"PC is decimating console, just through price" - Romero

I would argue that it is very common for people to share games. Especially younger people. With consoles you can just give them the disc, on pc's it isn't as easy or convenient.

I clarified already. I was meaning widespread as far as a gamer getting 1/3 of their total game library from a friend.
 
How in the world do people still not get this: Any PC that runs steam is a Steam Machine (not steam box). That's the whole point of the initiative.

That home built PC you're running windows 8 with using an xbox 360 controller that has steam installed? That's a steam machine.

That pre-built alienware box you bought running SteamOS with a Steam controller that has steam installed? That's also a steam machine.

That mac you have running OSX using a keyboard and mouse that has steam installed? That too is a steam machine.

The concept literally cannot "not take off" because Steam itself has already taken off. It's not "Steam Machines vs PCs." it's an entire, cross-platform economy. the Steam Machine initiative isn't just "let's sell boxes with steam installed." It's multifaceted and aimed to bring steam to people in as many ways as possible. The physical, pre-built steam machine portion of the initiative is aimed at those people who have interest in PC gaming, but confess they just want to "plug and play" like a console. But that doesn't mean it's separate from the rest of steam.

Nice to see at least some common sense here. Unfortunately it was quite rare in this thread.
 
It's fine if that's the way you feel, but bragging about how your no-developer-support method is superior to a PC gamer waiting for a Steam sale as far as money saved just seems sort of repugnant. This forum is frequented by publishers and developers. It's just rude to broadcast how little you think of their livelihood just to showcase how much cheaper your method is.

Its a statement of fact though and that was what we were arguing in the first place. Can you game cheaper on consoles than PC? which dismisses the common notion that console gamers are buying games at 60 bucks a pop. I of course never said my methods were morally superior only that they achieved the end results that I care about the most ( playing games the cheapest way possible). And of course my type of mentality is something that is rampant in the console community which is why console gamers revolted against the X1; and why sony played it up so much. remember that commercial about game sharing that Sony showed? developers and publishers are well aware of this fact which is why so many are discussing DLC, unlock codes, etc.
 
Nice to see at least some common sense here. Unfortunately it was quite rare in this thread.

I don't think people quite grasp that the steam universe initiative is more of a developer focused initiative than a tangible product for consumers. This is supposed to be a shift in the development process, not really something consumers run out and purchase. Eventually, it'll trickle down and affect consumers, but not currently. People focus too much on the physical pre-built boxes, when that's such a tiny portion of the initiative.
 
Yeah, WoT is a massive massive grind to get access to later tanks
There's lots of payed for only tanks , which are a requirement to play in higher tiers without losing 30-40k gold every game and then having to grind 3-4 t5 games to get the gold back (let alone buy another tank)
Then there is the whole premium pay2win ammo that circumvents the game's main mechanic (armor penetration)

that game is a whole moneypit once you advance to the higher tiers

You can't 'just' buy the subscription and play the game , you need those premium tanks to get the currency

source: me playing well over 1000 matches over a period of 3 years and spending about 300 euros on the monthly premium sub and on premium tanks (like 40 euros for a t54 it was, I believe)

Wot has a bad f2p system

The premium tanks are designed to perform worse than the normal tanks in their respective tier. Credits only become a problem once you reach tier 7 or tier 8. If you have grinded to this tier at this point, I would say it is a fair assumption you actually like the game enough to spend some money on the game, such as getting a Lowe for example to grind credits.

Premium ammo is almost never used in public matches. It is mainly reserved for clan wars, otherwise it is simply a waste of money. Most of the time, people have no idea what they are talking about when they complain about premium ammo in public matches. I been called out on using gold, when in fact, I just know where to hit their tank's weakspot.

Paying money just lessens the grind a bit, but there is nothing you can't obtain by playing entirely free.

Source: Played 6000 battles over 3 years and never bought a monthly/yearly premium account time. Utilizing special events help too. I have a tier 10, tier 9, several tier 7s and 8s, and various other tanks researched and in my garage. I only have a SU-100Y premium tank, which I bought using gold I won from one of their events.

I haven't played in about a year, so I don't know how things are now.
 
