Cross-platform compatibility is a bane for PC gamers who enjoy playing indie games on Steam, Xbox One and Switch. When developers have to spend time implementing features as opposed to creating content, the quality of games suffer. How will these limitations change in the future?
PC gamers don’t like cross-platform games because they’re not designed for the PC. This is why many of them stick to playing on their PCs instead of trying out some of the more popular cross-platform games. Read more in detail here: i hate pc gamers reddit.
A mouse and keyboard are no match for them.
When it comes to online shooters, a reader agrees that console and PC players shouldn’t interact, and blames publishers for enforcing the rule.
As mentioned in a previous Reader’s Feature, as a PC player, I share my console-playing adversary’s anguish when it comes to cross-play.
In the 1980s, playing a first or third person shooter with a controller, such as a joystick, made logical [there weren’t any in the 1980s; Wolfenstein 3D wasn’t released until 1992 – GC]. The player’s point of view was shifted at a set pace. Slow and predictable enough for the game to draw the picture on the screen and refresh it as required, so it didn’t matter what sort of hardware you used to play a first-person shooter on; the experience was basically the same.
Even today, on a platform where every model is essentially the same, using the same input device will result in the same outcome for everyone, ensuring that each player has an identical experience. However, in today’s world, when the point of view can be altered as quickly as most people can respond, using a joypad to play a first-person shooter is a dreadful, restricted, and neanderthal experience for the vast majority of us. It’s alright if you’ve never genuinely played without a controller; the games you play will most likely be designed to assume a slower response time to allow for this.
The character’s movement animations are often in sync with the player’s actions, for example, if you leap over a barrier, it’s usually a planned animation that starts when you hit the jump button and ends after you’ve landed on the other side. If you detect an adversary in a first-person shooter intended for PC users, you’d expect to be able to halt mid-jump, spin around, and crouch back down under cover. And in a multiplayer game, that edge, as well as every other advantage you may (legitimately) get, is crucial.
It’s aggravating to play a cross-platform or console port game where each animation must be finished before you can do anything else, such as shoot, toss grenades, change direction, and so on. By ensuring all controller input methods give the same outcome on each platform, it takes all the pleasure out of PC gaming.
When you’re young, buying a gaming PC is like to owning a vehicle. Tweaking, updating, adding bling, and obnoxious spoilers, among other things. Anything that improves the performance, smoothes it out, makes it more pleasurable, and gives the performer a feeling of achievement. Your computer will be unique unless you purchase a pre-built system from a manufacturer and never update or install new software. Unfortunately, it draws less adoring attention from possible spouses than a parked Subaru Impreza.
Anyone who tries to cram console and PC players into one virtual universe in a first-person shooter will fail miserably.
It would be a more even contest if console players utilized tanks and aircraft while PC players were infantry, in my view. Each has something that responds to their own style of play.
That said, in racing games and other situations where a controller is the logical input method, it should be no issue for us to all play together and have fun!
The primary issue here is that big-name publishers and development studios have turned business into a driving force. The more people you can get into your game, the more crowded the servers get, and the less time you’ll have to wait to play games that need matchmaking. Since possibly Call Of Duty 4, games haven’t been about the players’ individual experience.
In terms of gaming servers, the vast majority have now been removed out of the hands of the general public and placed in a specialized online mass, either maintained by the firms themselves or by recognized third parties. They have lost their uniqueness, and the majority of what they do is automated. Again, for console gamers, having the same thing everywhere is good, even comforting. Clan servers, particularly for us old school gamers, each have their own personality, modifications, rules, and quirks that distinguish them.
Some are competitive and serious, and should be played in the spirit in which the game was designed to be played, while others are humorous and lighthearted, with the banter taking precedence over the game itself. Each has something to offer or avoid, and you may find yourself visiting many in one evening, depending on how you’re feeling or where your friends are playing, similar to a pub crawl. The beer is the same, but the atmosphere is not.
The cheating, on the other hand, is the worst. A human administrator is frequently present on clan servers to boot them out. When no one is around, some servers have a vote-kick method, so it’s seldom a problem for long, plus having one blatant cheater in a game has the beneficial effect of unifying the rest of the players in a loving mass of boiling hatred, bringing us all closer together.
As an aside, as a majority of Linux users (I use Arch), we are often labeled as cheats by game companies just for getting the game to operate in the first place.
Don’t sneer at us PC players. Hate the cheats and the out-of-touch digital entertainment and slavery business monopolies that put us all in this undesirable situation in the first place!
An anonymous reader writes:
The reader’s feature does not necessarily reflect GameCentral or Metro’s opinions.
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