch. Performance issues in mass effect 2 are the
audio lags, frame rate inconsistencies and crashes. If the game is unstable and
inconsistent although the machine (ps3) is able to run the game smoothly, the
only way do deal with these performance issues is to better exploit the ps3
power. This process needs a lot of time, effort and some great knowledge of the
machine’s architecture. A game’s development is always more difficult than the development
of an ordinary program, as it is difficult to define a 3d object’s behavior on
a three dimensional world (collision detection errors). Also developing an RPG
is really tricky, as many different occasions and choices can lead to
unexpected results (semantic errors). Porting a game from an xbox360 to a ps3
can lead to both performance issues and semantic errors due to different
architecture (and the need of slicing the code). Therefore the ps3 version has
both more semantic errors and performance issues than the x-box 360 version, so
although it uses the latest version of the Unreal engine 3, the ps3 version is
inferior (as a program) in comparison to the xbox version. The question is can
an AA game have so many issues together and whether these issues are so
important that can either destroy the overall experience or transmit
frustration to the gamer. Are these issues justifiable for an AA game, no
matter what the difficulties the development team faces during development?
Now let’s try to explain the frame rate
inconsistencies and crashes of the game by using as an example a pc behavior. Let’s
say that you have a pc that has weak gpu but powerful cpu and that you want to
play a game with a demanding engine that uses mostly gpu power. Since your pc is incapable of running the
game smoothly (although you have a powerful enough cpu for games like this), you’ll face frame rate inconsistencies and laging. Now let’s say
that you try to overclock your gpu (which means increase its
performance). By making your gpu operate faster, you’ll increase the
overall performance (decrease lagging,increase frame rate) but on the same time
increase your pc’s temperature. If you’ve overdone it with overclocking, the
temperature will reach red and the game will crash. This might also lessen the
lifespan of your gpu. Now let’s interpret these to ps3 mass effect 2. The
initial version was smoother but also unstable, leading to many crashes. This
was caused due to overheating (temperature reaching red) which was very
dangerous to the ps3 life span. The patched ps3 mass effect 2 versions where
more stable (less crashes) but the overall performance worsen. This means that
the game was initially built to exploit only certain ps3 microprocessors and
when Bioware changed the code for stability reasons, ps3 couldn’t handle it so
the game became more erratic with many slow downs. Of course I am not inside
Bioware so I can only make logical assumptions.
Now let’s
conclude. Many of you here might be too young to know about Electronic Arts
(EA) and Bioware. EA (mass effect 2 and 3 publisher) is an international
developer, marketer, publisher and distributor of video games. It was founded in 1982 and is responsible since for dozens of video games. It is a colossus in the video game industry. On the other hand Bioware
(developer of the mass effect universe) is one of the most successful pc
developers of the last decade, having developed pc games like baldurs gate,
icewind tale, neverwinter nights and jade empire (all of them huge successes
and AA RPGs). This means that mass effect 2 project had a huge budget behind
it. Now I don’t know if the game is really buggy because it uses Unreal engine
3 (ps3 unfriendly engine), because it is published by EA (and therefore the
development timeline is short and tight), because it is a port from xbox 360
(which is always a difficult process), because the game was initially built in
a way that drastic changes are needed for it to be fully functional on the ps3,
because Bioware was for decades a pc developer and therefore the development on
a ps3 is really a bizarre process for them (so there is a lack of required
knowledge of ps3 architecture), whatever the reasons are (probably there are
more than one factors that led to this result) there is no doubt that the game
is extremely unpolished. I can accept some audio lag, some graphical glitches,
some collision detection issues and some frame rate inconsistencies. What I
cannot accept though is an AA developer (Bioware) advises the gamers not to
play for a long time because this can lead (they didn’t by the way dare to
explain it) to ps3 overheating and hence to (performance) crashes and possible
corruption. This is unacceptable and shows how unstable the final version was.
Truly Bioware, was this the best you could do? I personally doubt it. I don’t
think that Bioware truly cared for the ps3 version or tried enough. Probably
they wanted to move on to their next project.
