Good point. Clearly they can get around the network issue if they try, though I don't know how analogous the FFXI/IV setup is to Battle.net.Maybe, but you're forgetting that both FFXI and FFIV are on consoles.
those are the only example I have for MMORPG to exist on console. All other games that I have played are more of local network/system (like L4D series)Maybe, but you're forgetting that both FFXI and FFIV are on consoles.
You are right about the modding issue though.
PC RAM requirements and console RAM requirements are not automatically analogous. Just because LoL requires 1GB of RAM on a PC does not automatically mean that a console would need 1GB of RAM to perform at the same level. The throughput of a system is based on a lot more than RAM.
I'm honestly stunned to that you think LoL could not run, as is, on a current-gen console because of its RAM limitations. Microsoft being asses about connectivity through Live, certainly, (which is a real advantage that PCs have) but not RAM limitations.
Look, the thing that I find truly bizarre about this entire thread is how so many of the folks here think that PC game development is some kind of giant monolith. Where one goes, so shall we all, and all that. It's completely not. If the rising low-cost indie game market is growing, it's not indicative of the PC game market as a whole growing, it's indicative of the low-cost indie game market growing. That's it. It's just as probable that the success of games like LoL could contribute to less money being put into Triple-A PC development as being put into the console market.
That right there struck SUCH a chord with me. It's EXACTLY how I felt in Dragon Age, especially when it came to interacting with my party. If I am too friendly with X, does that mean I can't experience all the content with Y? I am of an age where I no longer have the time to do multiple playthroughs of a 40+ hour single player experience just to see the roads not traveled the first time. Maybe if I win the lottery and can quit my job.In the end it comes down to the same problem I have with all these sorts of open world games. I find them sort of paralyzing. When I meet a group of people in Skyrim and they want me to join their cult or whatever I just freeze up. If I do join it, will I miss out on some cool thing later? If I don’t join it, are they going to have some rad adventure without me? No matter what I choose I feel like I missed out on something awesome. I’m not picking a direction to go, I’m deciding not to go a hundred other directions. Obviously I’m a crazy person but that’s just how these games make me feel. I need a much more directed game experience to have a good time.
but isn't that part of re-playability? I do like things like that cause people can make different choice to have different outcome, but what I don't like is even these kinds of choice, the outcome is the "same" just different slice of ending.If you want a game to tell a story, then there does at some point have to be linearity. But even if you don't necessarily have a story to tell, it still gets extremely complicated to juggle how the events of one action or story arc interfere with/change events and stories elsewhere. Full on open world with unlimited choice isn't actually always a good thing, sometimes it can hurt the gaming experience.
For instance, Gabe said on Penny Arcade last week:
That right there struck SUCH a chord with me. It's EXACTLY how I felt in Dragon Age, especially when it came to interacting with my party. If I am too friendly with X, does that mean I can't experience all the content with Y? I am of an age where I no longer have the time to do multiple playthroughs of a 40+ hour single player experience just to see the roads not traveled the first time. Maybe if I win the lottery and can quit my job.
Don't get me wrong, I like sandbox/open world games, but I don't like having a game decide NOT to serve me content based on past decisions.
Did you see the part where I said that as I'm not 19 any more, I don't have time to play, replay, and re-replay a game that can typically go over 40 hours?but isn't that part of re-playability?
I understand that so many company need to make game cheaper and linear for old folks like usDid you see the part where I said that as I'm not 19 any more, I don't have time to play, replay, and re-replay a game that can typically go over 40 hours?
I might get a couple hours a night to play. Maybe more on weekends, maybe not. A game gets ONE playthrough. One.
Replayability is fine for a game like LoL where an entire round takes at most, 40 minutes. Not 40 hours.
Unfortunately, you're probably right. It's disheartening to know that games are being aimed mostly at the unproductive with tons of disposable income, but I suppose it's only common (business) sense to operate in such a manner. It would also explain why GOOD games are so few and far between, and why there is so many BattleCall: Gears of Halo sequels.You're also not the target demographic GasB.