Its a statement of fact though and that was what we were arguing in the first place. Can you game cheaper on consoles than PC? which dismisses the common notion that console gamers are buying games at 60 bucks a pop. I of course never said my methods were morally superior only that they achieved the end results that I care about the most ( playing games the cheapest way possible). And of course my type of mentality is something that is rampant in the console community which is why console gamers revolted against the X1; and why sony played it up so much. remember that commercial about game sharing that Sony showed? developers and publishers are well aware of this fact which is why so many are discussing DLC, unlock codes, etc.

Pretty sure the 24 hour check-in was the biggest revolt of the Microsoft policies. That was my one and only issue with it. If they had adopted a complete Steam-like no-check-in-required and one license per game, I wouldn't have really cared. It was their attempt to try to have their cake and eat it too at the expense of my being able to use their console at all on deployments, then being told they had a system for me, the 360.

We get it, your method is cheaper, enough said. "Moral superiority" is what you call wanting to provide even a few bucks to devs. It shows me enough about your mindset.

You win, your method is cheaper, now please stop glorifying it.
 
Pretty sure the 24 hour check-in was the biggest revolt of the Microsoft policies. That was my one and only issue with it. If they had adopted a complete Steam-like no-check-in-required and one license per game, I wouldn't have really cared. It was their attempt to try to have their cake and eat it too at the expense of my being able to use their console at all on deployments, then being told they had a system for me, the 360.

We get it, your method is cheaper, enough said. "Moral superiority" is what you call wanting to provide even a few bucks to devs. It shows me enough about your mindset.

You win, your method is cheaper, now please stop glorifying it.

24 hour check in was just part of it; many didn't want to part wth their physical games some for collecting, others for reselling, and others for buying games at a cheaper option than just steam esque sells. The 24 hours check in was just a symptom of the fact they were about to impose DRM in a steam like environment which most console gamers didn't want.

If you want to provide a few bucks to devs. that's fine; as I said before my position only argued about pricing and that's it nothing more nothing less.
 
24 hour check in was just part of it; many didn't want to part wth their physical games some for collecting, others for reselling, and others for buying games at a cheaper option than just steam esque sells. The 24 hours check in was just a symptom of the fact they were about to impose DRM in a steam like environment which most console gamers didn't want.

If you want to provide a few bucks to devs. that's fine; as I said before my position only argued about pricing and that's it nothing more nothing less.

But it wasn't a Steam-like environment. I can game for 6 months offline through Steam nowadays. 24 hours is what Microsoft was giving us. The people who kept comparing MS to Steam during the DRM defense era last year were plain wrong.
 
But it wasn't a Steam-like environment. I can game for 6 months offline through Steam nowadays. 24 hours is what Microsoft was giving us. The people who kept comparing MS to Steam during the DRM defense era last year were plain wrong.

The steam like environment came from the fact that their would be no physical medium for games; for many console gamers that was already a step to far. Had Microsoft not had a 24 hour check in the response from the majority would of been the exact same simply because many did not want to part with game disc for a variety of reasons.
 
Having just picked up a PS4, I'm really shocked by the prices of most items in the Playstation store versus PC stuff. It's nuts. I'm glad I'll be ready for Blodborne and the other exclusives but I see no other reason to use the system. Shadowplay is a lot more reliable than Sony's video capture feature too.
 
But it wasn't a Steam-like environment. I can game for 6 months offline through Steam nowadays. 24 hours is what Microsoft was giving us. The people who kept comparing MS to Steam during the DRM defense era last year were plain wrong.

It would have been steam-like but with many things different. Not an exact copy but definitely a step in that direction.
 
I was able to share games with my friend who owned the same console I had. On PC this would be impoosible not only because of the fact that it would be a digital game

Not impossible thanks to Steam Family Sharing. There are restrictions but it works.

See, this is why it's difficult to have this discussion. Everyone exaggerates. Here's the reality: piracy is what keeps PC gaming prices so stupidly low.

But that's an exaggeration as well as it's not the only reason by far. Others are no licensing costs, cheaper (basically no) cost of entry into the market, stiffer competition because there are a lot more games released at any given time, countless digital stores to choose from and higher price flexibility, any dev/pub can change the price of their game on Steam instantly now or start a sale or give out vouchers which gives them much more wiggle room to react to current trends and buyers behaviour.
 
Heh, funny to finally see a console gamer throw up their hands and use this phrase.

