» Thu Nov 11, 2010 5:31 pm
Yeah , I respect their wanting to make some profit, but come on.. at least make a version for PC's that's not identical to the gimped down console-friendly version.
They could have added better AI, bigger MP maps with more players, better draw distance, higher res textures, more efficient and multi-threaded DX11 API, a PC focused control scheme that was't made with the limitations of a game-pad in mind, better graphics options, etc...etc...etc...
The game industry has changed, PC is no longer the primary platform (it pains me as much as the next guy). Yes they COULD have done all of those things, but they didn't for the simple reason that they wanted to make an engine that ensures cross platform game development while maintaining the general quality across them. That engine is VERY marketable, moreso than a single game.
Don't get me wrong, I'm not defending that position. Personally I was shocked at how much that decision turned the PC version into what it is. However, again, they're a business that needed to evolve to stay competitive, because their industry *has changed*. In a way they serve two clients -- gamers, and potential licensees of the engine.
This is a well thought out response, but I would point out one flaw...
Q: If I was a licensee of CryEngine3 looking to go multi-platform with my game design in an experience which scales on each platform what would I deduce at this point?
A: Crytek couldn't get CryEngine3 to scale on the PC platform, the game had to be reduced to its lowest common denominator the xbox360. You must therefore still be limited by the same design coonstraints as any other developer before CryEngine3 all we can do is help you port your game across platform. If Crytek can't get CryEngine3 to work how the hell are we going to make it work?