Hell make 5 for PC!!
PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
Well even this is better than no PC version at all. PC community can fix a lot if the game is good.PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
Can't say I would give a damn, quite honestly.You know what now Sega property would be cool to see on PC? Catherine.
*OR* -and I know it may sound crazy- they could also not screw things up and make a good job, not putting arbitrary restrictions for the sake of it.PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
*OR* -and I know it may sound crazy- they could also not screw things up and make a good job, not putting arbitrary restrictions for the sake of it.
Capcom and Square Enix (especially on the EIDOS side), quite consistently.How many Japanese developers have actually done this with their PC ports?
Or, you know, they could just make a decent port. It's not that hard, comparatively miniscule companies manage to do it. I mean, look at Ghostlight -- they outsourced a port (Agarest) to what is essentially a (western) cellphone game company and it had all the features you'd expect.PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
To be honest, I wonder if this is Japan's "well, we'd rather make no money from the west" attitude kicking in. It honestly feels like a lot of the PC ports we're getting are grudging admissions by executives that the platform is actually popular outside of Japan, so the publishers do the bare minimum possible.Or, you know, they could just make a decent port. It's not that hard, comparatively miniscule companies manage to do it. I mean, look at Ghostlight -- they outsourced a port (Agarest) to what is essentially a (western) cellphone game company and it had all the features you'd expect.
If Japanese companies truly are incapable of that (something I still refuse to believe) then by all means, outsource it to some cheap eastern European software company. They'll do a good job.
Supporting all resolutions is one of the most basic graphics features that PC games should have, and in the case of MGR:R, the weird way it detects resolutions seems to even be causing some issues to some users (like, detecting a low refresh rate like 50Hz or 24Hz, resulting in the game being locked at 50 fps or 24 fps).PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
SEGA Shanghai, they handled the ports of Sonic Adventure DX (2011), Crazy Taxi, Space Channel 5 Part 2, SEGA Bass Fishing, Sonic 4 Episode 1, Sonic 4 Episode 2, Sonic Adventure 2 and NiGHTS Into Dreams.
They've been getting better, but they're first porsts were quite terrible.
Sonic Adventure DX, Crazy Taxi, Space Channel 5 and SEGA Bass Fishing, these 4 can only go up to 1280x720, and in the case of Sonic Adventure DX, the internal resolution is locked at 640x480.
There's pretty much no graphics settings for these, but anti-aliasing can be forced through drivers (AMD cards) or through Nvidia Inspector (Nvidia cards).
In SADX this only works at 640x480, so I assume the other 3 games it only works at 1280x720?
Sonic 4 Episode 1 and 2, these could be displayed in any resolution, but they were locked internally at 1280x720. There were alot of complaints about Sonic 4 Episode 2, and eventually a patch was released to improve the resolution support.
As with their early ports, there's pretty much no graphics options, anti-aliasing can be forced through drivers/nvidia inspector, though it only works at 1280x720 for Episode 1, and it only works in 16:9 resolutions for Episode 2.
These games don't handle well framerates below 60fps, Episode 1 slows down, Episode 2...speeds up? I only tried to lock these at a few framerates using an external tool, but out of the framerates I tried, only 30fps seemed to have no issues, so someone with a weaker PC would have to use an external tool to lock the framerate at 30fps.
Sonic Adventure 2 and NiGHTS Into Dreams, they learned from the backlash from Sonic 4 Episode 2, these games support and run at any resolution, there's no internal locks and there's even no black bars at 16:10 resolutions.
Still no graphics options, but anti-aliasing can be forced through drivers/inspector.
Framerate is locked at 60fps for Sonic Adventure 2 and it's strangely locked at 29fps for NiGHTS. In both cases, if the framerate lowers, the games slow down.
Devil's Details handled the ports for Virtua Tennis 4, Sonic Generations and Binary Domain. Graphics wise there's nothing much to say, each of the games have decent resolution support (though there's black bars at 16:10 resolutions in Binary Domain), a few (though not many) graphics options and framerate that, while limited at 60fps, doesn't slow down the game when it lowers.