I obviously don't agree with it.

Of course it all "counts". Hell, even retail games can go as low as $5. The difference is, the publishers had little control over that; those are close-out prices that are meant to shove software off shelves. And while that happens, DD prices for those same games rain high more often than not.

Let's not pretend that tracking down used games or waiting 2 years for Mass Effect 3 to hit $15 is at all like a publisher looking at sales and deciding a price for themselves to maximize profits rather than letting games die on the vine.

When it comes to easily accessible discounts, PC has digital distribution as a priority and multiple storefronts for competition. Consoles have retail as a priority and little to no competition outside of proprietary storefronts. The prices reflect that.

If you want to bring craigslist deal hunting into this,
that's a whole other topic. The deals you can find outside Steam for DAY ONE games is shocking, never mind old as dirt games.

See, this is why it's difficult to have this discussion. Everyone exaggerates. Here's the reality: piracy is what keeps PC gaming prices so stupidly low.

Now mind you, I think that's great. I'm not upset about it, but let's not pretend like these sales pop up because when it comes to PC gamers developers are generous. You price things at a console level, and suddenly sales plummet. It's like some weird kind of blackmail almost, lol.

And, like you said, online prices are pretty much always high on places like PSN or XBLA because they're either placating the brick-and-mortar shops or the lack of competition keeps prices high. If the Amazon app thing turns out to be true, things may change, but for now that's a definite problem.

However, I've never had to "track down" used games or resort to Craigslist when eBay and Amazon both have a game at $20-30 within the first six months of a game's release.

....Y'know. Except Nintendo games. Nintendo games keep value like baseball cards for some reason.
 
I obviously don't agree with it.



See, this is why it's difficult to have this discussion. Everyone exaggerates. Here's the reality: piracy is what keeps PC gaming prices so stupidly low.

Now mind you, I think that's great. I'm not upset about it, but let's not pretend like these sales pop up because when it comes to PC gamers developers are generous. You price things at a console level, and suddenly sales plummet. It's like some weird kind of blackmail almost, lol.

And, like you said, online prices are pretty much always high on places like PSN or XBLA because they're either placating the brick-and-mortar shops or the lack of competition keeps prices high. If the Amazon app thing turns out to be true, things may change, but for now that's a definite problem.

However, I've never had to "track down" used games or resort to Craigslist when eBay and Amazon both have a game at $20-30 within the first six months of a game's release.

....Y'know. Except Nintendo games. Nintendo games keep value like baseball cards for some reason.

It's in nintendo's culture not to create disposable games for the most part. You know, yearly series' and the like. But piracy keeping PC prices low? Lol c'mon. It isn't rocket science. Open platform, more competition for your dollar. Closed platform is inferior in almost every regard, and especially in pricing. Unmeasurable Fringe elements like game trading among friends need not apply.

Comparing sales on console and PC is ludicrous as well, because as mentioned many times, those Amazon sales include retail markup still and will almost always by their very nature be more expensive than an open market PC digital equivalent sale.
 
In my opinion, multiplayer oriented games are better if they are free to play mostly because free to play games don't have any type of player base division and you can pay as much as you like your game, I don't like wasting 45€ for a game that is not worth it or the player base will die in less than a year.
 
See, this is why it's difficult to have this discussion. Everyone exaggerates. Here's the reality: piracy is what keeps PC gaming prices so stupidly low.

Now mind you, I think that's great. I'm not upset about it, but let's not pretend like these sales pop up because when it comes to PC gamers developers are generous. You price things at a console level, and suddenly sales plummet. It's like some weird kind of blackmail almost, lol.

How come Divinity: Original Sin, a DRM-free singleplayer/coop game (you don't need to use Steam at all after it's installed) has been on the top sellers in Steam after almost a month since release, with a $40 price tag none the less?

It's more about the games than the platform they're selling on. While low prices may help combat piracy, they're in no way mandatory if the game ends up appealing the PC audience well.
 
How come Divinity: Original Sin, a DRM-free singleplayer/coop game (you don't need to use Steam at all after it's installed) has been on the top sellers in Steam after almost a month since release, with a $40 price tag none the less?

It's more about the games than the platform they're selling on.

That doesn't negate the fact that its probably pirated heavily. For every person that will buy something there's another who will go find it for free.
 
