Cooper42 wrote:The problem is, on a commercial basis, the PC presents a number of hurdles.
First off, a PC may cost a little. Checking your game works on 80-90% of the PCs used for gaming around can cost a bomb if you want to be pushing graphical / processor heavy games (and bar a few exceptions, it's no secret that PC games sell themselves on either ultra-real or inventive graphics, or expectional AI etc.)
It's still cheaper to make a few basic common setups than it is to buy a single PS3 devkit. Hell, if you want to know what kind of hardware gamers have, walk towards the handy stats that Valve do:
http://www.steampowered.com/status/survey.htmlFrom those stats, you can build a collection of machines that reflect the most common hardware setups. If your game works on those, it'll work on 98% of the systems that play your game. 1% is docked for accuracy, and the final 1% is the percentage that you must provide after-sales support for.
Cooper42 wrote:The PC market tends to be much smaller. With PC gamers less prolific in buying games. Console owners tend to buy more games per person, and they tend to retail for more.
*chokes* The main reason console games retail for more is because the console manufacture makes a loss on each console sold. In order to claw back this loss, the games are marked up so that if enough of them are purchased, they break even. PC game developers don't have to worry about loss on the sales of computers, they just need to make sure they turn a profit on their game.
Cooper42 wrote:Additionally, PC games often require at least some after-release support in the form of patches. Work done without payment. Unless it's in the form of 'expansions' of Oblivion-style charged-for add-ons
And surprisingly now do console games. The fact that the current gen of consoles have a HD is almost purely down to the idea of being able to patch the game after release (and it's already happened with a few games)
Cooper42 wrote:Finally, PC games tend to be hit harder by piracy. There's only so much which can be done to avoid it.
Indeed, but you can't say that consoles are immune from piracy. Consoles just have something greater to worry about, hardware hacking.
Cooper42 wrote:It's not that making games for the PC isn't viable. It just seems that making games only for the PC is getting less and less financially viable.
Ha. If you really believe this, then I'm shocked. If it's getting less financially viable, then you'll see companies stop deving games for the PC. So far I've seen nothing to show this. Hell, if that were the case, Valve would make HL2:EP2 console only. God help them if they decide to do that...
Cooper42 wrote:My greater beef is with casual games such as the Sims and film-tie-ins, and the cheap flash-based games (albeit with the occasional excellent one around). They're cheap to knock out, often sell far in excess of technically and gameplay richer games, and do little to push boundaries and allow creativity, which is what PC games have a rish history of taking the lead on.
Uhh. The Sims 2 itself, excluding the cash-in expansion packs, was a decent game. It's *still* in the top 10 PC games chart. You name a console game that is still hanging in the top 10 more than 100 weeks after it's release?
NeoThermic