Sonic Generations and Binary Domain have issues that ended not being patched though. Sonic Generations crashes very often in the online mode (this issue actually got worse with the final patch that was released), and Binary Domain has very weird mouse acceleration.
Blit Software (now BlitWorks) handled the ports of Sonic CD and Jet Set Radio.
Good resolution support, Jet Set Radio has an option for MSAA, but framerate wise, Sonic CD is locked at 60 fps and Jet Set Radio is locked at 30 fps. These games slow down when they go below their max framerate (60 for Sonic CD, 30 for Jet Set Radio).
Hardlight Studio handled the port of Viking: Battle for Asgard. Resolution support is kinda weird, has a list of recommended resolutions, but non-recommended resolutions can also be used.
I don't have much experience with this game, barely tried it (though I intend to play it someday), tried putting it in a non-recommended resolution (1440x900), but, while the game itself looks fine, the text doesn't, so I guess using one of the recommended resolutions is better for this game.
Framerate wise, it's locked at 30fps, and going below 30fps slows down the game.
Modern Dream handled Typing of the Dead Overkill, haven't played it much, it seems to have limited resolution support, but otherwise it seems to be a decent "port" (not sure if calling it just a "port" is correct though, the typing mode is exclusive to the PC version after all).
This team was lucky to even be able to release the game though, taking this into consideration this was a quite good effort.
There's also developers who port their own games to PC, like Sumo Digital. While the first All Stars Racing game has some framerate problems in certain graphics cards (especially AMD cards), All Stars Racing Transformed is a really good port, Sumo Digital even put some extra work after release to support old graphics cards, like the Radeon HD3000 series.
Have there been any new developments or news from Sega regarding this? After seeing MGR selling well on Steam, they'd have to be crazy not to look into porting other Platinum games over to PC.
Or, you know, they could just make a decent port. It's not that hard, comparatively miniscule companies manage to do it. I mean, look at Ghostlight -- they outsourced a port (Agarest) to what is essentially a (western) cellphone game company and it had all the features you'd expect.
If Japanese companies truly are incapable of that (something I still refuse to believe) then by all means, outsource it to some cheap eastern European software company. They'll do a good job.
Awesome, I'll be sure to sign once it's up. Hopefully we can get 100k+ signaturesSega community manager responded and said they passed around word to the appropriate people after the Twitter campaign.
He also recomended a petetion as that will directly show demand to the Sega executives. I'll be putting up a petition on Monday. I was going to try to get one up this week, but I've been busy and Metal Gear Rising came out yesterday.
I said this in another thread, but why don't they recruit help from western studios/devs that have previously worked with the publisher? Send a team out to help them get that last 5-10% of the port right and teach them. I know the games industry is strange, but that seems like a no brainer from my perspective.
Language barrier would be my guess.
Its hard to just throw people onto a project last minute with an engine they had never seen before. Would be better off hiring from a consultant from a Japanese studio with experience.
I wonder if it's still possible to get Blazblue on Steam. That would be really nice. It's one of my favourite fighting games.
Or just recruit Durante?I said this in another thread, but why don't they recruit help from western studios/devs that have previously worked with the publisher? Send a team out to help them get that last 5-10% of the port done right and help teach the Japanese devs a bit. I know the games industry can be strange, but a move like that seems like a no-brainer from my perspective.
Yeah, that's great there's awareness of it within Sega. This is probably the best time to do it as well, because they'll have visibility of the popularity of these sorts of games with MGR having just come out.Awesome, I'll be sure to sign once it's up. Hopefully we can get 100k+ signatures
I wonder if it's still possible to get Blazblue on Steam. That would be really nice. It's one of my favourite fighting games.
Seriously, what honestly makes you believe that Sega will bring a PC port of Yakuza 5 to the west, when they couldnt even be bothered to port the PS3 version over? I would really like to hear your reasoning for this.