Check out the Steam Dev Days videos on Linux Development and moving to OpenGL. The repeated refrain from Valve is that you don't have to choose between linux and windows, you can choose both. I believe it was Ryan Gordon who made the point that abandoning windows means abandoning 95% of their current market, especially when China overwhelmingly runs Windows XP. The goal isn't to get people to stop supporting windows and start supporting Linux, it's to get people to support steam, no matter where it is. It's a benefit for all developers.

Valve's vision isn't "let's abandon the platform where we make all our money and start over," it's "let's get our games running on everything." Their talk about building towards the Steam runtime library rather than any OS proprietary libraries really drives the point home, the very benefit they proclaim is that by doing that, your game will run on anything.

EDIT: Some videos:

Beginning Linux development: https://www.youtube.com/watch?v=Sd8ie5R4CVE&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm&index=6

Moving to openGL: https://www.youtube.com/watch?v=45O7WTc6k2Y&index=9&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm

United we win: https://www.youtube.com/watch?v=4cjfpIpy6ZM&index=11&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm

Debugging with linux: https://www.youtube.com/watch?v=xTmAknUbpB0&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm&index=12

Optimizing Linux games for AMD using GPU Perf Studios: https://www.youtube.com/watch?v=biUffE9BB0I&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm&index=13

SDL 2.0 overview: https://www.youtube.com/watch?v=MeMPCSqQ-34&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm&index=23

SDL 2.0 in particular is a huge backbone of Valve's cross-platform development strategy. To show it off, they showed a single codebase running on Windows, Mac, Linux, and iOS, all at once, without a single change being made.

a specific sentiment from Ryan Gordon about "linux:" We shouldn't think of development like "developing with linux" or "developing for windows" or "developing for playstation." Instead, think of your development as "developing exclusively for windows" and "developing not-exclusively for windows" where the latter option is also inclusive of windows.

That was the whole point of Dev Days (the dev portion, at least).

Thanks for the info man, very much appreciated.
 
It's in nintendo's culture not to create disposable games for the most part. You know, yearly series' and the like. But piracy keeping PC prices low? Lol c'mon. It isn't rocket science. Open platform, more competition for your dollar. Closed platform is inferior in almost every regard, and especially in pricing. Unmeasurable Fringe elements like game trading among friends need not apply.

Comparing sales on console and PC is ludicrous as well, because as mentioned many times, those Amazon sales include retail markup still and will almost always by their very nature be more expensive than an open market PC digital equivalent sale.

How come Divinity: Original Sin, a DRM-free singleplayer/coop game (you don't need to use Steam at all after it's installed) has been on the top sellers in Steam after almost a month since release, with a $40 price tag none the less?

It's more about the games than the platform they're selling on. While low prices may help combat piracy, they're in no way mandatory if the game ends up appealing the PC audience well.

*throws in towel*

I forgot we were both rapidly becoming irrelevant. This literally drained all the fight out of me regarding this topic. All hail our new wireless overlords.

*goes off to weep about the loss of a potential real Marvel fighting game*
 
That doesn't negate the fact that its probably pirated heavily. For every person that will buy something there's another who will go find it for free.

I don't mean to downplay piracy but... So what? Not all the pirated copies are necessarily lost sales. Trying to stop it with more restrictive DRM will only degrade the experience for legitimate customers. The best things devs can do is find their niche and make sure the game is available to those who want it with a convenient delivery method and a reasonable price.
 
That doesn't negate the fact that its probably pirated heavily. For every person that will buy something there's another who will go find it for free.
His point is that sales plummet at console-price level and developers are "blackmailed" to lower the prices because of piracy. Regardless of how much piracy the game might or might not have, I don't see Larian has been "forced" to drop the price in any way since they've released for almost a month, and that bump only occurred from the great word of mouth the game's been having recently. Just like any other platform, if the game appeals to the audience well, it will sell consistently.

EDIT: Well he seems to be distraught over something else right now, so I'll leave him be. :P *weeps with him*
 
LoL is actually a bad example of F2P done wrong, honestly, with everyone complaining about pay to win I'm not sure how LoL managed to stay alive. However, I don't play it and maybe someone could enlighten me better on the situation.

He is right though, a lot of PC gamers will just play League and DOTA 2 over other paid games.
 
