By Kris Graft
November 7, 2008
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I hate the notion that “softcore” people are stupid. What a ridiculous thing to say, that because someone has a console controller in their hand, they’re somehow less intelligent than a PC player.
It was a fervent love of PC-based shooters that led to the creation of London-based Splash Damage in 2001.
But despite those PC roots, studio founder and creative director Paul Wedgwood is bringing his studio into the console age. While that statement is enough to make the hardcore PC elitists cringe with thoughts of “dumbing down” games for the console masses, Wedgwood’s angle is the opposite: to bring more PC-like depth to areas he sees as generally lacking in the console space.
He did it with Enemy Territory: Quake Wars, which appeared on PC, Xbox 360 and PS3, and to Wedgwood, it would seem that deepening the console experience is more of a personal mission than a money-driven business strategy. Luckily, the philosophy appears to be working out financially as well.
The following is an excerpt from a longer chat with Wedgwood.
You’ve been able to make a pretty smooth transition from PC-centric development to a strategy that includes consoles. Was it a difficult change and did you find that PS3 in particular was as difficult to handle as many claim?
Coming from the background of a PC game developer, obviously the Xbox 360 is easier. If anything, the 360 is even easier than the PC because we don’t have to optimize the hardware parts for Intel, AMD, ATI and Nvidia. We just have this one platform and if it runs well, it runs well the next time you boot it, irrespective of which 360 you’re running it on. PS3, it’s more of a challenge.
Because we haven’t decided exactly which platforms our latest game is going to be on, we took a pretty loose attitude towards development at the start of the year, and just said ”let’s have fun trying out development stuff.” We knew that the PS3 would be more of a challenge, so that’s the one we got going with.
But we decided pretty early on, in order to make the kind of transition from PC developer to console, it’s really important that even on the PC, we’ll play-test it with console controllers. We’ll play-test using peer-to-peer networking rather than a client-sever model, even if we’re playing on PC. We’re just trying to adopt that kind of philosophy, treating everything like a console irrespective of whether it’s PC, PS3 or 360. But it’s been going very well.
To be honest with you, I think programmers prefer having a challenge versus something being really easy.
id recently said that the PC isn’t going to be driving their business decisions anymore. Is that the same with you guys?
Not quite. I think that our business decisions are not really about revenue and profit. They’re about what’s going to create a really cool experience for somebody who takes the game home. We have two business goals: the shameless pursuit of critical acclaim, and then ensuring staff can pay rent. If we can achieve those two things, we’ll always be happy.
But PC has innovated in so many ways, there are so many great things in first-person shooters, real-time strategy games and role-playing games that had never been seen on the console. The challenge has only ever been to translate the control interface to a console controller. No more than that, really.
Why has this generation of consoles been ideal to expand beyond PC?
We’re at that moment where the PC, PS3 and 360 are aligned in terms of power for the first time in a really long time. So we can focus on developing technology where we only have to create maps once, a character once, and have them work for all three platforms. And that’s really convenient for us. What it means is that we can take all of our experience in what makes PC games so deep and compelling and so exciting, and translate that for a console audience in a way that they’ve never seen.
How close do you think console games today are in terms of sophistication and depth as compared with your typical “PC-styled” game?
Arguably, and this is not to dismiss what people have achieved in the past, but Halo 3 multiplayer is really Quake 3 from 1999. Even Call of Duty 4 is just Counter-Strike on the PC from 2001. So there’s an amazing amount of depth that could be present on consoles, but it isn’t there because real-time strategy games have never been successful on consoles, deep first-person shooters have never been on the consoles, and so on.
This all ties into us choosing our publishing partner [for our next game], Bethesda. Despite Morrowind and Oblivion, being, frankly, PC-style RPGs—incredibly deep, incredibly complex—they still made a really successful translation to console.
I think the first thing to say is, irrespective of whether the PC is a commercially viable platform, what we have on the PC are some incredibly deep and compelling games, or elements of gameplay, that just deserve to be on console.
The second thing is, being realistic, the PC alone doesn’t justify the development budget for a retail-released game now. That’s not to say the PC market is in decline—I honestly think people are fools when they say PC games are dying, because you just have to look at World of Warcraft subscriptions to see that’s not the case.
But the kind of costs that go into developing a good game now--$15 million, $20 million and up—PC-only games don’t generate the kind of sales to make a publisher want to sign you up for a sequel. So the key is to take everything you know about PC and take all these elements of genres that haven’t been successful on consoles, but are really deep and compelling, and bring that stuff to consoles.
