That all depends on what level you play. Could be OK for the average pub player. I played competitive Q3A/4 back in the days and you would've been absolutely slaughtered playing TDM or CTF with a pad. Plus certain weapons like the shaft, plasma gun etc. that require a steady, accurate aim following/leading your fast moving/jumping/crouch sliding target would've been rendered positively useless in such an environment. I also don't think you'd be able to rocket jump, strafe jump etc. efficiently using a pad.playoverwork said:...I'm not arguing that sticks slower, but it's hilarious how much better kbmers think they are. Spatial awareness and establishing positional advantages are just as crucial in FPSes as your twitch. If Quake and UT had quickturn buttons (either 90 or 180degree versions, preferably 90 in either direction), I'd play them too. Planning to buy Rage at some point, and appreciate that they have an elaborate alternate interface for modern gamepads. I've watched people play it with kbm and saw no sacrifice - their in-game interface appeared to be fine.
At least what we consider traditional/hardcore/etc. gaming.Ysiadmihi said:Gaming in general is going to decline because of this, not just PCs.
Risible said:Dear PC gamers,
Thanks for making us popular and loads of cash. Now go fuck yourselves.
Love,
-Carmack
XXOO
Ysiadmihi said:Gaming in general is going to decline because of this, not just PCs.
Risible said:Dear PC gamers,
Thanks for making us popular and loads of cash. Now go fuck yourselves.
Love,
-Carmack
XXOO
Thunderbear said:Erhm, how about they are a company that's evolving with the market? When you invest $30 million dollar into a game, you want to see a return. You need to sell close to 1 million copies to break even (after MS/Sony gets their cut, and Gamestop/Amazon gets theirs), and few PC only games do that. Now if you also want to make a profit to be able to take more risks on future projects you don't want to just break even.
Don't hate them for wanting to continue to thrive.
Yeah, well that is something I don't understand at all. Maybe they thought car multi would make it stand out of the crowd more but while the car mechanics are workable in terms of FPS they certainly do not lure me into playing the multi.Curufinwe said:If id really wanted to focus on the consoles with Rage then the lack of any sort of FPS multiplayer is a huge mistake. I don't see Rage doing any sort of damage in the October NPDs, not with Batman and Battlefield and even Dark Souls and Forza 4 to compete with.
EmCeeGramr said:Wait, you're not John Carmack! *peels away imposter's wig, long raven tresses flow forth*
hehe. the deus ex human revolution team should definitely revisit daikatana and see if they can actually make a good game sticking as close as possible to romero's fever dream concepts. eidos could have their syndicate nemesis right there. with actual "squad" mechanics :Oakira28 said:NOOOOOOOOOOO
DaiKatana2 : GodSword Reckoning - Q4/2012 for Xbox PS3 and WiiU.
They could have made a profit on the PC version alone. Instead they saw it as a worthless platform and put out this mediocre port. I assume most people bought this game based on the iD name alone (expecting a great PC version) so they probably got a huge rush based right off of that and then probably a decline after news of "hey if you have ATI you probably should not get this game" came out.Thunderbear said:Erhm, how about they are a company that's evolving with the market? When you invest $30 million dollar into a game, you want to see a return. You need to sell close to 1 million copies to break even (after MS/Sony gets their cut, and Gamestop/Amazon gets theirs), and few PC only games do that. Now if you also want to make a profit to be able to take more risks on future projects you don't want to just break even.
Don't hate them for wanting to continue to thrive.
And fucking up the PC release of Rage help them achieve that goal in what way exactly?Thunderbear said:Erhm, how about they are a company that's evolving with the market? When you invest $30 million dollar into a game, you want to see a return.
Don't hate them for wanting to continue to thrive.
Companies have limited bandwidth, you can't fuck up the console versions, the first parties can fail you at cert, it costs time and money. You can put out a PC game in practically any state. They could have delayed the PC version, but that'd piss people off too, and it'd hurt the effectiveness of marketing the PC version with the console versions, so it'd most likely hurt sales too.Refreshment.01 said:And fucking up the PC release of Rage help them achieve that goal in what way exactly?
Sorry, i don't swallow any excuses for this one. A game from a company with heavy PC background that got the luxury of aStuBurns said:Companies have limited bandwidth, you can't fuck up the console versions, the first parties can fail you at cert, it costs time and money. You can put out a PC game in practically any state. They could have delayed the PC version, but that'd piss people off too, and it'd hurt the effectiveness of marketing the PC version with the console versions, so it'd most likely hurt sales too.
Thunderbear said:Erhm, how about they are a company that's evolving with the market? When you invest $30 million dollar into a game, you want to see a return. You need to sell close to 1 million copies to break even (after MS/Sony gets their cut, and Gamestop/Amazon gets theirs), and few PC only games do that. Now if you also want to make a profit to be able to take more risks on future projects you don't want to just break even.
Don't hate them for wanting to continue to thrive.
Risible said:Dear PC gamers,
Thanks for making us popular and loads of cash. Now go fuck yourselves.
Love,
-Carmack
XXOO
Where's the :lol smiley when you need it? They didn't even offer those improvements to the PC-users until the 1st post-release patch."You can choose to design a game around the specs of a high-end PC and make console versions that fail to hit the design point, or design around the specs of the consoles and have a high-end PC provide incremental quality improvements," Carmack replied. "We chose the latter."
Thunderbear said:Erhm, how about they are a company that's evolving with the market? When you invest $30 million dollar into a game, you want to see a return. You need to sell close to 1 million copies to break even (after MS/Sony gets their cut, and Gamestop/Amazon gets theirs), and few PC only games do that. Now if you also want to make a profit to be able to take more risks on future projects you don't want to just break even.
Don't hate them for wanting to continue to thrive.
Thunderbear said:I strongly disagree but who knows. I hope to serve you crow in a few years time when gaming is still thriving and we are not all playing Angry Birds or whatever you are getting at.
Games like Rage, Uncharted, Halo, Gears, COD, Resistance, Killzone are still going to be around for the foreseeable future... There's too much passion for video games. Evidence is sales in my opinion. Top quality production games haven't slowed down in sales and I doubt Infinity Blade or ports of old Snes games on the iPad are going to change that.
Gattsu25 said:Where's the :lol smiley when you need it? They didn't even offer those improvements to the PC-users until the 1st post-release patch.
Warm Machine said:However the Quake titles were an unfocused mishmash of high technology experiments each a step behind a competing title released at the same time
Warm Machine said:Even if it was a 50% PC 30% Xbox 360 20% PS3 breakdown the consoles are still responsible for 50% of the total revenue the game makes. That means half of the money brought in is directly due to designing and developing for mainstream consoles. Until these numbers slide to a point where it is too much cost versus income to build a console version off of a games design due to its required vision this will continue.