One thing about F2P that I don't think many people realize is that the portion of players who pay is tiny compared to the playerbase. It's not that a majority, or even a lot of players play, it's a small percentage, like 5-10% of players who pay disproportionally. This has the effect of subsidizing the game for everybody.

I really question the degree by which people understand the economy of F2P and UGC. I would suggest everybody watch this:

The economy of Dota 2: https://www.youtube.com/watch?v=RHC-uGDbu7s

UGC Economies: https://www.youtube.com/watch?v=SRyUpR4qOxU
 
One thing about F2P that I don't think many people realize is that the portion of players who pay is tiny compared to the playerbase. It's not that a majority, or even a lot of players play, it's a small percentage, like 5-10% of players who pay disproportionally. This has the effect of subsidizing the game for everybody.

Its actually smaller than that, its in the 1-2% range. A 3% conversion rate is considered very successful.

The percentage of players who convert to paying customers in F2P games is actually in line with the percentage of customers who purchase a product where piracy options are freely available in fact.

Make of that what you will.
 
Its actually smaller than that, its in the 1-2% range. A 3% conversion rate is considered very successful.

The percentage of players who convert to paying customers in F2P games is actually in line with the percentage of customers who purchase a product where piracy options are freely available in fact.

Make of that what you will.

Could you clarify and expand upon this a bit? Do you mean the percentage of players who purchase an item after pirating it, or something else entirely (i.e. only 3% of players will donate to something given away for free, or similar scenarios)?
 
Could you clarify and expand upon this a bit? Do you mean the percentage of players who purchase an item after pirating it, or something else entirely (i.e. only 3% of players will donate to something given away for free, or similar scenarios)?

Historically PC games have been estimated to have ~98% levels of piracy.
F2P titles tend to have around 98% of the userbase never pay anything.

Its an interesting correlation.
 
Historically PC games have been estimated to have ~98% levels of piracy.
F2P titles tend to have around 98% of the userbase never pay anything.

Its an interesting correlation.

Do you have a source for this claim? Not that I don't believe it, I'm just curious.

LOL that stat sounds bullshit as fuck

There are a lot of ways one could digest that stat. Keep in mind how enormous the PC market is. He also said "historically" so I'm curious as to what sort of titles are being counted, within what time span, in what region, etc.

As is, out of context, it's not telling a whole bunch.
 
The premium tanks are designed to perform worse than the normal tanks in their respective tier. Credits only become a problem once you reach tier 7 or tier 8. If you have grinded to this tier at this point, I would say it is a fair assumption you actually like the game enough to spend some money on the game, such as getting a Lowe for example to grind credits.

Premium ammo is almost never used in public matches. It is mainly reserved for clan wars, otherwise it is simply a waste of money. Most of the time, people have no idea what they are talking about when they complain about premium ammo in public matches. I been called out on using gold, when in fact, I just know where to hit their tank's weakspot.

Paying money just lessens the grind a bit, but there is nothing you can't obtain by playing entirely free.

Source: Played 6000 battles over 3 years and never bought a monthly/yearly premium account time. Utilizing special events help too. I have a tier 10, tier 9, several tier 7s and 8s, and various other tanks researched and in my garage. I only have a SU-100Y premium tank, which I bought using gold I won from one of their events.

I haven't played in about a year, so I don't know how things are now.

6000 battles and you have a tier 10 :p wow :D
You've played the game more than 99 percent of people ever will and have one tier 10 and one tier 9

In WoT the gameplay is in the variety of playstyles that each tank offers ( hull down style, effective range, angling, speed etc) makes you have to play each tank differently and that is what makes the game good
Unfortunately that variety is behind a massive massive massive grind to unlock

Yes the community has collectively decided not to use premium ammo in pubs (it would be expensive to do so)

I forgot to mention all the hidden pay2win aspects

modules, unlocks (tracks, engine, cannon etc) and especially crew training cost a lot of credits (or gold to get 100 percent crew), and trained crew and modules give you large advantages (especially crew) in the few dozen games an f2p player or someone who 'merely' pays for the monthly subscription would take to unlock their new tank to not shit status (who doesn't remember their is-3 sucking ass until they unlocked the final 60k+exp unlock gun)

It's not a permanent advantage, but it is there for a lot of the time, and it is large.
Somehow that is supposed to make it less shitty?

