Martin Slater, Lead Programmer at 2K Australia, spoke at length about the various challenges the Australian PC team faced in bringing BioShock to market. Of key focus to them was ensuring that the PC version was truly a PC version, and not just a cheap and nasty console port. As Slater said, "PCs, they make up around 20% of our sales overall, which doesn't sound huge, but when you put into the context that we don't have to pay Microsoft royalties... it turned out to be quite a lot of money, and if you get this right, you can really up the sales."
Significant time was invested into ensuring that the PC version felt like a PC game; "We spent probably a core three or four months at the end of the project, just trying to make it feel like a PC game." As a practical example, he added, "For instance, the hacking game on the PC, it had to be completely rewritten to support drag and drop with the mouse, to get the player using the right input device. This is really really easy to underestimate how much time and effort this takes."
Highlighting the importance of changing the 'porting' mindset and specifically appealing to PC gamers, he said, "And this is the way you've got to think about it. If you're thinking about porting to the PC, you're not going to succeed. Look at games like Halo 2 when they came over to the PC - they had exactly the same interface, all the same controller buttons, and they got panned for it." He added, "We think we sold about half a million in the first couple of weeks, two or three weeks, up to and around there, so it's well worth considering very early in the project just how you want to do this to get the best out of the PC and not just treat it as a port ... [You can't] call it a port, it's not a port, it's a SKU."
Further acknowledging what just about every PC gamer knows but isn't considered by most developers, Slater flagged that, "PC users are not the same as console [players]. When they cross over in some places, unless you really, really make the game target the PC, you're going to fail in the market and you're going to get panned in the reviews, and panned by the magazines, and panned by the people who play. It's all about just thinking about not considering it just a cheap port. You're going to make a lot of money if you do it right and you put the effort in and really make it a good PC experience."
When asked about how they reacted to the at times bordering on hostile reaction in public forums to their use of copy protection, Slater was upfront and honest - 'they hurt'.
In a rather candid and insightful statement, Slater speculated that, "PC people are funny - they’ll have the Internet, they'll go online, they'll go on a forum, and then they’ll bitch that they've got to go on the Internet … it's one of those things. But, you've got to live with it. They’re the brightest people, and they’re moaning ... it’s one of those problems. Whatever you do, you're going to lose, you're going to take a kicking."
Elaborating, he said, "Piracy is the biggest problem, and when you're releasing simultaneously on 360 and PC, one of the things in the back of the publishers minds and the people who actually want to make all the money's minds, is, we don't want to lose console sales to people ripping off PC and the piracy issue and if people can get a cheap pirated version on the PC they may not buy the 360 SKU, which is the main SKU."
Explaining why there was such a focus on security, much to the disappointment of some gamers, he said, "Security on PC is easily underestimated. When you're becoming a large title people start becoming very, very interested in you in the last 3, 4, or 5 months of the project when it starts becoming very clear you're going to make some people a lot of money, and at the end of the day, it's all about money. So we went to great lengths to try and avoid the piracy issue."
Giving a practical example, he said, "In quite a lot of games, what happens is that they’ll have DVDs anywhere along the distribution chain from the senior manufacturers going all the way through to the stores, and one of these DVDs will go walkies and they’ll end up in the hands of crackers trying to make the day 1 crack, and this is what the crackers are all about, the kudos then comes from cracking it before release … so we went to huge lengths to avoid this."
Speaking of the detail behind their copy protection measures, Slater explained, "We had a downloadable EXE, we didn't ship with with the executable on the actual DVD, that was to mitigate the risk of production DVDs going walkies between the manufacturing process and actually turning up on the shelves ... we didn't put the executable on the DVD, which had other benefits. It gave us an extra six weeks develop time to clean up any bugs because we could publish that afterwards, but this ended up putting a requirement on the actual game where you needed an Internet connection."
He continued, "We reached our goals - we were uncracked for 13 whole days, which, the amount of development time that went into doing this … if you’re going to have a DVD without an executable on it … the QA that we went through for weeks and weeks and weeks, to prepare the process where the executables go up on download site, you put the DVD in, and it all works. Traditionally, you know your game works when you go gold – you can test to make sure everything’s there. In this model, you're not sure. You’ve tested everything, you’ve tried everything, but on that day you go gold, you find out how good it’s been. And, we got our 13 days, we were happy, but we just got canned. Everybody hated us for it. It was unbelievable. You'd think we were kicking people in the bollocks, really. So, it’s a complex issue in the PC world."
With a rather unhappy look on his face, he reflected back on the biggest lessons out of the whole experience, saying, "I think the big lesson we learned out of this is that your customers hate you. They want the game, but they want everything at the same time. We read things on the boards, like, oh, you’ve got security, you make us download it, so I’m going to crack this … thank you very much, love the support, that’s really good. It comes down to people just needing the excuse. There’s a lot of people who will go and buy the game if you force them to do it, but if you give them a reason to justify their actions, they’ll take that justification and they’ll rip you off."
He added that the problem isn't isolated to the developer or publisher, saying, "This comes all the way down the chain – if we lose a lot of sales, the publishers don’t get the money, we don’t get the money, we don’t get to develop the best and most impressive titles. It’s a very complicated problem, and the bigger you get, the worse it gets."
When asked about their choices around distribution systems, Slater positively gushed about Steam, saying, "Steam is a very good system, they’ve got their [stuff] together … it does help, but Steam doesn’t help address the copy protection issue. They’ve got their own DRM system on top of your game, but their attitude is that once it’s sold, that’s all right … they don’t have the long term activation process … Steam is extremely good for delivering a product. It buys you an extra six, seven weeks in your development cycle - traditionally you’re going to gold, you’ve got six weeks manufacturing. [With] Steam, you can give them content, and you can then be delivering content and updates to them up to the date you release, and it all just works naturally. So Steam is a very good part of the solution, but I’m not entirely convinced it’s the complete solution yet."
Turning to DirectX 10, Slater offered both a positive and negative response. Speaking honestly, he said, "DX10 is in virgin territory. It offers your gameplay nothing, but from a programmer’s perspective … for probably for the next 3, 4, five years it’s not important to you. Microsoft’s going to tell you everything under the sun that you’re wrong, and everybody’s going to tell you everything under the sun you’re wrong, but we’ve got to make games, and this is always the hard place."
Explaining in more detail the challenges faced by a typical developer, he said, "You’ve got the business side and you’ve got the game side. On the game side you want to minimise the technology and maximise the amount of time spent actually iterating the game design. DX10 for all you programmers is a beautiful plus - it’s a lot nicer than working with the old APIs, they’ve streamlined a lot of stuff, it’s a lot more efficient at an API level, but when you’re coming from a legacy engine point of view and you’re trying to shoehorn DX10 in, you’re going to have a lot of pain."
Flagging what most know but are probably unwilling to say, he said, "When it comes to your old structures, your old graphics engines, the way it works is just not going be optimal for porting to DX10 … we [and Microsoft] they spent a hell of a lot of time working with us and helping us through the issues … they really, really want to make this work, and it needs to work sooner or later, and the benefits of going up will shine through from a graphics point of view ... but we’re still not at that point where it’s a compelling, no-brainer to support it."


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