Yeah, yeah, fancy pants. We get it, they could have done better. They always can. Why do you think the only people that give games a 10/10, 100% or 5/5 when giving a re/preview are total schmubs who don't know anything about games in the first place.
Everyone knows that it could have been better and that it could have been polished. But, excuse me, Mass Effect 2 on the PS3 was the best version of Mass Effect 2. Why? 'Cause I say so, that's why. No, but really, it's true.
You can say they could have done a better job, but they most likely did a better job than most game-development companies ever did. As you can see, they are one of the few, -ACTIVE-, ones that actually create patches, stay in tune in a social and linked way. Not in a, once so often, bulletin post on the front page.
It was not unstable, I played that game (yes I am an addict) for 30 hours straight. On a PS3 that has been 1 day older than the first PS3 ever created, and I NEVER overheated. If your PS3 is overheating, than you just don't know how to handle your electronics.
There are no perfect games. There never are, because if there were, then we would all be dead and aliens would have taken over the world. They'd create a game that would be perfect to our eyes but a 2/10 to theirs. Giving a shooter a 10/10 doesn't mean it's perfect. Maybe to that person, but not to that one person that hates shooters who would rather shoot himself instead of playing a shooter game.
I'm not good at explaining this, but I think you get my point. Stop ranting him, and give them some credit. Because do you, -REALLY-, deep in your heart... believe that they created these games only because it was their job? I'm sorry, but I can assure you that 95% of the people in the game industry. Do not go into the GAME INDUSTRY, without LOVING or atleast LIKING games.
They will by no means, ever, go into the game-industry without liking what they're doing. Except for that 5%. xD
Goodbye. xD
#15
Posté 14 avril 2011 - 10:51
Pevertse wrote...
It was not unstable, I played that game (yes I am an addict) for 30 hours straight. On a PS3 that has been 1 day older than the first PS3 ever created, and I NEVER overheated. If your PS3 is overheating, than you just don't know how to handle your electronics.
Just because the problem didn't happen to you doesn't mean it's non existant. I understand why you don't share titan's opinion but don't be ignorant, it doesn't make you look any better. Titan has his reasons for being disappointed with this release. While I don't agree with him that we shouldn't give Bioware any credit I agree that Bioware should have done a better job. Am I gratefull to them for bringing ME to PS3? Yes, I thought I would never get to play the series because I wasn't planning on buying an Xbox. Am I happy this game is so unpolished? Obviously no, I am dissapointed, especially after going through a similar experience with Bioware's Dragon Age Origins. I really thought Bioware would take the PS3 platform seriously this time. I certainly wasn't expecting things to get even worse. Call me an optimist but I believe that ME3 is going to be better and we'll get a fully functioning game. Thanks Bioware, you gave us ME2 on PS3, it's not working as advertised, but atleast it's here and I hope you guys now know how to make a PS3 game properly. I am excited for ME3 but I won't be buying it without checking these forums first. Having said all that, I want you guys to know that I bought all the available DLC for ME2 on my PS3 even though it has so many issues, I hope this shows that I'm not here to hate on Bioware, I love their games and want to support them. I want Bioware to know that they can have loyal fans on the PS3 platform too. What I expect in return is that our games be given the same amount of care and support as the other platforms. Thanks again, Bioware.
Modifié par GFX1989, 14 avril 2011 - 11:06 .
#16
Posté 15 avril 2011 - 01:43
If it was just cut & paste like some wish (especially the developers), then a robot or intern would do it, an oversight engineer would skim over the documentation to make sure process was done properly then sign off on it.
Those of us who are engineers and coders, no matter where we work, take pride in our work and to see it ONLY griped about (even if there is just criticism due) hurts. Especially if we're working our tails off trying to fix it.
The PS3 porting team is made up of humans who are paid because they need to and earn it, but do the work because they are proud of it. Both at a professional and personal level. They must be.... else they'd be working elsewhere.
Give them a thanks for the good work they HAVE done and that we HAVE seen helps.
So, thanks BioWare.... now get cracking on that patch
#17
Posté 15 avril 2011 - 04:07
#18
Posté 15 avril 2011 - 04:11
#19
Posté 15 avril 2011 - 05:56
#20
Posté 15 avril 2011 - 11:53
titan_warrior wrote...
