Stpinmass Stpinmass

*** How was this game Released?***

*** How was this game Released?***

Not for nothing, but this game is laden.. with bugs and problems spanning just about every aspect of the game.. For $40, I feel a bit cheated.. It was obviously rushed for release without a decent job done with beta testing.. I admire Stardock's commitment to updating and working on the bugs.. but it's a bunch of BS that they released it in the first place.. I mean c'mon.. How many bugs did curttasker's post turn up? 100's! That's ridiculous in this day and age.. Particularly with a sequel.. I'd love to hear everyone else's thoughts on this..
27,781 views 79 replies
Reply #76 Top
ok i take back what i said... it WAS my computer, after all - my ATI Mobility Radeon 9000 IGP had a 2004 driver on it.
i got a link to install a newer version so i will try that and hopefully it works after that...
i hate it when i'm wrong but if i am, i'll be one of the first to admit it
sorry, stardock people lol
Reply #77 Top
No problem.  Just glad you got the game going.
Reply #78 Top
ok ya it works after installing the new driver
i'm not noticing all the bugs that others noticed in-game, but maybe it was cuz of the euphoria of actually being able to PLAY lol
but it was fun playing for the first time... all 3 hours long
Reply #79 Top
Second, the idea that console games are more stable, on average, than PC games due to being one platform is falacious; most multiplatform console games are developed simultaneously for multiple platforms, which requires multiplatform testing. To be fair, this testing is smaller in scope than the number of PC platforms, but the complexity is still there. Indeed, it is more complex, because each platform has wonderfully different APIs for accessing hardware (and, in some cases [Sony], no API at all. Just hardware manuals). So there is a tradeoff that I would consider relatively even.

The reason console games are more stable is because game developers cannot afford to make buggy games. You ship a buggy console game, it dies. Period. You ship a buggy PC game, PC gamers are used to that, so they'll give you a month or two to fix it. Which means you can now shave a month or two off of your development cycle. Remember: once upon a time, PC games didn't get patched either. And back then, games went directly to the hardware, and there were entirely different kinds of hardware out there. It was harder back then, but they didn't release patches at all. Software was more stable back then. Once the Internet made patches possible, the quality of PC software at ship time dropped significantly, despite the fact that things like DirectX made multi-hardware game development easier


Not at all. If I develop a title for let's say the PS2, XBOX, XBOX360, PS3, and GAMECUBE then that is 6 systems. Each may have a different API but, for testing to see if bugs are eliminated and if the game works it is 6 systems. In my house alone I have over 8 PCs all of which are distinctly different. So, given the difference in API the game would only have to be developed a single time for PCs... but, the testing and fixing of bugs is MUCH MUCH larger an issue than with consoles. Once, it successfully runs on a particular console you are good to go. I can tell you that developing bug free games is as much an issue with PC games as it is with consoles. It is simply IMPOSSIBLE to assure your game is bug free in a PC environment across the infinite spectrum of hardware/software combinations. This is NOT an issue with consoles. Why are people developing more for consoles than PCs? #1 - larger game market for people who just want to play a game without messing with their computer. #2 - easier to make bug free games and thus, reduce some of the development costs, and followup support costs.