CharlesGrey: I guess part of the problem is, that most AAA projects these days are primarily developed for consoles, and the PC version is merely an afterthought. But is it really that hard to optimize games for PC?
Supposedly the current gen of consoles is closer to the PC platform than ever.
AB2012: ^ That's actually part of the problem. In theory x86 consoles means "easier porting" to x86 PC's. In practise, half the developers are so incredibly lazy it often means no real porting at all, (they'll just compile the PC version "100% optimised for console" with zero effort). Chronic industry-wide laziness is also the same reason why devs regularly can't be bothered to add keyboard rebinding options for the PC release (despite even +25 year old 1MB MS-DOS games managing just fine and it being something so simple it typically takes 1x half-competent coder less than 1x hour of work)...
You're right that half-assed ports of console versions are a big part of the problem, but I don't think it comes down to developers being lazy. The real problem is, that most devs no longer care for the games they work on. Indie devs are generally passionate about their game projects, but for AAA productions you have teams consisting of hundreds of artists and programmers, all of which only contribute a tiny part to the final product, and most of them have no say regarding major game design decisions. There's no strong connection with the project they're working on, and as soon as the game is released, most of them are kicked out and the publisher hires a new team for the next game. Often the PC ports aren't even done by the same developer team. So you got a large number of people who only slave away to earn their paycheck, with no attachment to the product they're working on. It's completely different from the small-scale dev teams of the 80s or 90s, or modern day Indie devs. There's also an extra incentive for Indie devs to deliver quality and continued support for their game after release, because that's how they earn their money. For a hired dev from a AAA team, they generally have no incentive to give a fuck once the game is out and their job is done, especially if they didn't enjoy the experience working for EA, Ubisoft or some other big publisher.
I wonder, is PC exclusive AAA gaming a thing? Seems like we mostly just get the leftovers from the consoles. I forgot, was Kingdom Come: Deliverance PC exclusive? Seems the best we get are "AA" games, or niché genres which don't really work on consoles.
AB2012: ^ That's actually part of the problem. In theory x86 consoles means "easier porting" to x86 PC's. In practise, half the developers are so incredibly lazy it often means no real porting at all, (they'll just compile the PC version "100% optimised for console" with zero effort). Chronic industry-wide laziness is also the same reason why devs regularly can't be bothered to add keyboard rebinding options for the PC release (despite even +25 year old 1MB MS-DOS games managing just fine and it being something so simple it typically takes 1x half-competent coder less than 1x hour of work)...
Darvond: Worse still is when you have games gimped massively for dumb things like
console parity, as what infamously happened to DOG_DOGS.
I wonder if our evil overlords, such as Microsoft, even want PC gaming to be successful, at least not outside of their own little walled gardens. All of the aspects of PC gaming which are beneficial to the end user, such as the freedom to customize hardware and software, are not within Microsoft's interests. They'd rather have maximum control over the things we buy and how we use them, so their kek-box must seem much more appealing from their point of view.