That'd remove the point of having a console. The strength of the console platform is that you can make a semi-expensive "computer" purchase every 6-7 or so years and play every game released on that platform without any worries of having to spend extra money on upgrades. Developers will also be able to optimise their code for the target platform in a way that simply isn't possible for PC since you have to make sure your code can run on pretty much any kind of hardware.neppakyo wrote...
Perhaps make the memory and GPU modular? Like down the line when lack of memory is a problem, the company can release a module upgrade for memory to increase the size.
and so on.. you get my point hehe
That one platform holds the other back isn't new by any means. When the next console generation comes out, it will be the console gamers who complain about lousy PC ports because the PC can't keep up. Then after a while the PC will catch up, until it finally goes beyond the consoles. That's how it's been every generation so far and that's how it will continue. Just the nature of the platforms.
Eh, how is pressing "left, left, left, left, action button" easier and faster than "press radial menu button, hold a single direction, action button"? You confuse me =D Radial menus are awesome, since they make menu navigation pretty much instantaneous.WilliamShatner wrote...
The ability toolbar NEEDS to be brought to consoles.
The radial menu is a pain. I end up only using the six abilities bound to my buttons because I forget about/they're a pain to access the abilities hidden in the radial menu.
Yeah and only a very few set of games supported it. I've always been of the idea that releasing new hardware for a console after a while is doomed to failure, since it goes against the very idea of a console. If you were to develop an n64 game, would you prefer to assume the user has 8mb RAM in their machine and thus be able to sell your game to the, say (I'm making this number up), 5 million n64 players out there... or would you instead develop for the baseline 4mb of RAM to be able to attract the entire 33 million n64 user base? You can't really say 'both' realistically since that'd mean having every texture on the game media twice. In reality that means your game can only be about half as large, or you'll have to ship the game with two separate game media in the same box. That's quite an extra cost to implement two features that are mutually exclusive. Not only printing the media itself - do you want to pay the development cost for this?Brockololly wrote...
Hell, the N64 already had modular memory with the Expansion Pak upgrade:
I was an early adaptor of the extra 4mb RAM of the n64 and I can remember owning a great total of three games that used it. Zelda Majora's Mask which required the RAM, Perfect Dark which only required it for the single player campaign and Rogue Leader where it was completely optional (and hilariously I always ran with the low res textures since the frame rate was better anyway xD).
In this same way, games that require Kinect, require Move, require Wii Motion+, require the Sega CD, require the extra RAM for the n64 are doomed to sell less and thus most games aren't designed with them in mind.
Graphics-wise, I'm inclined to agree, I guess. The console can't run anything better looking than a certain level no matter if PC has higher graphics or not after all. But that line of thinking is dangerous when you're applying it to anything other than texture size or polygon count.neppakyo wrote...
Yeah, it was created with PC in mind first, and scalability for consoles. Just saying all multiplatform games should take the same approach. Everyone would get a better game for it
You can't make a game dependant on having a mouse and then "scale" it for consoles as an after thought, obviously. Just like you can't make a game on consoles and then expect people to be able to hit and/or hold 10 or so different buttons with no finger travel time on PC. You need to take both sides' input difficulties into mind when making a multiplatform game, and limit things on both sides. Or spend exclusive time during development to fine tune the game play to each platform's input devices. That's sadly the inherent weakness in multiplatform games.
I find myself agreeing =) Tetris inventory or weight-based inventory with limitless "slots" in the list, please ^^Sylvius the Mad wrote...
NWN easily had BioWare's best inventory system. That is the standard to which they should aspire.
Lists are bad. Lists are always bad. There's no way to overcome the fundamental problems with a list inventory without abandoning the list format.





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