What makes a console? What makes a PC?
There is no special chip or hardware that distinguishes the two.
Rather they are terms meant to highlight fact that both PC and
consoles solve different problems of gaming. Each having a different
answer to how we should distribute games and how to make the hardware
for playing those games.
Making Hardware for Games
So how do make hardware for games?
Well, generally consoles are specialized specifically for gaming
needs. Focusing on higher processor speeds and graphics card for the
cost. Like being able to choose a processor architecture based on
performance rather than having to take in account non-gaming related
software. Or creating controls that only focus on gaming tasks, and
not having to worry about typing or other tasks. But its more than
just good specs, or specs per dollar ratio. Console uses unified
hardware to distribute the games. Basically, having one (or very
few) hardware device(s) and having all games tailored to that device.
This allows for the underlying game programming language to take in
account fewer device configurations. Which means games require less
testing and run commands faster. Leading to better performance and
allows for mass production, leading to lower costs.
While PC devices focus on ambiguous
hardware. Allowing for the ability to upgrade hardware. And allows
code to run on more devices to hopefully reach a wider audience and
allow developers to take advantage of more hardware when developing
games. And take advantage of it earlier. Allowing new ideas on how
to use hardware for different play models.
How to
Distribute Games.
Distribution asks “Who is allowed to
develop for that device?” and “What Obstacles are needed to
overcome for your game to be published?” Consoles usually focus on
a single distribution channel. Allowing for more control over what
games get published. There is generally more risk in developing a
game for this system. Licensing, and publishing fees eat into the
profits, With higher startup costs to ensure you meet a minimum
standard of graphical fidelity and Quality control. Creating this
standard can discourage new developers or publishers, but it can also
entice them. If your game gets published, its easier to find, and
potentially has a larger audience than if you tried to a more open
distribution channel. And your game may look better as part as
curtailed library of games.
While PCs focus on an open
distribution models. Allowing anyone to create a distribution model
for there game and join a part of one. It could be as simple hosting
your own website, or burning CD and selling your game from you home
or at gaming events. To something like trying to sell your game to a
professional publisher. There are still various obstacles to
overcome in the PC market, but there is a variety of different
choices you can make when deciding on which distribution channel you
pick. You''re able to decide how much restriction on your game
quality is acceptable and which system you the think will get you the
most coverage and/or gives your game the best chance of succeeding.
You may still be limited to what the distributing site wants, but
you still have quite a few choices.
When Will the Line Between PC and
Console blur until they're indistinguishable?
I'm not sure its really a “when”,
more of an “if”. Consoles and PCs have been moving towards each
other for quite some time. Console have been becoming more open with
there distribution channels. Trying to appeal more to 3rd
party developers. While increases in technologies have made the
performance advantages of consoles, less and less important. Forming
a kind of hybrid, where Consoles are taking more roles traditionally
associated with PC, and vice a versa. But before they become one, we
have to answer which method is better.
For instance, its a little difficult
talking about the advantages and disadvantages of open distribution,
when I have a bias for open distribution. I would gladly go through
hundreds crappy games, to find that one game that I would of not have
found in a closed distribution channel. On the other hand, I'm sure
there are people who would give up one higher quality game, for a
higher average quality of games in a system; or not having to find a
game under a certain threshold of quality. In order for consoles and
PC to merge, we have to pick which way is the right way. But what if
there is no right way to find games? If there a reason to appeal to
both people types of people, in separate ways, maybe they should
remain separate. Or can we find a way to combine the advantages of
both without adding more problems or disadvantages?
Will the lines blur?
Consoles and PCs have problems that
could be solved without radical changes. For instance, Consoles have
opened up to Indie developers more, by allowing digital distribution
and smaller fees for smaller studios. However, smaller Indie
developers (like teams of less than 10) might be attracted to a
profit sharing model with no upfront cost. Console maker could offer
both models to attract both smaller and bigger teams. If they really
are committed to the idea of attracting Indie developers, console
makers could create a really solid IDE and release it for free or
perhaps for a small increase in profit share. It is a big upfront
cost for the console maker who does it, but attracting new games and
IP might be worth the cost.
On the PC Side, We have seen a very
fractured distribution system. However, steam has unified this
process significantly. Maybe just having one large repository of
games, like consoles do, doesn't exclude smaller distribution.
Perhaps what we need is one unified interface, that allowed user to
add and delete gaming repositories. Similar to what Linux does for
its packaging system. Now, you have one applications that can
install, search, and buy games. And if you thought the search results
were to board, you could remove repositories as need be. Customizing
the amount of curtailment you want.
While there has always been a variety
of APIs for cheap or low cost on the PC side. I have noticed the
idea of a programming language that can build native applications off
of one code base, spring up. I'm fond of Haxe/NME due to its free
and open nature. However, unity is a very similar system. Perhaps
this will create a system where code base is irrelevant to the
desired platform. Or, at least only relevant in terms of controls
and display output. Of course, I thought the code once ideals of
Java would be the language of the future, and that really never
panned out. And there are certainly lots of competing ideals of how
to program a game. HTML5 might be the next big thing in gaming.
Maybe OpenGL will get good enough to solve performance and other
issues to make cross OS programming as viable as native coding.
Also, The Steam box and ouya might
question the benefits of closed hardware with their ability to allow
hardware modifications. Perhaps having a default configuration will
allow for the benefits of unified hardware while providing support to
hardware moders. Or perhaps its openness will invite the same
problems that PCs face. It depends on how large of a percentage of
people will actually modify the default hardware configuration. And
if these consoles will provide the benefits of upgrading without
becoming overwhelming for developers to test.
Apple, Android, and more
How do android and apple tablets and
phones fit in the mix? Are they PC or consoles? Well, They're both
and neither. PC and Consoles Roles can be thought of more as a scale
than absolute terms. Apple iOS leans more towards a console. It has a
limited amount devices, not one unified device, like a traditional
Console, but they are all very similar devices. The distribution is
very limited, with only one method to distribute apps (that being the
app store). Although, it is more open than traditional console
system. As there is a publicly available description on how to
distribute your apps, and allows anyone to join for a fee. It could
be consider low cost compared to other, only $100/per year. (Plus the
cost of a mac computer, of course). While the android has a more
diverse set of devices, but still fairly limited compared to a
traditional PC. And a much more open distribution system. It not
only allows you to publish through your its Google play. A very
similar system the app store, but with less obstacles (i.e. 20 one
time registration fee). But you can distribute apps through existing
methods. Such as allowing people to download files from a website or
transferring files from your computer or an SD card to the device.
I bring this up because it's important
to remember that that while both PCs and Consoles have there
advantages, there no need for a system to commit fully to either one
side or the other. You could choose a system that is in between both
ambiguous hardware and one device. Between a limited distribution
system, to a completely open one. Or even a moderate system for the
ambiguity of hardware, but a completely closed distribution system,
or completely open, etc. There are lots of ways to look at how you
distribute games and how you make hardware for game. You shouldn't
think of it as just PC, Console, and in just between.
Why does this matter?
Whenever the PC vs Console debate
comes up, there is always people who argue, thats it an unimportant.
That games should be enjoyed no matter what system there played from.
But I feel like that argument misses the importance on how games are
made. (And also the economic limits of most gamers). I think a
better understanding of the system of distribution and hardware
making, leads to better systems of games. And you achieve that
understanding, by finding and discussing each systems flaws and
advantages. In a civil manner of course, but how to argue is
discussion for a different time.