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Een vertaalprobleem melden
"Porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for.
Porting is also the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform, perhaps with some minor differences."
In this case we don't know what ER was originally written for, but from the few things, like for example weird pc kb+m bindings we can deduce it was some sort of console, which was then ported to other platforms as it was cheaper and consumed less time than writing the thing from scrach. Allowing the release to multiple platforms. That's how we got ER at the same time as console players, with a few more problems.
Games use godot, unity, unreal, fyre, PS coding, xbox coding, Nintendo coding, c++, java, etc. in many various ways of programming on many various platforms. Trying to say there's a standard and everything else is a "port" doesn't really help anybody. And to be fair, I'm no expert, but I'm willing to bet dollars to donuts that every game starts on a computer of some sort and then is transferred (or ported, if you prefer) over to whatever platform it's going to.
A port in layman's terms would be a game that is released on console first, then months or years later is ported over to PC, like God of War was recently. That is a perfect example of a port. Dark Souls Prepare to Die was a port, and a terrible one at that. If Bloodborne ever comes to PC, that will be a port. Elden Ring, however, is not a port, unless you want to break it down into an unnecessarily complicated formula.
I was enjoying the game greatly at first, but the game really started to drag on in the latter half. I feel like they could have made the world just a teensy bit smaller with the removal of all the copy-pasted bosses, and I wouldn't mind.
I did enjoy some things the game did, things that I had wanted to see in these games for a long time. Such as the summoning ash system.
But I can't believe their netcode still hasn't evolved. I very rarely had a disconnection in Nioh 2 for example, but here I get disconnected more than half the time in co-op. Even Code Vein wasn't that bad, and it was published by Bandai Namco.
Again we don't know what platform Elden Ring was originally written for , but from looking at some of the technical issues, key bindings with the additions of most of the globe calling it a port (both players and reviewers) and the fact it's much better to play with a controller we can guess it was originally designed for some sort of console and somewhere during it's development was ported to PC alongside other consoles.
Yes you need a computer to write the code for games, but "computer" is a term with many options. You can write a program on your avarage gaming PC, on a laptop, Mac and whatever else there is. You do need to know what you're writing it FOR, you can't just write a game for Playstation and expect it to work on PC and Xbox, you write the code for 1 platform then port it to the others, by changing the code here and there.
If you want to release the game on multiple platforms at once you're very likely gonna start with the consoles, since it's much harder to port a game from PC to consoles than the other way around, consoles are much more limited. The most obvious would be less options for assigning what button does which action, the other is memory limitation.
In addition when you design programs for a specific platform the final product might not work anywhere else besides the developer's PC and the platform it was designed for forcing you to "port" it.
The simplest way to describe a port would be "game or program made for one type of device, which was slightly or significantly changed to work on a different type of device".
Since I can't find what was the original target platform for Elden Ring it's best to assume it was one of the consoles knowing the history of the developer, game being locked at 60fps by default, overlaping/weird key bindings on PC and it's performance issues, it's best to assume it was originally developed as a console game since it's easier to port it too PC than the other way around. During the development game's code was changed enough in order for it to work on consoles, to the point where the PC with the original code was the only one capable of running it (excluding the platform it was designed for). Therefore after finishing the original they had to port it to other consoles and PC
But... by that definition there's no actual port, just a put a blindfold on and throw a dart and whatever it lands on we'll call that a port. At least my definition has a clear-cut meaning, instead of guessing or like you say "assuming".
Also, I think a lot of people subscribe to the notion that From are "peasant console devs" and can't program on PC, hence the reason they like to call games like DS3 and ER "ports", kind of like a passive-aggressive jab at their PC coding skills. Whether you like it or not, or whether they're good at it or not, they are now fully-fledged PC programmers, not just peasants who should stick to console.
Even if they do suck at PC programming and have to contract the job out, it's still not a port, because the contractors are at that moment working for From, probably elbow-to-elbow with the console programmers.
I'm just finding it hard that you seem to think that a game designed exclusively for Playsation and then years later it's re-programmed to play on Windows IS THE SAME AS a game that was designed in unison with Playstation, Xbox, and Windows to be released on the same day. It's almost like you want to call games "ports" based solely on the Dev's history, or just randomly label any game you want as a "port" because it doesn't have widescreen or is locked at 60 fps. It's too arbitrary.
I wholeheartedly agree to this
And that noone really is touching upon this in a serious discussion is frustrating.
Thumbs up for giving this a shout out.
-Being locked at a certain framerate
-No support for ultra widescreen
-"Save Checkpoints" (game saves your progress, you can't do that yourself)
-Not adjusting the UI to fit the system
-Hard coded non assignable controls
-Incompatibility with people's hardware (basically forgetting different pc's have different parts resulting in some people not being able to play)
-Wrong control scheme (only getting thought controller inputs instead of kb+m)
-Forgetting the mouse exists
Those are only some, not all apply to elden ring
The thing is to me porting is modifying code, which either already exists or is being written for a specific platform to be usable on other platforms. No matter how long ago code for the target platform was released to the public. We obviously have different definition of what a port is, which is fine. I will always see it as "there was a target platform and the rest are just ports of that", while you see it differently.
They do have a lot to learn still about PC games, mainly about proper Anti-cheat and how important modding is. I think we've hijacked this thread long enough tho. Let's just go our seperate ways before things have a chance to get heated. You make some fine points and even tho you didn't change my mind i enjoyed having the little debate. Take care
I'm going to leave you with this:
What would Miyazaki say?
Go ahead, ask him, "Which version of Elden Ring is the port?". After probably replying, "You mean which one is a dock for ships?", you would explain your case to him, and I'm sure he would try to hold back a laugh and say, "None. You're overthinking it.".
Anyways, it was fun. Not saying I won't reply anymore, but I gotta take a break. Peace.