In an interview with IGN, Chris Taylor of Gas Powered Games makes it clear that he is not optimistic about the future of the PC as a gaming platform, even for such dyed-in-the-wool PC genres like real time strategy.
It’s just a good business decision to have your game of any kind on a console where you can’t pirate it. When you start to refine the control system and you start to take away the barrier of the control system and you start to make that a non-issue, just like we did with first-person shooters, and it becomes more about the game experience and less about the interface, you start to go to the platform where the economics of where the gaming base is.
He also thinks that the upcoming 360 version of Supreme Commander has cracked the interface barrier that has made so many RTS games unappealing on consoles.
We’ve done tests with Supreme Commander where we took the 360 controller interface and plugged it into the PC and played people with the 360 controller against people with the keyboard and mouse. People did remarkably well, so we don’t think the UI is going to be the gating factor in the future of who comes out on top.
What IGN did not ask, but probably should have, was “What have you done that EA did not do? Because Command and Conquer 3 and Battle for Middle Earth II weren’t exactly great console experiences.”
That piracy has some impact on PC sales is indisputable. The only question is the extent of the cost. I have a hunch that the cost is pretty high, but nothing beyond anecdotal evidence to back that hunch up. Console gaming is successful for a number of reasons that have nothing to do with piracy, from ease of use to better QA limits to hardware consistency. As someone who still games on his PC more than his consoles, it’s still hard to imagine making the shift full time.
I do find it hard to believe that an RTS gamer on a 360 could possibly compete with an experienced PC user because hotkeys, control groups and precision mouse control are a huge advantage. Maybe GPG has solved the puzzle, but I’d love to see how. The 360 controller is not exactly an elegant input device.
Taylor gets it right though when he talks about the design implications for RTS in a declining PC market. Using shooters as an analogy, he states:
You’re not going to be your projections and thinking about your market as your PC. You’re going to be thinking about your market on the console. So you’re going to focus all of your creativity around your control scheme of your console, your audience of your console, the age group that you’re going after on your console and what features they want. You’re going to cater to that audience…It’s going to be market driven.
This is why Ensemble’s Halo Wars is so important. It will be, I think, the first traditional RTS designed specifically with a console in mind.