It's a wonderful game with awesome game mechanics and variety but their f2p system is garbage
You can't just spend a reasonable amount of money and get the game
As I said I've spent several hundreds (t54+ subscription + some free exp conversion + some crew training) and was still stuck in stock tanks a lot of the time and still had to play hundreds of games in my t54 and t34 to get credits for more tanks and more modules and more crew training.
edit: and I forgot the large amount of gold (real money) spent on tank slots!


The game is designed to make you spend more and more and is a lot more expensive than any full priced game and will never give you anywhere near all the content even if you pay a lot.

My point is:
A heavily compromised game design that inconveniences people into paying is never a good f2p system.


dota has a good f2p system, vindictus has a good f2p system, tribes ascend had a good f2p system
The WoT one is awful for gamers
virtual world, anything goes, except fuck you give me (loads of) money! and then still fuck you !

I'll edit in a minute with what tanks I have to show how my 1000 games + 300 euros (or however many it was, I'll tell you when I reinstall) compare to your 6000 matches f2p grind of doom when it comes to unlocked content and advantages



edit:
I was wrong, it's not 1000 battles
I played 9833 battles not counting the few months I played in the beta before release
so to your 'I playd more so I know the game better' , I say 'no u' :p

I have 3 tier 10 and 7 tier 9s and 61 tanks in total, I assume that as f2p player you only have a few garage slots and have to sell old tanks to have room for new ones (and lose access to the old ones obviously , what a wonderful f2p system isn't it!, I spent easily 40-50 euros on garage slots alone)
that's with paying 300 ish euros...
I quit when they added the secondary crew specialisations , then the grind/crew pay2win rabbithole went too deep for my liking

fuck the f2p system wot uses


edit 2
Just to compare it to LoL for the league players

Imagine if :
For the first several dozen or so games your new champion you bought with IP has a lower view range (fog of war is closer) , takes a lot longer to turn, runs at half the speed and hits for half the damage (and lower attack speed) as well as having lower resistances and armor.
All of this would of course also cripple your ability to earn more IP to upgrade your hero to his full power and how it would make you a liability to your team

Then imagine your summoner abilities would have to be rebought for each champion and cost a lot of IP

You would also have the option to pay for a consumable that makes you hit harder and with a longer range

Imagine that whenever you buy a new champion (even if you buy one with real money) you would have to pay for a slot to put that hero in, you only get a few free slots and they can't be bought with IP

Imagine there were several real money only champions that have their own unique playstyles and that in turn help you earn IP faster when playing with them
Now imagine those champions costing 40-50 fucking dollars each

Imagine deaths in the game having an IP cost, you lose IP as you die (and you will be pretty much cannonfodder while upgrading your champion)

Imagine champions expending IP every time they use an ability
Now imagine certain champions expending so much IP per ability cast that they may spend more IP than they can earn that match

Imagine the IP earnings being designed around subscription based IP boosts, and that you will not really be able to maintain the running cost of some of your champions while affording new champions in a reasonable time

Imagine having to play certain 'earner' champions repeatedly because they are the most efficient at earning you IP to afford the ones you really want to play

I can't imagine a league player not going fuuuuuuuuuuuuuck all of that shit upon reading the above, and LoL itself isn't the best f2p system to begin with.
 
Random IOS/Android title with 98% piracy rate: http://playito.com/piracy/
Random F2P sampling with a 2.2% conversion rate: http://www.eurogamer.net/articles/2...-just-2-2-per-cent-of-f2p-players-spend-money

EDIT:
I'm also not claiming that piracy rates in any way equal lost sales, or that "piracy rates" equal active players; when publishers say "look at those piracy rates!" they often just look at torrent trackers or whatever, when there is no real evidence that everyone who downloads anything even uses it.
In the exact same way F2P games release big numbers of "accounts created" which doesn't necessaily mean someone even downloaded or played the game.

EDIT2:
The "historically" part of my statement was that that was the sort of number being thrown around in the "PC gaming is dying" days, and the type of number being thrown around today on the platforms where piracy is trivial to perform, namely Android. The numbers are indeed arguable, but its the numbers publishers choose to use when making decisions.
The last modern (ie post-Steam) high piracy rate nunber I saw was a 95% claim from Ubisoft where the same F2P non-conversions and piracy are in the same ballpark figure comparison is made.
 
