Lessons from the PC video game industry
medium.com
medium.com
Nintendo is a notable outlier in this instance. They are notoriously strict about broadcasting games, to the point where even many reviewers simply won't touch their games. Even though a review is absolutely protected by copyright law, it's just not worth the effort when all of the industry's video hosting services are stacked in favor of games publishers and developers. [0]
SEGA also has a sordid history in this regard, having sent out huge swaths of takedown requests on YouTube, effectively shutting down many content creators and endangering the livelihoods of even more. [1]
[0] http://www.forbes.com/sites/insertcoin/2015/02/06/nintendo-u...
[1] https://www.techdirt.com/articles/20121206/17321021296/sega-...
There seems to be something about Japanese culture that is fundamentally incompatible with the "share everything" West.
This would tell me that we simply don't know how to make games for the PC platform; but the author also ascribes the freemium model to PC gaming- which I personally see as a blight on gaming and firmly in the realm of the smartphone market..
or at least they do it more tenaciously.
As for the freemium comment, you didn't understand him correctly. There's different ways to do freemium. One way is to sell cheats, and design the game so it becomes progressively more unfun to play without cheats. (mobile games) The other is to make the game free to play and offer either cosmetics (tf2) or pieces of the gameplay (warthunder) for cash. The latter is really nice, and seems to happen exclusively on PC.
The point is still the same and some non-game programs do similar things (free version gets the main function, paid version unlocks all of the more specific options of features). I really like this model because I'm not buying a game or application sight unseen but I also don't need to keep feeding it quarters in order to progress.
I have no problem buying software on PC or mobile but it's a lot easier to buy something without reservations if I know it's what I want. Likewise, when I buy something, I generally want to buy it once and not get stuck in a cycle of endless microtransactions or open-ended subscriptions. I'm sure I'm not the target market but when I play a mobile or PC game, I find myself wanting to pay when it's something I enjoy or find useful. But if a game uses microtransactions (pay to win), I basically refuse to ever spend any money on it at all and just play until it gets old and then move on to the next distraction.
Completely anecdotally, in my experience as a consumer when games do better on consoles than on PC it's because they A) are poorly ported from consoles, often by a third-party developer, B) are poorly suited for PC, such as "party" type games better played with many friends in one room, or C) don't offer enough new or differentiated content to justify the purchase, since the PC platform has (nearly/theoretical) unlimited backwards compatibility. Sometimes the new Assassin's Creed just isn't a different enough experience from all the previous games to justify the purchase when you can just go back and play any of the others on the same platform.
[0] http://hexus.net/gaming/news/industry/83972-pc-games-sales-e...
Revenue is not profitability, and there are much higher costs shipping a PC game.
The marginal profitability of a PC port should thus be extremely high. (Which is why pretty much every AAA game will launch on the PC too, not just on the consoles. If the PC really was a marginal and expensive platform, they wouldn't bother).
This has contributed to a disturbing trend of actually releasing games before they are finished. AAA titles have been released in the past couple of years that should have been delayed several months to be fixed and polished first. Batman: Arkham Knight was so terrible on PC that all stores offered no-questions refunds, and even stopped selling the game altogether until it was patched. Fallout 4 committed the cardinal sin of tying physics to framerate, so people with high-end gaming machines are actually experiencing more bugs and issues than most, unless they cap their framerates.
A much more fitting theory is simply that such AAA games are absolute monsters in terms of cash expenditure and as all software developments are, very hard to estimate in advance; so they probably ran into cash flow trouble and managers decided to just release it and fix everything else after release, which has a VERY long tradition.
Physics are always tied to framerate. There is not a game physics library in wide use that is independent of update rate. In practice what usually happens is that the physics library has an internal tick rate (say every 1ms or every 2ms) and every frame N physics ticks occur to catch up. Without this, the physics sim would be dangerously unstable (and in practice, it still is).
There are many other places where game code is typically framerate dependent, not just physics. Even games that are 'framerate independent' are often framerate dependent in very subtle ways, such that players with high or low framerates gain an advantage or experience unique bugs. Most parts of a game are not continuous equations that you can perfectly evaluate at any point in time; there are always 'frames'.
