ELDEN RING

ELDEN RING

Statistieken weergeven:
Kaffeepause 17 mei 2022 om 7:10
3
4
My honest opinion of Elden Ring
First of all, I don't want to make this thread to become a rant about this game. I really love Demon/Dark Souls, Bloodborne and Sekiro and because I really care about those games, I wanted to share my honest opinion of Elden Ring with you. Maybe there is hope that one of FromSoftware's employee are reading this too?

Warning: Wall of Text incoming...

In my opinion Elden Ring is FromSoftwares laziest and most PR related video game ever made. Not only you face a lot of copy/pasted Bosses and Minibosses, but also 90% of all Dungeons and areas share the same layout over and over again.
Dungeons and Catacombs had always the same layout (e.g. Mineshaft, Stonegraveyard, Dark Caves) with the same mechanic over and over again.
(Find Lever --> pull lever --> find door --> kill copy/pasted Miniboss)

The worst thing is that the Minibosses were chosen completely randomly. You could also swap out every Miniboss that was a Cat Statue with a Crucible Knight, it would make no difference, because those Minibosses had lore-wise no relation to that dungeon.

For me the most annoying dungeon was in the Subterranean Shunning-Grounds, where you had to run/fall through the same layout over and over again, until you finally found that one lift, that leads you to the Miniboss.

Speaking of copy/pasted Bosses, Godefroy was a really bad copy/paste from Godrick, same with Margit, who was also a copy/pasted Boss from Morgott, where he also encounters you as a disguised human before reaching Leyndell.

Astel was a really cool Boss, but again there was a copy/pasted version of him in the Yelough tunnel dungeon. The blue deer in Siofra and Nokron was also copy/pasted like so many other bosses, too. The uniqueness of certain bosses are destroyed by these kind of lazy and uncreative copy/paste designs. And there are even more unmentioned copy/pasted designs.

Regarding the boss designs in Elden Ring: I really love the design of Malenia and Radahn, especially when they showed the cinematic fight between them. But lore-wise there is absolutely no reason for me, why Malenia is healing after every attack. Her whole body is just rotting. Why didn't FromSoftware created an Aura around her instead, where scarlet rot is raising passively when being nearby of her presence? The whole fight of Radahn was meant to be a mass summoned NPC-Coop fight instead of an epic fight. The Redmane Castle was a very disappointing location for me, too, because Radahn deserved an epic legacy castle, where we should fight his biggest Redmane Commanders before meeting him personally. Instead you can just use the Teleport before the bridge to enter the Festival to skip everything on the way to him.

Regarding the Quest designs: When Elden Ring was released, there were so many unfinished and bugged Quests:
- Unfinished Diallos quest
- Unfinished Patches quest
- Unfinished Nepheli quest
- Unfinished Gostoc quest
- Rya not showing up at Dectus Lift
- Alexander not leaving Radahns boss area
- Tanith not taking the Dancer's Castanietts
- Kenneth Haight not giving you your Chivalry Ceremony
- Sellen should rebuild Raya Lucaria, but instead she was turned into a ball for absolutely no lore reason. What made her turn into that ball? Why is Rennala not turning into a ball, too? I cannot explain it.
Even when FromSoftware patched a lot of the above unfinished and bugged quests, you cannot deny the fact, that this game was pretty much unfinished when they released it.

Also why do I almost always get the better quest reward when betraying NPCs like Millicent? The Quest design is sometimes so unintuitive, that I am forced to constantly look up in wikis, watch youtube videos or study some guides in order to finish a specific questline.

Last but not least Irina/Hyetta and Yura/Shabriri were again copy/pasted. Even their voice actors were unmodified.

Regarding the Roundtable: In my opinion the Roundtable was extremely disappointing and again copy/pasted from that western area in Leyndell. FromSoftware could create a beautiful gathering place like Majula in DS2, where NPCs are restocking and extending their inventory, when advancing their story/questlines or new NPCs are moving in some houses, which were locked or empty before. Instead they created a living room, where everything is just randomly placed. For example the Blacksmith had no blacksmith related themes like a furnace or stuff like that. FromSoftware could also placed him in the cellar next to the wine barrels. There would be no difference. The need of giving him Embers to upgrade your weapon even further was also removed. Why didn't FromSoftware add a mechanic, where the player needs to collect some sort of anvils or blacksmith hammers in order to make him upgrade your weapon to a higher level? Lore-wise why do other Tarnished have access to the Roundtable, while the player needs Melina in order to enter it? Why did Melina give us the Medallion of Rold after we fought Morgott? Did she find it somewhere in Leyndell or was she hiding it from us all the time? Also, why is she not showing up, when you want to level up? Appearing and saying "Turning runes into strength? Then touch my hand" would be in my opinion a better and more immersive design.