Are you serious with this? At least buying from Steam gives the dev money. How in the hell do you expect to even have games to play in the future if you're unwilling to pay developers who make the games? Buying a few used games is one thing, but your entire library was purchased with money that developers never saw. That's pretty jacked.

So yes, you are correct in that your method is cheaper than PC gaming. But at a cost that I'm not comfortable with.
This is silly.

We're customers. It's not our job to worry about the studio's finances.
 
We also need to define what we mean by "PC." A lot of people seem to take it to just mean Windows platforms, which certainly isn't what most PC Gamers I know mean.

For instance, if I imagine a future 10 years from now where Android phones have crushed the traditional Windows PC space because these phones can be docked in some cradle which then operates as a desktop interface (and which, at that point, will be considerably more powerful than the PC I'm typing on now), then sure, whatever, that's fine. I'm tied to the concept of open source platforms, not to Windows specifically.

Saying that a decline of Windows would be equivalent to the decline in PC gaming is like saying that the decline of Xbox or Playstation must mean a decline in console gaming; well, it may mean that, but if Samsung gets in to the console business and bullies Sony out because the Samsung SuperBox sells 400m units, then that's not a decline in consoles in any meaningful way, it's just a changing of the guard (and would represent a significant expansion in console popularity, actually).

There's an easy answer to this conundrum.

We can call it the Player's Console - the gaming device(s) of choice for a person playing video games of any type. This includes traditional PCs, consoles, handhelds, and mobile devices... and whatever form it takes in the future. Now, no matter how gaming changes the PC will persist and thrive forever.
 
Are you serious with this? At least buying from Steam gives the dev money. How in the hell do you expect to even have games to play in the future if you're unwilling to pay developers who make the games? Buying a few used games is one thing, but your entire library was purchased with money that developers never saw. That's pretty jacked.

Another way to look at this... GameStop came out a few years ago and said that a majority of trade in credit was used to purchase new games. Also follows that a good portion of the people that do trade in games for credit are lower income than those who don't, and wouldn't be able to buy games new were it not for trade in credit. The market to buy used games helps maintain and increase the trade in value of games being traded in to fund the purchase of new games.

So, in a sense, by buying used games, the market for new games is benefitted.

A bit counter-intuitive, but likely nonetheless. Pachter pointed it out in one of his packattacks that he thought the money put in to new game purchases and taken away from new game purchases by the used market is about equal.
 
Another way to look at this... GameStop came out a few years ago and said that a majority of trade in credit was used to purchase new games. Also follows that a good portion of the people that do trade in games for credit are lower income than those who don't, and wouldn't be able to buy games new were it not for trade in credit. The market to buy used games helps maintain and increase the trade in value of games being traded in to fund the purchase of new games.

So, in a sense, by buying used games, the market for new games is benefitted.

A bit counter-intuitive, but likely nonetheless. Pachter pointed it out in one of his packattacks that he thought the money put in to new game purchases and taken away from new game purchases by the used market is about equal.

It isn't a direct correlation and iirc those kinds of numbers aren't released. A direct sale is measurable to the publisher however
 
a 750 ti uses about as much as an entire PS4. Unless your PC you are scavenging has the same exact model of ram for your new one or your HTPC's PSU isn't some shit one that comes in 99% of the prebuilt average pc's out there, then yea. An i3 + 750 ti + 8gb of ram is going to run double the watts of a PS4 atleast and run worse for 50$ more and thats assuming you are getting a cheap Win key.

To build off of what derExperte said and the chart he listed:

92472723-medium.png


Pcper has done an article already in which they add a 750 ti to basic home PCs. This is how the i5 PC did under load with a 300W PSU:

gateway-power.png


It could draw less power than a PS4 during a game, Assuming that the gaming PC draws the same amount of power for the sake of the argument, does the console gamer run their home PC for free; does their overall power draw not become greater compared to a maxwell / Intel gaming PC alone?

Also, any proof that an i3 + 750 ti would run games worse?
 
