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As a Student Game Dev, I'll Never Make Games For ANY Consoles.

[Note: When I say PC, I am talking about any device that is a laptop or desktop running any given operating system, not just Windows devices.]
I'm studying to become a game dev, and I am currently taking a 3D modeling class in highschool, and I'll begin my second year of a game design class next semester. However, when my first game comes out, it won't be on consoles at all. Why should I develop for consoles when a ton of gamers are already using Windows PCs, Linux devices, and Macs? I Also, optimizing the game for a system similar to the one you're developing on is most likely going to be quicker and easier to do than any consoles, since the hardware in them are 6-7 years old by this point. Also, console graphics look slightly more dumbed down than PC graphics. I want my fans to have the highest-quality and best-looking gameplay experience possible, so why not make it for PC, Mac, and Linux? It would not only give the players much more options, but it would allow them to adjust the graphics as pleased, and even the FOV. Also, PC games are what invented color blind mode in games, so, many color-blind people play on PC. Also, since I'm autistic, having the ability to adjust lighting, look and aim sensitivity, and several other input settings and visual effects is actually insanely beneficial to me. If a game's default FOV is way too low *cough* Warface *cough*, it makes me feel trapped, enclosed, my movement feels too restricted, and I feel anxious. If a game has too high of an FOV, I feel overwhelmed with information and can't figure out what's going on at all. Also, in a PC game, if a light is too bright, I can just turn down gamma correction or lighting quality. In a console game, that just isn't possible. Also, Motion blur makes the action confusing and hard to follow. This is one reason why I don't enjoy the modern film industry's standard 24fps with motion blur format. Seriously, filmmakers, just turn off the motion blur and turn up the frame rate to 60. After all, 60fps is the most common refresh rate. It'll bring the movie's video quality way up. Anyways, as I was saying, the ability to adjust graphics settings is very beneficial to people who have motion sickness, color blindness, and autism. Also, modding is a huge part of video games, with a ton of some of the most popular Steam games being advertised as mod friendly. Heck, modding has been around in PC games has been big since Doom 1993, playing a big role in the success of the Doom franchise, with players not only playing the campaign and online multiplayer modes, but all of the user-generated content, as well. This has even survived in the Doom series, with SnapMap, an integrated modding tool, being among the many new features introduced in Doom 4.
marinedoomimage.jpg

Screenshot of Marine Doom, a Doom 1993 mod created by the U.S. army themselves. It was intended to train soldiers, though the U.S. Army series of FPS games proved more effective about 6 years later.
Also, not only does modding enable players to generate a vast majority of content, but a disabled person who is unable to use his or her arms for any given reason (such as an amputation, or that genetic disorder I can't remember) can create a game control suitable for their needs with a PC program such as joy-to-key. Also, Microsoft did announce a controller suitable to that particle group of disabilities that is compatible with the Xbox One as well as PCs with operating systems compatible with Xbox One controllers. This means that consoles are way behind on releasing controllers designed for disabled people, and Nintendo's attempt at a NES controller designed for this purpose does not count. I'm only counting controllers capable of camera movement. Another point is upgradeability and other various options not present in consoles. Windows and Linux usually run on custom hardware, and people create Hackintoshes, a term used for when Mac OS runs on hardware not found in Apple's models, giving the user an infinite amount of hardware and operating system options. Also, PCs have more games. Well-known hosts for videogames such as Steam and Forge, which host several AAA and indie titles, as well as smaller hosting sites such as GameJolt, IndieDB, and Itch.io, as well as several flash game sites. There is also pre-installed hosts such as the Windows 8 and Windows 10 app stores as well as Apple's iTunes. Not only does this give gamers more options of where to get their games, but it also gives devs more options of where they're supplying said those gamers content. Why would I opt to make games for consoles, where the only option of where I can publish on it is the app store included with the consoles? Anyways, those are the reasons why I, as a highschool student studying to become a game dev, will never release a single game for any game console, no matter what.

Comments

I agree. You should only make games for consoles if you're a big company who's desperate for more money.
 
I agree. You should only make games for consoles if you're a big company who's desperate for more money.
Yeah. I also want to make something that will push Unreal Engine 4 to its limits. Therefore, for the best experience possible, I'd want it to be played on systems that can be pushed really far. That means gaming rigs. It would be really good.
 

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Joshua the Writer
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