OscarMalory said:
We're about to ship a game soon which supports split-screen on 360, but not on PC.
I assume we're talking here about the setup where one player uses the PC controls (mouse + keyboard), and the other uses a plugged in Xbox 360 controller.
One thing that's not zero-effort about this is the need to properly display both sets of on-screen hints ("press A to continue" vs "press Space to continue"); the other is the need to optimize/tweak the renderer for the very different workload of splitscreen - I'm glad we only have to do it for the fixed platform.
All in all, it's definitely doable, but not like flicking a switch somewhere and it magically works. But there is zero interest from publishers, and therefore the time on the (extremely tight) schedule is better spent improving the game elsewhere.
If its a console focused games then restrict the mode to pad only control. No extra code required.
As for the "tweaks" required, well either leave them out completely (we have the hardware to manage it) or just use the exact same tweaks you've created for the console version. The latter is what SEGA racing does, and like I say, that PC SKU was clearly created on the most minuscule of budgets, they couldn't even get funding for online play. If they can do it, so can you.
The QA costs are a valid reason, I won't disagree with that, but if ypu make it an undocumented feature then they go away as well. So basically, just use all the code and tweaks you've created for the console version already, don't throw them out and the job is done. I'm sure a talented coder could get this up and running within a day. No one is expecting a serious amount of effort and optimisation here, we just want you to stop chucking out the code you've already got up and running on the DirectXbox.
Edit: If there's no consumer interest, then, please, tell me why
the guide to getting the undocumented splitscreen mode in L4D has nearly 1 million views on Valve's forums alone:
http://forums.steampowered.com/forums/search.php?searchid=8060059
So, impressing 1 million potential customers isn't worth one day's wages for a single coder, now is it? Valve didn't even dedicate any development time to this feature at all, you probably don't have to either.