Originally Posted by bd2003
You should take a look at the reviews already posted...
This incorrect statement needs to be fixed: "What about exclusive
PC games that don't even have native
controller support, like Diablo 3
Perfect example of just one of many reasons why PCs continue to remain popular. Fan-made patches that compensate for the developer's lack of time, or motivation.
Originally Posted by Blizzard
We currently have no plans to support controllers for the PC version, which was designed with mouse and keyboard in mind. The same logic applies to the console: The PS3 & Xbox 360 version of Diablo III was specifically tailored to be played with a controller and does not support mouse and keyboard controls.
Originally Posted by bd2003
BTW, which games did you work on?
You really had to go there didn't you. If you really
think it makes a difference ...
1. Need For Speed (PS1) UI, bootstrapping the port from PC to PS1, memorycard
2. Majesty (PC) general bug fixing, random number generator
3. Risk (PS2) realtime shadows, everything to do with SPU + IOP which is the Audio and CD ROM sub-systems, optimizations (such as loading, streaming), gamepad, memorycard
4. Star Trek (PC) (cancelled) rendering & UI
5. Disney Princess (Wii) ported the entire engine to the Wii in 2 very-long months, implemented OpenGL on the Wii, data piple taking "raw" data from 3D Studio Max to "cooked" native Wii Big-Endian data
6. Disney Princess (PS2) realtime projected shadows, multi-texture (multipass) support, "Glow" support, New Lighting system, Skinning fixes and optimization (Skeleton Animation), Localization, misc. UI.
7. George of the Jungle (PS2 & Wii) - rendering fixes
8. WonderWorld (DS) - general gameplay, UI, Optimizations (loading, rendering, textures, palette), memorycard, data pipeline
9. Our House (DS) - general gameplay, UI, data pipeline
10. Various C++ & Assembly technical support for PS3 developers (such as Portal 2 for Valve, Unreal Engine for Epic, etc.)
I've been an avid gamer and programmer since the early '80s. I give free UI & Game Design consultation on the side when not gaming, programming, researching graphics such as CUDA on my GTX Titan or working working on my book "Fundamental Properties of Game Design" (When you work with some extremely talented people you pick up the fundamentals of _what_ makes for good and bad game design. The "tech" is largely irrelevant as Minecraft proved.)
I enjoy ALL
Commercial and Indie. The Indies are mostly the only ones doing innovate game play these days. (i.e. Path of Exile -- no gold. items are currency.)
HENCE, the reason I bitch about some pseudo-"gaming" sites that ignores 2/3s of the market.
Mobile is becoming bigger
then Console. See: http://www.gamasutra.com/view/news/196062/Epics_Sweeney_Studios_need_to_react_to_the_changing_industry_to_survive.php
Case in point: Two of the BEST games on iOS which put a lot of PC & console games to (graphical) shame (!) are:
* The Room
* Infinity Blade (1, 2 or 3)
The "shaders" are world class. 11/10 graphical quality, as in, pushing the technical boundaries of what is possible on Mobile.
Both are graphically
wise VERY good. (And no, I'm going to kvitch that there is no mobile gaming forum on AVS.)
Your gaming credentials are?
Edit: Clarified the errors in the original statement.
Edit 2: Added Commercial and Indie comment.
Edit 3: Added details on Star Trek