In general, there are so many open lore and design questions. Was it too difficult to program a proper level, boss and NPC quest design? Was the name "George R. R. Martin" just a "camouflage" to cleverly hide their laziness?

Now regarding the PC port, I want to say that I am really glad that FromSoftware didn't release Elden Ring exclusively for PS5. But why is Elden Ring technically such a failure? 60 FPS lock, no Ultrawidescreen support, constant lags and frame drops and also why is their Netcode the same piece of crab [sic!] as it was 10 years ago? Why are there controller symbols, when I am using mouse/keyboard? Why is there no "go back to windows/desktop" button? Why are people getting a ban, when they are innocently picking up an item, which was illegally cheated by another player? And the biggest question is, why did the cheater not getting a ban? Why are the Dark Souls servers seem to be forever offline? The scalability and security measures of their servers are really weak. I always get error and warning messages (e.g. unappropiate behavior, disconnects) from their servers for absolute no reasons. I really appreciate Japanese Game Developers for their Console Specialists (e.g. Sega, Atari, Nintendo, Playstation etc.), but why do they simply not care about a proper PC gaming experience?

Regarding PvP and Coop, I have to say that FromSoftware both messed up PvP Invasions and Coop, because people who want to invade other players are constantly facing gank troops, while Coop players arent't allowed to calmly enjoy Elden Ring with a friend without any pain in the necks. Is that too much asking to have an option, where you toggle a button to allow/not allow Single Player Invasions? Let the player decide whether or not they want to be invaded in their Single Player journey without the need to play offline.
The lack of different themed arenas and missing covenants are also a huge letdown. The only good place to duel is in front of the Raya Lucaria Academy. Other than that, you are invading another world with the risk of facing afk rune exploiters or unbeatable gank troops with their Rotten Breath and Moonveil spamming abilites.

With the Crafting System, FromSoftware added a feature in Elden Ring, which was in 99% of all time completely useless. The only time I used it was when I needed to create an oil pot for Alexander. Besides that, I never crafted anything else.

The way Smithing Stones and Somber Smithing Stones were designed, left a big question mark over my head. Why are normal Smithing Stones so rare and why do I need 12 of them to upgrade your weapon three times per Smithing Stone [X]? If you upgraded a normal weapon, which you wanted to replace for an interesting newly found weapon, than you are basically locked out of using it until you find the right smithing stone bell-bearing. Why didn't FromSoftware create Mineshafts for each Smithing Stone category, where some sort of lore-related Ore Worker Miniboss drops the specific Smithing Stone Bell-Bearing?
For example:
- In Limgrave next to the Agheel Dragon there is a Mineshaft Miniboss (Lets call him Ore Protector Richard), who drops the Smithing Stone [1] Bell-Bearing.
- In the Weeping Peninsula there is a Mineshaft Miniboss (Lets call him Mineshaft Overseer Ashton), who drops the Smithing Stone [2] Bell-Bearing.
- Mineshaft Miniboss (Bob ,Master of Ore) drops Bell-Bearing [3] in Liurnia
- Caelid Bell-Bearing [4]
- Altus Bell-Bearing [5]
- Mt. Gelmir Bell-Bearing [6]
- Mountaintops Bell-Bearing [7]
and so on.

Instead you found a Mineshaft with a copy/pasted fire spewing semi lizard Miniboss, which drops a magicially themed Katana... I am wondering myself: Is that too much asking to properly design a specific game feature?

Now regarding the endings, which were also very disappointing for me.
First scene: "The fallen leaves tell a story..."
Second scene: The sky with different colours depending on the ending.
Third Scene: Tarnished sitting on the throne.

