Poison_Berrie wrote...
No they design the 360 control scheme and work it out well for the 360.
It's functional on the other platform, but each does not get the same effort. Which was my point. They take a lot of care to get the 360 scheme working smooth, easy and intiutive. But the others just have to do with it working smooth (which I must say is the bare minimum one should expect).
And the strange thing is they do change the powerwheel to not block your view and add power hotkeys, but than can't actually add a few extra keybindings?
I don't understand how it's not intuitive. AWSD to move, shift to power select, esc to go to menu, right click to aim, left click to shoot, numbers for hot keys, r for reload, spacebar for everything else. That's simple, easy, and the basic control scheme pretty much every shooter has. Q and E control companions is basically the only difference. It's really simple and uncomplicated.
From a time where they actually acknowledged that the platforms have controls that do work/feel differently.
When you adapt a PC game to the 360, you don't just stick the PC controls to the buttons/sticks of your controller. They recreate it to accomadate for that scheme.
Why then does this so often not work the otherway around?
Because the PC has about a million extra keys. When you design a game just for the PC, you can add in a whole bunch of extra features with their own keys. When it comes time to move that game to the XBox or PS3, now you have to map all those features onto 8-10 buttons. It generally doesn't work very well. I've tried playing DA:O on XBox, and it sucks compared to the PC. Thats why most of the time PC to Console ports aren't done. Console to PC ports at least have the advantage of knowing you have as many buttons as you need.
But when developing for 3 systems simultaneously, the most practical way to do it would be to design a control scheme that works on all of them from the get-go, and that's what Bioware has done. Once you HAVE that control scheme, adding extra features to it for one platform means extra time and money for THAT platform. Given a limited amount of time and money, it's not suprising that resources are shifted to places that improve the game on all platforms.