UJN wrote...
Few games are given enough development time to be polished enough, but Bioware has at least released patches to fix some of the problems. Audio issues can be, according to what I've heard, hard to fix through a patch, but I'm sure they've tried. I can't really understand how the issue wasn't taken care before the game was released, since it's not exactly hard to notice if you play the game for more than an hour. It is however possible that the issue is the result of some unfortunate last minute changes or that it showed up late in development and they just couldn't find a good way to fix it.
I really appreciate that they've taken the time to bring the game to the PS3, since I wouldn't have played it otherwise. From what I've read, the PS3 version seems to be technically superior to the 360 version and since games ported from 360 to PS3 usually ends up being far worse, I think that Bioware has made a great job.
First of all let’s talk about programming...
...Therefore the ps3 version has
both more semantic errors and performance issues than the x-box 360 version, so
although it uses the latest version of the Unreal engine 3, the ps3 version is
inferior (as a program) in comparison to the xbox version. The question is can
an AA game have so many issues together and whether these issues are so
important that can either destroy the overall experience or transmit
frustration to the gamer. Are these issues justifiable for an AA game, no
matter what the difficulties the development team faces during development?
...
The initial version was smoother but also unstable, leading to many crashes. This
was caused due to overheating (temperature reaching red) which was very
dangerous to the ps3 life span. The patched ps3 mass effect 2 versions where
more stable (less crashes) but the overall performance worsen. This means that
the game was initially built to exploit only certain ps3 microprocessors and
when Bioware changed the code for stability reasons, ps3 couldn’t handle it so
the game became more erratic with many slow downs. Of course I am not inside
Bioware so I can only make logical assumptions.
Now let’s
conclude.
...
Now I don’t know if the game is really buggy because it uses Unreal engine
3 (ps3 unfriendly engine), because it is published by EA (and therefore the
development timeline is short and tight), because it is a port from xbox 360
(which is always a difficult process), because the game was initially built in
a way that drastic changes are needed for it to be fully functional on the ps3,
because Bioware was for decades a pc developer and therefore the development on
a ps3 is really a bizarre process for them (so there is a lack of required
knowledge of ps3 architecture), whatever the reasons are (probably there are
more than one factors that led to this result) there is no doubt that the game
is extremely unpolished. I can accept some audio lag, some graphical glitches,
some collision detection issues and some frame rate inconsistencies. What I
cannot accept though is an AA developer (Bioware) advises the gamers not to
play for a long time because this can lead (they didn’t by the way dare to
explain it) to ps3 overheating and hence to (performance) crashes and possible
corruption. This is unacceptable and shows how unstable the final version was.
Truly Bioware, was this the best you could do? I personally doubt it. I don’t
think that Bioware truly cared for the ps3 version or tried enough. Probably
they wanted to move on to their next project.
I don't think anyne has claimed that the game lacks issues. In my point of view it's completely irrelevant what causes the issues (and I don't really understand why you decided to write an amazing amount of text to describe what most of us can figure out ourselves). The real question is why the issues haven't been taken care of, and since it's impossible to know the answer (if you don't work for Bioware), it all comes down to speculations.
I can understand that some people sees the glass as half empty, cursing at Bioware for releasing a game with so many issues. This thread, I believe, is more for people who, like myself, prefer to see the glass as half full, thanking Bioware for releasing a game that is great, despite all the issues.
#21
Posté 15 avril 2011 - 02:42
#22
Posté 15 avril 2011 - 04:04
titan_warrior wrote...
The irony is that I am a big fan of Bioware, having played in the past many of their (pc) games. But Bioware must know that a big fan has high expectations. I didn't just wrote a detailed text, I tried to explain myself, to express what I truly believed and why. I hope that they have learned their lesson and mass effect 3 will be more polished.
I too hold Bioware to a higher standard and to see less really makes me sad. Hoping Mass Effect 3 is going to blow us away.
#23
Posté 15 avril 2011 - 04:26
I was the only game I wanted to play that the 360 had (I eventually played the first on PC) and now I am complete...until ME3.





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