To build off of what derExperte said and the chart he listed:

92472723-medium.png


Pcper has done an article already in which they add a 750 ti to basic home PCs. This is how the i5 PC did under load with a 300W PSU:

gateway-power.png


It could draw less power than a PS4 during a game, Assuming that the gaming PC draws the same amount of power for the sake of the argument, does the console gamer run their home PC for free; does their overall power draw not become greater compared to a maxwell / Intel gaming PC alone?

Also, any proof that an i3 + 750 ti would run games worse?

http://www.anandtech.com/bench/Product/547?vs=549
 
Can't we all agree that the PC market is different to the console and mobile market?

Maybe they are complimentary.

The PC market is amazingly diverse. Few have a modern GPU but many are able to run the 30 years of history of PC games.. (thanks to GOG & Steam)
 
It isn't a direct correlation and iirc those kinds of numbers aren't released. A direct sale is measurable to the publisher however

they're not released but gamestop has this data from their power up rewards members, the findings from which are shared with pubs.
 
I think the most interesting thing I gathered from this thread was the rate of LoL growth. 7.5M concurrent players, 27 millions daily players, 67 millions players monthly.

Damn.
 
That MP is 32 player server. And that's just BF4, a cross gen broken launch title.

https://www.youtube.com/watch?v=5UE07sbR_sU AC4 (21 fps AVG with an i7)

Apparently we've both just listed broken games then, because AC4 runs horribly on PC; the i7 probably makes little difference. And it's also running 4x MSAA in that video, which is quite a bit more demanding than the SMAA in the PS4 version. The BF4 DF singleplayer video is still the 750 ti managing similar performance in a GPU-bound location (where PS4 should have the advantage of making fuller use of the GPU's power).

Also, I think we might be steering too far off topic, so we either need a new thread for such discussion, or continue in private messages.
 
Sure they do. They're cheaper to buy, the retail market allows selling of physical games (which somehow NEVER gets factored in when talking about PC game sales), the barrier to entry is lower, they have games that the PC doesn't get just to name a few.

I own two gaming PCs and a PS4 and I love them both. The type of binary thought in this thread kinda reminds me of the American political system, which is a fucking joke of epic proportions.

I own most consoles and a PC. I game a lot on my consoles. But that doesn't mean I can't see the immense gap in value that these platforms offer. You say PC is expensive, well the gaming part is just a small are of what you do with a PC and you can upgrade them instead of completely having to replace one. The barrier to entry is lower on PC's because people use them for work. PC has more exclusives than all consoles combined.
 
I own most consoles and a PC. I game a lot on my consoles. But that doesn't mean I can't see the immense gap in value that these platforms offer. You say PC is expensive, well the gaming part is just a small are of what you do with a PC and you can upgrade them instead of completely having to replace one. The barrier to entry is lower on PC's because people use them for work. PC has more exclusives than all consoles combined.

Consoles most certainly are simpler, however. That's an important feature to a lot of people.

And while these are conditional considerations, it's possible that 1) consoles have the specific exclusives you happen to be interested in and 2) consoles happen to have your friends on them. I owned an Xbox 360 last generation for a period because of the second consideration: several of my close friends are console gamers, and I wanted to play Left 4 Dead with them, so my choice was either not play with them or get an Xbox.
 
I think the most interesting thing I gathered from this thread was the rate of LoL growth. 7.5M concurrent players, 27 millions daily players, 67 millions players monthly.

Damn.

You would think the sport scene for that game would be larger, but it seems League attracts the same sort of people that Call of Duty attracts.
 
Consoles most certainly are simpler, however. That's an important feature to a lot of people.

And while these are conditional considerations, it's possible that 1) consoles have the specific exclusives you happen to be interested in and 2) consoles happen to have your friends on them. I owned an Xbox 360 last generation for a period because of the second consideration: several of my close friends are console gamers, and I wanted to play Left 4 Dead with them, so my choice was either not play with them or get an Xbox.

Consoles are simple sure but my first foray into PC gaming has been in no way hard.

I custom built a PC with an i7 and a 780ti but that is optional, you can obviously (money permitting) buy a high end prebuild from enthusiast websites.

Then you plug in a controller and download a game from steam and away you go.

That really isn't much harder than a console.

Sure if you want to be tweaking enb's and downsampling and installing 4k textures with Texmod it's going to be a bit harder but that is real enthusiast territory.
 
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