tag:blogger.com,1999:blog-37571757.post6191993877108647160..comments2023-08-21T04:33:03.364-04:00Comments on Invisible Studio: Designing to a First-Person-ShooterFinn Haverkamphttp://www.blogger.com/profile/07532303076250130395noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-37571757.post-10672398297638694672008-05-02T03:30:00.000-04:002008-05-02T03:30:00.000-04:00I do think there is some truth to designing for a ...I do think there is some truth to designing for a controller vs a keyboard, but it isn't always the deciding factor in whether or not a game will port well or not. There have been a few games that have been successful on both pc and console. I remember talking to a friend at school about the original Half-Life. It was originally for PC but ported to the ps2(and maybe xbox)fairly well. Also with the upcoming mass effect port from console to pc (if it turns out as good as it sounds), then it might put some hope into the mix (now that consoles can create decent graphics, though still years behind pc, but that is off topic). <BR/><BR/>Also I had mentioned another arguing point for the pc vs console shooter. The Keybaord. It's just as much a part of the control scheme as a mouse which definitely adds TONS of customization to a game. Game Pads limit how many different buttons can be used to do different things. This may not be a huge issue but it can add little quirks like being able to set a random button rarely used like L to spray in games(i.e. Counterstrike). Being able to set a button to last weapon used definitely helps in games , and I have never even seen that as an option in a console shooter. And with z-boards and logitech's customizable boards, there are unlimited possibilities and control schemes. It can be funny to see how different people's control scheme's can be. Just another topic to throw into this debate.Anonymoushttps://www.blogger.com/profile/16725303950304387536noreply@blogger.com