Poseidon said:
So how do you balance a shooter where console and PC players can play against each other? Controller vs. mouse plus keyboard, which is better? It’s a question that has been on gamers' minds ever since shooters started appearing on consoles. Obviously the mouse is superior, right? I mean the mouse is designed as a hyper-sensitive pointing device and has been refined over the years specifically for that purpose. We all know that the most important element in any shooter game is the ability to quickly get your crosshair over the enemy and pull the trigger. So given that, it’s obvious that the mouse will win every time in a fire fight, regardless of the game, right? Wrong. Don’t misunderstand me, that is exactly what every single member of the design team thought, including me, until we actually tried it. So, what actually happened when we played our first cross-platform game? The controller players trounced the mouse/keyboard players. It wasn’t even close; the mouse players got stomped on. Over and over. So what happened? Did the mouse players just suck? Or was the controller actually a superior aiming device? Short answer: the mouse is better at aiming, but the controller is better at gaming. Long answer: read on. You're right, they the gamepad players had auto-assist on to help, but there is more to the story: To everyone’s surprise, the mouse players got owned. Ok, so we overdid the numbers, no big deal. We made some tweaks and tried it again. Same result. This cycle continued until we had everything (auto-aim, targeting assistance, and accuracy) turned back on for the mouse. It was a lot closer, but the mouse players were still losing. WTF? Did the mouse players just suck? No, some of our testers play semi-professional gaming, so we knew they didn’t totally suck. (In fact, they recently dominated in a shooter tournament at PAX.) Was it because our game plays so much differently than a standard shooter? Partially, but we also found a bug. The mouse players were getting slightly more recoil when shot, and this caused them to lose most of their fire fights. So we fixed that, and the mouse players finally started to win. So now we knew we were close to having a balanced game. Again, we turned off all the targeting assistance stuff for the mouse, and tested. It was pretty even. The mouse players were a little better at long range combat, but the controller players were better close in. |
That was a beta test! Are you just being deliberately silly? Go on Shadowrun right now and see. Have you even played it? The game has fallen apart because the PC gamers are trouncing the 360 players, despite the fact that the auto aim is built in for the 360. The beta test was a spectacular failure.
Here's what you have: a single test for a single game where game pad users were able to simply keep up. Since that time, the PC players have moved considerably beyond the game pad users for that same game -- even though that game was designed for parity. Furthermore, every other example of cross platforming in history has shown PC users trouncing their counterparts. It's the reason why Valve and Infinity Ward have both rejected cross platform play outright.
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