Who do we have to kill to get Gunstar Heroes on Steam with co-op, badges and achievements?
Hopes? That is what this whole thread is about no? What makes anyone think Sega will port over Valkyria Chronicles? I don't think they will, I'd be happy if they did though.
http://store.steampowered.com/app/71117/?snr=1_7_15__13
How about a Christian Whitebread or M2 port update with the things you listed.
I just drop by to say that some of the mentioned ports are locked to 30fps because of limitations imposed by someone. I won't go into specifics.
Or the port will be great and the game simply won't sell well, look at Sonic & Sega All Star Racing Transformed as an example.PC ports would be great, but it'd go something like this.
???: Wow, I really wish we'd get those amazing console games on PC
???: WOW THIS PORT IS SHIT. LOCKED TO 1080P? WHAT AN ABYSMAL RESOLUTION I CAN'T BELIEVE THEY TREAT PC GAMERS LIKE THIS.
Just like MGR:R.
As far as I know Sega never complained about Sonic ASR Transformed on PC and that's actually the single version they are constantly updating.
Anecdotally almost one third of my friend list (200 persons) own the game.
Any source to label it as a failure?
Or the port will be great and the game simply won't sell well, look at Sonic & Sega All Star Racing Transformed as an example.
It was a fantastic port, it runs on very old hardware, it was well supported (as someone else mentioned, the devs even spent time making a new rendering method for even older cards post release), it released at half the console price + had a 10% discount on top of that for pre-orders (in fact you could get it for about £15 at release via GMG), it had/has great online modes and loads to do elsewhere (the world tour mode is fantastic).
And despite this at release (and for some time after this) it sold badly (it never broke 1000 players average and it went under 100 players average very quickly), it took 2 free weekends and multiple 75% off sales and even a charity tie in in order to actually get just an OK player count.
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When it comes to getting more posts, it really helps to buy the games they've already ported (more so for the games that got a really good port).
I never really labelled it a failure, but I wouldn't have called it a success either - I would label it as doing just "OK", I said the game at release didn't sell well (this is based on player the stats at the time - they weren't exactly great) and it didn't pick up reasonable numbers until multiple free weekends, multiple 75% off sales and a charity tie in happened.As far as I know Sega never complained about Sonic ASR Transformed on PC and that's actually the single version they are constantly updating.
Anecdotally almost one third of my friend list (200 persons) own the game.
Any source to label it as a failure?
I never really labelled it a failure, but I wouldn't have called it a success either - I would label it as doing just "OK", I said the game at release didn't sell well (this is based on player the stats at the time - they weren't exactly great) and it didn't pick up reasonable numbers until multiple free weekends, multiple 75% off sales and a charity tie in happened.
http://steamcharts.com/app/212480#All
This is the stats for the game since release, you can clearly see when the sales and free weekends happened (look at the peak players for the 1st few months - it didn't even break 1000 peak).
Stating that "lots of friends own it" now doesn't mean anything really (as the sales have already happened), the game seemed to have sold most of its copies on PC during the huge discount sales (which is a dam shame as it deserved a lot more sales at its default price of £20).
But then we did this different experiment where we did a sale. The sale is a highly promoted event that has ancillary media like comic books and movies associated with it. We do a 75 percent price reduction, our Counter-Strike experience tells us that our gross revenue would remain constant. Instead what we saw was our gross revenue increased by a factor of 40. Not 40 percent, but a factor of 40. Which is completely not predicted by our previous experience with silent price variation.
"It's not uncommon for our partners to see [a] 10-20 times revenue increase on games they run as a 'Daily Deal.' Some titles really take off and see as much [as a] 70-80 times increase in revenue," Holtman said.
Is there a catch?
Despite the fact that Steam sales mark games down to just a small fraction of their usual price, the developers we spoke to don't think these promotions are devaluing games at all. Based on the data they've seen, Steam sales have only been a good thing for their business.