Before, RPGs, RTSes and first-person shooters on consoles never had any of those PC gameplay elements. That’s not because the audience is dumb. I hate the notion that “softcore” people are stupid. What a ridiculous thing to say, that because someone has a console controller in their hand, they’re somehow less intelligent than a PC player. That really frustrates me. The truth is it’s a real challenge for a developer to make an RTS or an RPG or elements of those games to work on a console, because you can’t map every single action to a key on the keyboard.
It's good to hear from Splash Damage - I've always liked their work and ET:QW (I have the 360 version) is a very enjoyable game (online or off). It would be good if EDGE posted up the full interview - Please?
This is the future right here, i do like their philosophy of treating the PC as a console, after all this is essential what we're all after isn't it ?. An all purpose platform that acts like a console, a media station, a photo editing suite, etc, etc. PC gaming isn't dead it's really in a state of flux, with microsoft gradually learning that DirectX isn't the be all and end all of Next gen graphics.
We at least have really decent alternative. IDtech engines have always been openGL and a popular studio alternative. The Quake series, Doom3, Quake Wars and Rage to come. These guys are at least proving that a technology thats just a few years senior to directx, but over the year has become a formidable and powerfull API. the only one I know that offers true multithreading in all it's applications straight out of the box.. this is excellent news..
I have to admire that. Middleware Dev's like ID, Unreal, et al, these are the real people a that are pushing the industry forward, hardware is only half the story, this is why hardware guys need to cool their heels and let the software guys do there thing.. It's all about the Dev's and there engines, written specifically for the hardware enviroment, finely tuned and ready for what ever 3D artists want to throw at it.
DirectX9 was the pinnicle of many years of it's developement since the mid ninties. But since the next gen gaming boom pushed the goal post, it has struggled to maintain grip on the technology. DirectX10 was supposed to bridge the gap in terms of HDgaming, the damands for running game like Crysis on a HD 1080p platform are way out of reach of us normal folk and in most case the hardware too.. And Why spend £800+ for to end SLI cards only to find that PS3 or Xbox plays the same games.
I agree, that it is the first time that consoles have ever been on a level playing field with the PC enthusiasts and that is great news (all we need now is a nice slim gaming OS for PC and the dream is complete). Maybe in the future it SHOULD be consoles that take the lead. I don't mind ports as lond as there well done !!
The question is where will DirectX turn next. If OpenGL is already talking in terms of a future of real time raytracing. Already proving that Quake War can be adapted and run happily. Although not at a viable frame rate... yet. At least their pushing the envelope, rather the piling more code on top of an already ailing sdk. If we're talking about depth, there are plenty games (ico/colosus) out there with depth and realism, it doesn't all have to be out highest resolution textures, or the best post processing, that will all come in time. The gaming industry is young and not fully developed, it has a bright future in the right hands. I look forward to reaping the benefits :D
Maybe we should look at this from a slighty different perspective. Maybe it's not PC gaming that's dead.. may be it's just DirectX...
For me, PC gaming is dead due to the annual overpriced hardware upgrades, the driver incompatibilities and an overall lack of time. With a console, I pop in a disc & start playing. No, it doesn't look as good as the PC version, and no I can't download every mod available, but I don't really have time to mess with that stuff anymore anyway.
PC gaming is being relegated to those with lots of disposable income & lots of free time. I spend my fair share on console games, but not nearly as much as I'd spend keeping a gaming rig current.
This wasn't ever a PC/Console comparison. You're right though, Pop in the disk and play, I have PS2 and PS3, console gaming is a big part of my life. But so is PC. It’s not relegated to those with disposable incomes, maybe if you're a younger gamer it may seem that way.
I'm 30, I work, pay a mortgage. I don't have a great deal of money knocking around the place, But as a PC enthusiast, saving the pennies for new GFX or cpu's etc, is just par for the course and to be honest I enjoy building a new machine every year, that's part of the fun for me. If you haven't got the money, time or inclination for keeping a PC, then consoles are for you, and Xbox is pretty much a chopped down pc anyway.
Gone are the days when games were developed solely for the PC, now it goes cross format and rightly so, why should top games be isolated to a certain hardware set, PC gaming ISNT dead, it's very much alive and kicking, we've had some top notch releases this month for PC and next month’s is shaping up also.
Consoles, for the first time every are almost matching the PC hardware and games. This is shacking things up a bit. PC Developer are realizing that they don't have to isolate themselves to just PC hardware and so a torrent of games that would have been PC only are find themselves onto console, this is great news for consoles.
This is primarily what Splash Damage has done, by embracing the console technology and giving Quake Wars – Enemy Territory a well earned console release. It's not by any means and indictment of the PC equipment.
"PC, Xbox 360 and PC"?
Will the longer interview be available online?