03/10/2008 | 11:31 AM
By Admin
Don't worry, I swear I don't have a flaming digital arrow nocked and aimed at PC gaming's hypersensitive heart. Insert stuff about me loving my PC and PC games (yada yada) here. It's just that this morning, I was reading an interview with Unreal creator Tim Sweeney (the one-time "alternative" John Carmack) over at TG Daily and it got me thinking about how increasingly backwards the traditional PC games industry looks. Backwards, because at least in terms of the way it's covered by the press and marketed by its purveyors, it's weirdly front-loaded.
Front-loaded, because...
...the majority of PC games media coverage is enthusiast-oriented, e.g. male and niche focused, despite more PC gamers being statistically casual and female. In the old days when almost no one had a PC, it made sense -- PCs along with PC gamers were certainly niche. But anymore, finding representative press coverage of PC gaming is like looking for general entertainment news, e.g. Entertainment Weekly or People when all you can find on the shelf are copies of Cinefex.
...that coverage almost universally presents new games in a way that trumpets the futurist aspects -- still largely visually-focused -- that only a fraction of the actual PC gaming populace will ever functionally experience on their median-grade PC.
Consider Sweeney's response to the cost of "stunningly expensive gaming rigs":
There are many overpriced computers out there. It's like sports cars. They are everywhere, everybody writes about them, but there are only a few who can afford them. There isn't a great amount of people that will spend large amounts of money on that. In the case of PCs, they mostly don't deliver that amount of performance that you would expect to justify that cost. You pay twice as much money for 30% more performance... That is just not right.
And here, as they say, lies the rub. Sweeney's right, but he's also missing a crucial point.
He's right in that the cost of the PC hardware necessary to run a game like Crysis smoothly at the level of detail with which it's been shamelessly marketed really is preposterous. To this day, a tiny fraction of the total PC gaming populace has played Crysis at anywhere near detail settings worthy of the hype that game engendered for over a year courtesy developer Crytek, publisher Electronic Arts, and just about every game media site wiling to drool in tandem. Scan any related games forum right now, and you'll see that most people still haven't experienced the Crysis we saw in preview videos and montages slathered everywhere leading up to its release, and unless that majority revisits it in a year or two with new hardware eyes, they probably never will. In summary, the disconnect between median gamers and cost-to-do-business at a level that fulfills the marketing hype is horribly, deleteriously broken.
The critical point Sweeney misses, in my opinion, lies with the way game developers approach and/or intellectually subsidize game-oriented PC hardware cycles. Let's talk tough truths here. First-tier game developers like Sweeney tend to treat game design like it's the world's tallest mountain and hey-get-out-of-my-way, they just have to climb the thing...until the next tallest mountain comes along, at which point they do it all over again. That's all well and good in an experimental physics lab, or somewhere like NASA, but in the consumer market, if your end product only looks like you intended it to on a handful of PCs at time of release, what have you really accomplished? You may have designed the world's most efficient light-rendering path or plugged it into a game that looks better than a Pixar movie rendering in realtime, but it's like the tree in the forest: if virtually no one can play it at its hyped and marketed level -- and note the marketing aspect is key here -- did it even really come out?
Sweeney adds that "Intel’s integrated graphics just don't work...I don't think they will ever work." Well sure, they don't work if you're Tim Sweeney and always hell-bent on making games like Unreal that turn GPUs into whimpering puddles of molten silicon. Those sorts of games are always fun to read about in a preview or to watch in a trailer, but when it's time for the rubber to meet the road, most people don't have the tire tread to even register.
You look at consoles, by comparison, and they lock in a certain level of hardware for a sustained period. Consoles force developers to be innovative with the tools they have, to compete on a more or less level playing field with their peers. Consoles instantly equalize gamers -- no more nerdy hardware envy. And guess what: consoles are pretty much PCs in terms of their internal components. We just call them consoles as a point of reference. They're really just "locked-in" computers, and judging by international sales figures, all that adds up to "way more appealing" to the average generalist gamer.
Developers need to stop looking at the PC as an infinitely scalable platform, and publishers need to to stop selling us games we can't play...at least not the way they're marketed.
Final note: To anyone who thinks I'm just making an argument for dumber games in terms of embracing the growing casual PC games element, I'd say firstly that -- sorry to break it to you -- "mass appeal" is a factor in any growth industry, and second, that you need to also make absolutely certain that you're not mistaking complexity (of whatever sort) for intelligence and depth. Some of the smartest, most artistic, most enjoyable games I played in 2007 were in fact casual indies from studios with shoestring budgets.
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