Please port to Android

Post » Sat Feb 13, 2016 6:33 am

Thanks Bethesda for the Giant middle finger you just gave to all your fans who use Android, that was really nice of you! Its not like its the, I don't know, MOST POPULAR MOBILE OS OR ANYTHING! As someone who had to stay up till 4:30 to see your presentation thanks to your *brilliant* idea to have it at a time that guarantied it would be in the middle of the night in any non US countries I'm glad to know EXACTLY how much your fans are worth to you!



There is no reason for you to not release on both platforms at the same time either, its not like its difficult to port a program from one device to the other, I know, I've done it. its basically copy from Xcode, paste into Android SDK, fix a few issues there due to apples inability to code and hit compile, you even seem to know this! the Fo4 companion app will be for both so, I cant see any reason for this except for some direct insult to us!



Platform exclusive content is designed purely to be detrimental to the consumer, it doesn't even benefit you its a free game! its just going to alienate your fan base, I cant think why you've made this decision its just insulting and I'm one of the people who was defending you when people were moaning about the graphics in the trailer. and I know, most people aren't going to care but there are some who are so why try to loose sales like this? I mean I'll still get Fo4 I'm not going to spite myself here over this that would be moronic as it doesn't really matter over a free game but I may think again about trying some of your other titles I had less interest like I was going to after seeing them last night.

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Amy Melissa
 
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Post » Sat Feb 13, 2016 3:01 am

IIRC, the presentation was the middle of noon for Europeans. It was nearly the middle of the night when I went to bed after the presentation.


And sorry about what you're feeling. :( I hope they'll release it for Android users as well. It's not a smart marketing strategy to alienate players who don't have EVERYTHING.
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Melly Angelic
 
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Post » Sat Feb 13, 2016 6:26 am


svck it up and wait im sure an android app will come along by the time the game comes out

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An Lor
 
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Post » Sat Feb 13, 2016 5:34 am

Is it possible for Apple to approach Beth, to hire them to make a game "for them" and offer to assist in development?




Answer this and you may look at things differently and not hold so much discontent for things beyond one's control.

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Shianne Donato
 
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Post » Sat Feb 13, 2016 11:27 am

Or rather that the hardware and software on iOS is far more limited and thus easier to develop for. Android is great, but it's so fragmented that developing for a wide range of devices is far more challenging.



In ways it's similar to console development versus PC.



Not justifying it, but having the game ready to release for a large platform, even if it's not the largest, is still a big win for Bethesda.

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adame
 
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Post » Sat Feb 13, 2016 5:39 am


Well actually, as a European it started at 3AM here and would have moved later and later over the rest of the continent






Not true, this is an argument people always use for android / PC but its isn’t true at all, I know, I have written software for both, when you program for any device these days you don’t access the hardware, you access 'hooks' in the operating system given to you as functions in the dev environment, yeah there are a lot of different android devices but as far as software is concerned the only differences are, how fast the CPU can execute code, amount of ram, screen resolution and OS version once you know what you need (ie here spec of the ios device that will run it) then you just need to ask for that as a min spec android device for those requirements any other difference is irrelevant as the software can’t see it it’s the same environment just like on an iphone, iphone just has less consumer choice and that’s it

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Natalie Harvey
 
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Post » Sat Feb 13, 2016 12:51 am


Actually it is somehow true; when targetting the Android market one needs to make compromises between the targetted API version and the market share you want to reach (because only few devices are equipped with the last Android version). Also you need to make/ship graphics and other resources for every dpi you want to support. The latter being the major issue, because even iPhone has frammented API ( not all devices support the last iOS version )

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Johnny
 
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Post » Sat Feb 13, 2016 7:45 am

I'll give you that the API can be different between OS versions and that most people aren’t on the latest but for the most part API components will be forward compatible so all that needs to be done is choose the oldest version that has the features you really need and develop for that, unless there was a major bug in that version its likely that any API call you make will work in any future version of the OS. BUT as even you said at the end this is exactly the same for IOS and its what they have done, chosen a version it'll work on based on their requirements. So no reason there for IOS exclusivity and no difference between the platforms as was stated somewhere above.



And as for graphics, yeah for 2D graphics thought does need to be put into different resolutions I grant you but not so much for 3D as a good engine can render a scene for practically any resolution and a lot of this particular game seems to be in 3D. now as for needing 2D resources for every different resolution, that is one way of doing it sure but I wouldn’t have thought it was a common way of doing it, hardware scaling is a thing all you need is to treat the 2d asset as a texture and scale it based on your resolution, of course this can look bad if you use a scaling factor that isn't a whole number but that can be got around, for example in the last game I wrote I used one set of assets at the highest likely resolution then scaled them based on the users actual resolution with a bit of positioning code so that I only needed to scale by whole numbers and calculated the correct position of each asset on the fly this meant I only needed one asset, it worked at any resolution and was always scaled in such a way as to not reduce quality now sure it looked a little diffrent at some resolutions but it just gave a wider view of the game world and the assets were made to take this into account and sure that was a PC game but its the same with android (and I have test compiled that game for android and had it work fine), also I would guess too that Bethesda would actually be better than me at game programming so should easily be able to do something like this if necessary. And, this is not an Android only problem as the list of IOS devices supported also have a set of different resolutions so again not a reason for no Android version.

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Chloe Yarnall
 
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Post » Sat Feb 13, 2016 8:50 am

Thanks for all the feedback. As soon as we have information to share on Android, we'll update and let everyone know.

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M!KkI
 
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Post » Sat Feb 13, 2016 5:11 am


You can do vector graphics for 2D assets and have them compiled at install time for each device. It generally works for most applications. You just need to know how to program it to do this. I helped a friend do it for a small game he made awhile ago.

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quinnnn
 
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