blatantninja
Resident Redneck Facist
I meant when it came out. Yet people bought it like crazy. We had different numbers on piracy ratio also, but no matter which number is right, we can be sure that the majority of pirates can play those games on their system otherwise they'd not download them.
Actually, they probably download them, then try them on their machines and either they work or they don't. Just because WOW is extremely popular and a MMORPG that is virtually impossible doesn't mean that piracy is why other titles aren't popular. BG2 sold over 1MM copies and the online component of it was rarely used. You're being very guilt of bad logic in making that assumption.
Hehe yeah, Ultima VII and those DOS games was horrible to get to play! But DOS was the prime days of PC gaming so many fantastic games came out, and Ultima 7 sold well! Enough to found both U8 and UO. Acctually those games were much more complicated to run than todays games they even required a boot disk and you could forget about graphical instruction setups, and you could get an error like Violation accses memory B9, most people had no clue what to do. Ultima VII had a copy protection requiring the manual hehe, you had to look stuff up in the manual to answer certain questions. Unfortunately pirates also included a text file with the manual for these games at that time, it was a common way for copy protection anyway, and piracy was not as widespread at that time thanks to the internet not being widespread.
I completely disagree that piracy was not wide spread. Copying disks was easy enough and all my friends traded games. My brother and my cousins traded games as well via the mail. I used to log into dozens of different BBS's and download games. It may not have been as easy, but it was definitely widespread.
But today we have directX , we have windows GUI's , we have openGL, we have openAL , and we have fmod. Which works immidietely with most windows plug-and play devices. We can make great auto-configuration and at the very least reccoemnd a setting low , medium , or high. The guys who want to get the optimal out of the PC game might need to do some hacking. But this optimal would be much better than we could get out of the console.
Various video cards (even the same chipset but different manufacturers) end up having problems that seem almost random with DirectX and openGL, same with other hardware. The problem may have changed, but the difficulty is ever bit as much there as it was a decade ago, and probably more so as there are more things to go wrong. I had a 7600GTS that would run one game requiring DirectX9 fine, but then turn into a slide show on another! Sure, that is a hardware problem, but the point remains that it is a problem the manufacturer has to be aware of when they program, and if there is a solution, program around it.
I wrote a very simple auto-configure for one of my games, it didn't take me more than a week, it was not that long ago. Worked great.
For a very simple game, I'm sure it does.
Check which model of graphics card, for example Geforce 7 series, 8 series, or ATI 18x 19x 20x etc etc series, check the amount of memory of the card, check AA , support, check AF support, check shader version. If memory lower than 256 MB set low res texture no AA, if 512 MB and card better than 7 series 18x series, set medium texures, if card 8 series, or 20x series and 1024 MB memoery set high res textures. I have written a much better one for future use. Which you'll get to try out later hopefully!
Sure it takes some time to write that, but time a developer could have, and it is technically possible.
And you'll still run into issues with different manufacturers with the same specs having different quarks. Different brands of memory on the main board can cause different hiccups in games, etc. All the time in the world isn't going to allow a programmer to accommodate every little difference.
And DRM often isn't that hard to install on a game, from a programming perspective. Developers use outsourced options often, which add cost, but aren't really taking away from development, and if they use internal, it generally is something they use for multiple games, so the cost isn't that high per title.
The simple fact is that DRM doesn't affect the amount of time programmers (at least good one) have to debug and optimize games.