Sure, players will jump on the chance to buy a game for $2.50, but the developers have found that Steam consumers are still perfectly willing to pay full price for a game once the sales are over. The "race to the bottom" we've seen on the mobile markets just doesn't seem to be there on Valve's platform.
"While some may argue that [major sales] contribute to an industry-wide price deterioration problem -- where smartphone games have made people unwilling to spend more than $5 on a digital game -- [Steam sales] are a bit different," says Ken Berry, the executive VP of XSEED Games (Ys Origins, Ys: The Oath in Felghana).
"Rather than looking at it as a 'lost sale' when people wait for these Steam discounts, I think it needs to be viewed as reaching out to a new customer that never would have purchased your game otherwise."
Valve's Holtman says he's never noticed any negative consequences from these promotions. Instead, most games still see positive trends in their sales numbers well after the discounts are over. At the very worst, a game's sales will just revert back to what they were before the promotion began.
And of course, it's not only about generating more sales. Sometimes, you just want to make sure that people are playing your game in the first place, so they pay attention when you're building excitement for whatever comes next.
As Toxic Games' Daniel Da Rocha (Q.U.B.E.), puts it, "[When people] have the opportunity pick up a copy for next to nothing, this only grows the fan base around the game, so when we release new content or future games, we have a large community already there to market to."
Sales of Q-Game's PixelJunk Eden during the Steam holiday sale doubled the developer's annual income, according to tweets from designer and programmer Dylan Cuthbert.
Platform puzzler PixelJunk Eden, the third title in the PixelJunk series, was featured in Valve's annual two-week run of holiday game discounts for $0.99. The game was chosen by the Steam Community in a User's Choice poll determining what game would go on sale at 90 percent off.
To add to that, "Cook, Serve, Delicious!" sold 20K in the 8 hours it was on the flash sale (75% off), yet the maximum concurrent players peak of the game is a "mere" 1,443, which represents under 10% of the sold copies just in that period of time (even less if you count life-time-sales).Again, this type of game doesn't really speak to the PC demographic. It took word of mouth on the quality of the game and the port to spread in order to generate sales.
Something like that takes time.
Doesn't matter what the price is, the game is still generating a significant amount of revenue.
I really dislike this argument, its a perception problem that just doesn't hold up in reality.
I pointed them out for both reasons, I posted them as issues, but also posted them as reasons for framerate caps. I'm aware that in situations like that, where the game slows down/speeds up depending on framerate, not much could have been done.Awesome summary, ezodagrom. You're only pointing out the cases where framerate drops slow down the game to offer explanations for the caps more than to treat them as issues on their own, right?
Oh god a Christian Whitehead version of Gunstar Heroes would be AMAZING. Now you've implanted that idea in my head, I hate you.http://store.steampowered.com/app/71117/?snr=1_7_15__13
How about a Christian Whitebread or M2 port update with the things you listed.
Sales of Q-Game's PixelJunk Eden during the Steam holiday sale doubled the developer's annual income, according to tweets from designer and programmer Dylan Cuthbert.
Platform puzzler PixelJunk Eden, the third title in the PixelJunk series, was featured in Valve's annual two-week run of holiday game discounts for $0.99. The game was chosen by the Steam Community in a User's Choice poll determining what game would go on sale at 90 percent off.
It can't be used as an example because we all know what the result will be of a hypothetical situation you've just invented?It is not really worth mentioning that as an example, we all know that Q-Games would have gotten more revenue if they ported it to PS4 and charged $5 for it.
It can't be used as an example because we all know what the result will be of a hypothetical situation you've just invented?
Are you referring to previously completed ports, such as Jet Set Radio?
Or some of the ones referenced in this thread that don't have ports yet, such as Bayonetta, Vanquish, or Valkyria Chronicles?
Question, because both nextgen systems are basically PCs can we expect more PC ports for nextgen. The reason I ask this is because I switched to PC gaming quite recently, still plan to buy a PS4 in the future mainly for exclusive games and online multiplayer games.