So ultimately, this is not some unique cardinal sin FO4 committed. It's just another in a long series of Bethesda titles that ship incredibly buggy and broken and don't get fixed, largely as a result of the way they build software. The incredible scope of their games is a factor, though, as building games that large is EXTREMELY HARD.
Ultimately you should consider people talking about FO4 framerates that way to be in the same bucket as the types who get vigorously upset about a game being locked to 30fps: Uninformed.
Why does it have to be like this? I would think the more robust approach would be to decouple the simulation from the rendering and display interpolated frames if the renderer framerate is higher than the simulation framerate.
Bungie did a talk on their multi threaded renderer for Destiny. Google it if you want to see how complex the design can get, and how it affects the whole game process.
btw, I think this is the video the parent mentioned, in case anyone is interested: https://www.youtube.com/watch?v=0nTDFLMLX9k
This is called a fixed timestep, and is not what people mean when they say "physics is tied to the framerate", referring to the rendering framerate and generally instead meaning that you pass the actual delta time elapsed between rendering frames into the physics simulation, which can cause bugs at extremely high or low framerates. I have no idea if FO4 works this way, but many engines do (even if it is usually a bad idea), so it's not completely outside the realm of possibility.
Tying simulation to framerate is often the best choice, when you consider that most hardware is average, it minimizes latency for the average user, and results with a more accurate simulation, so long as people keep vsync on (why do you need framerate greater than your monitor's refresh rate anyway...).
It can be, if you either are on a fixed hardware platform or have both modest demands and a framelimiter in place to keep things from going off the rails. But in return you pay with a great source of nondeterminism that can cause maddening bugs, break replays, and hinder synchronization in networked games.
>so long as people keep vsync on (why do you need framerate greater than your monitor's refresh rate anyway...)
Two things going on here. Vsync is theoretically a great idea (that worked perfectly in practice on countless simpler platforms in the past), but due to driver flaws and the realities of preemptive multitasking introduces a noticeable additional frame or two of latency on every PC I've used in the past decade or so, whether playing a game or just using regular desktop applications. My guess is that the OS scheduler isn't precise enough to keep applications from barely missing a present deadline (thus causing unnecessary stuttering), so driver devs force triple buffering when vsync is enabled to compensate, giving you a smooth but unresponsive presentation. It really sucks that I have to toggle desktop composition (and thus, vsync) on and off to fix stuttering in one application or tearing in another, but somewhere in the Lovecraftian horror that is Windows, someone screwed up.
The other is "why do you need framerate greater than your monitor's refresh rate anyway," and the answer is "to provide the lowest latency and smoothest presentation possible within the constraints of a preemptive multitasking OS." In a perfect world, a game would know exactly how long it would take to simulate and render a frame, and would wait as long as possible before doing so, so that the most up-to-date input from the keyboard, mouse, and network could be used to display a frame with the least amount of latency factored into it to the player. This is not a perfect world, but you can get a similar effect (at a greater CPU and GPU cost) by rendering multiple superfluous frames, so that whichever one happens to be presented is much closer to the ideal than the one you'd see if you rendered the frame at the start of the 16ms then yielded for the rest of it.
This is part of why you often see "pro e-sports" types turning the graphics settings down to comical levels, by the way. Not only to lessen the threat of a completely missed frame due to a spike in visual complexity, but also so that they can run their game with the framelimiter off.
Honest question: is such a bug excusable/understandable?
My impression is that this is something that could've easily been caught in testing. My guess would be that it WAS found but allowed to pass into production. That I believe, is inexcusable for a studio that large.
Do you mean "to some framerate"? Obviously physics has to be ticked, but it doesn't have to be ticked at the same rate the game renders. Lots of games and game engines decouple these rates correctly.
Likewise, games where the logic runs faster at high visual framerates are hardly that common. Outside of Bethesda, and retro games played on an emulator, I can't recall the last time I saw one.
What?
How is being used to higher framerates uninformed?
Fallout 4 does not have a 30fps cap on PC, it has 60fps cap. It's unlocking past 60 that causes the physics to shit the bed.
Unless you are going to suggest that there is no difference between 30fps and 60fps in gameplay, in which case I would say you are the one that is uninformed.