At that age, I was mostly playing games like Ultima Underworld, Doom, Duke3d, Carmageddon and Warcraft. I got out of consoles mostly after the NES, and didn't get back into them until I bought a dreamcast for my first apartment.Funny thing is, when we were the demographic, in "our day" we replayed the SHIT out of massively linear games. Final Fantasy 1-7, Mario, Sonic, etc.
Which has very little to do with improving industry sales on the PC, but they were trying to link anyway. Easily accessible digital distro has far, far, more to do with it.And i don't think the nVidia people are referring to games that can't be made to run on consoles either, it probably more about games looking better on PC at Max settings etc.
But RAM is important too, and one of the main reasons this happens (also, loading in Skyrim)
A matter entirely of your own opinion. But I agree it's a stupid term. Unfortunately, a lot of the alternatives are dumber. "Hardcore games", "Core Games", "Tent-pole Games". "Premium games" is probably the best, because it admits it's all about money and media presence. But the industry doesn't like that term for that same reason.I mean there are plenty of 4x games that came out in the last few years that weren't labelled Triple A, and they where more of a PC game then any CoD like shooters...
Heh, not exactly. Doom threw you in a level you had to hunt down keys for, which is far less linear than the current crop of "a hallway with cutscenes" FPSes. Ultima Underworld, for it's time, was just as open as Skyrim - provided you found the stairs, you could go anywhere in the Stygian Abyss from moment one (one could even make the argument that the entire Elder Scrolls line is spiritual successor to the underworld games). Carmageddon was the very definition of open... you could completely ignore checkpoints and range over every entire vast level squashing pedestrians, doing stunts and totalling opponents to gain time/win.So other than Warcraft, like I said, massively linear games.
I loved that one too, with the dismemberment cheat code it's endless fun. Light saber throw changes from a weed eater to a blender.It's linear, but the game that always seems to have replay value to me is Jedi Knight 2.
Hey, the original Battlefield 1942 is still the best, especially if you have the Desert Combat mod.I have so many "go back to" games that I love finishing over and over, I haven't finished anything new since 2002
If that's true why does Portal 2 load every 5 minutes...i mean it only took 2 sec for it to do it on my 3 year old PC... so obviously it could have handled larger parts of the levels loaded to memory...Not...quite. RAM is important, but we have far more RAM on everything today than we did when Doom came out. The rise of corridor shooters has more to do with game designers discovering that they could use graphical effects and art to make simple level design look dynamic rather than bother designing more art and effects to flesh out a level that 90% of the player-base won't visit. CoD isn't a corridor shooter because of the lack of RAM on consoles, it's a corridor shooter because Infinity Ward & Activision decided that a gaming experience designed around situational immersion would be more broadly appealing than complex level design. And they were right (sadly, depending your view of it).
Length is only a small part of creating a gaming experience. If it was the primary draw, every current FPS, PC or console, would have a long campaign.Also, considering the lack of length of the SP in CoD games i'm pretty sure that's not what's more broadly appealing... just ask CS, which was way too popular for gaming's good way before CoD.
Frankly i'm more inclined to think that the reason they make the corridor shooters that last less the 5 hours is because they know that 99% of people are buying it for MP, so they can get away with it...Publishers don't make corridor-shooters because of RAM restrictions (though I imagine that could be additional incentive), they make corridor-shooters because it costs less money (primarily in time paid to programmers and QA) overall to design a level in a straight line and they discovered that if you make it "dynamic-feeling" enough, players (as a population) don't see it negatively enough to change their buying habits (possibly the opposite, in fact).
That was kinda my point, to make it look better on the same amount of RAM they had to include more loadingLikely because Valve included higher-resolution textures?
So it's not just WoW's fault...I have so many "go back to" games that I love finishing over and over, I haven't finished anything new since 2002
I honestly don't think that's actually the case at all. I can't remember where I read it, some article somewhere that talked about how only about 30% of CoD players actually regularly played online. That's a HUGE amount of people buying a game for it's single player campaign.Frankly i'm more inclined to think that the reason they make the corridor shooters that last less the 5 hours is because they know that 99% of people are buying it for MP, so they can get away with it...
Regularly being the main word...only about 30% of CoD players actually regularly played online.