Arijharn wrote...
Forgive me for this rant, but you know what irritates me arguably the most on these forums? How people say things are 'badly designed' because of it's 'console roots.' This is the most asinine statement I've ever seen on these forums, programmatically speaking the xbox360 has a lot of things in common with a PC (and sure you have to change things like input devices etc) but... rwoar!
Actually, one could make a convincing argument about things being designed better because of having to work within the xbox's limitations. ME2 and DOA both for instance don't eat up hardware like other PC games while still looking very good. If not for parallel development, I doubt I could play ME2 and DAO in the highest resolution on a rather old 8800GTS, even if overclocked to the limit my water-cooled system will allow.
Having said that, one thing which has almost disappeared since parallel development got to be the rule is intricate world and interactive elements. It seems they're slowly coming back, but you see the heritage in the ME games. Since graphics elements have to be easily recognizable on an SDTV, they must have a certain minimum size. That leads to a certain blockiness in world and interface elements. DAO on the PC doesn't have that blockiness, but all the KotOR games had it and both ME games still have it. You notice it in the overblown size of all interactive world elements, things you can pick up and interface elements, in the low-polygon rooms, the way many things are texture where you'd expect a 3d realization. It sure makes for a less hardware-hungry game, but if you have a history as a PC gamer this is something you will notice you've lost. Thus I do say that game worlds in PC games have become less graphically convincing since games began to appear for both consoles and PCs.
Forgive me for posting something very OT. I'll get back to Miri at once.
Modifié par Ieldra2, 17 février 2010 - 09:05 .