This reminded me of the Mass Effect 3 endings, where all endings were the same, but with different colours. Is it too much asking to summarize all the actions of the player's choices like in The Witcher 3? For example:
- What is the fate of Raya Lucaria (something like Sellen is rebuilding the four houses of "Hogwarts")?
- What happens with Kenneth and Nepheli in Limgrave after ruling together in Stormveil Castle? Did they rebuild a noble army of chivalryhood to fight all those grafted abominations?
- What is the fate of the Haligtree or Caelid being rotted by the scarlet aeonia? Did the Redmanes cure their lands?
- What about the Two Fingers and the Greater Will after we became the new Elden Lord?

Despite the fact, I listed so many critics I want to say that I'm really enjoying the game so far and I really wish that FromSoftware's next IP will have more deeper thoughts in their game design decisions. Don't screw off the PC gaming experience by having such a miserable pc port. Add more unique and lore connected Boss and Dungeon designs in the game. The moment in Dark Souls 1, where you activated the lift and you were back at Firelink Shrine again, were priceless moments. Why not recreating those kinds of world designs again?

And for all the people, who read the whole text. Thanks for taking your time!
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16-30 van 50 reacties weergegeven
it honestly looks like a boss rush game disguised as a open world dark souls game. probly won't play it but do I ever want them to fix dark souls online connectivity
Origineel geplaatst door Darth Invader:
Origineel geplaatst door patrol:
I don't quite understand, how isn't it a port could you explain that in more detail?
In this case a port is a game that is first released on console, then at a later time is brought (ported) over to PC, usually requiring some extra programming to do so.

Some people say this game uses console architecture, like Playstation coding, hence the "port" aspect of the game, but that is incorrect as well, because it would be considered just part of the design process.

In short, if a game is released on the same day across all platforms including PC, there is no porting involved.
I would disagree, just because a game releases on multiple platforms at the same time it doesn't mean it's not a port.

"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.
Origineel geplaatst door patrol:
Origineel geplaatst door Darth Invader:
In this case a port is a game that is first released on console, then at a later time is brought (ported) over to PC, usually requiring some extra programming to do so.

Some people say this game uses console architecture, like Playstation coding, hence the "port" aspect of the game, but that is incorrect as well, because it would be considered just part of the design process.

In short, if a game is released on the same day across all platforms including PC, there is no porting involved.
I would disagree, just because a game releases on multiple platforms at the same time it doesn't mean it's not a port.

"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.
The game was designed to run on Windows, as well as Playstation and Xbox at the same time. All 3 would be potentially considered ports by your logic. I mean, it's like a "what came first, the chicken or the egg." type of situation.

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 agree with many of your points.
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.
I think Fromsoft employees have better things to do that wade in the Rot Swamp of this forum. Even Sream moderators rarely come here. Also, we don't need any more honest opinions. You're just repeating what dozens have said before you, so I have to classify you as troll.
Origineel geplaatst door Darth Invader:
The game was designed to run on Windows, as well as Playstation and Xbox at the same time. All 3 would be potentially considered ports by your logic. I mean, it's like a "what came first, the chicken or the egg." type of situation.

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.

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
Personally I'm quite happy to whisk along on my little cow-horse, killing the odd boss & clearing the occasional fort. The rest seems too overwhelming as yet! The scenery is amazing & I'm thoroughly enjoying marking off grace points as I explore: but I do wish the bosses weren't all so massive, & that there were a few more friendly NPC's abodes to pop in to have dinner & a chat. :) I'd love to have a base home to log off in (rather than the round table), to place things that could be found on the excursions. I know this would greatly alter the game but games as I describe are sadly lacking IMO.
Origineel geplaatst door patrol:
Origineel geplaatst door Darth Invader:
The game was designed to run on Windows, as well as Playstation and Xbox at the same time. All 3 would be potentially considered ports by your logic. I mean, it's like a "what came first, the chicken or the egg." type of situation.

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.

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
That's a good response. I'm actually learning a lot, even though I'm debating you.

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.
Origineel geplaatst door Dante:
Origineel geplaatst door MarkQWERTY:

also why is there TWO astels??? and one is down in some mine somewhere? this makes no sense and just ruins that big buildup of the questline to the original, like if there was a second malenia somewhere down in some mine, it's silly and just bad.

"Astel" is just an alien race. It's not a name to a unique individual. The Astel you find in Ainsel is said to have come in a meteorite and destroyed one of the Eternal Cities. You canfind a meteorite in the mine with the second Astel, indicating that one fell from the stars, maybe not long ago.
There are a LOT of lore details hidden everywhere, and it's fine to not get it in the first playthrough. But just because you don't understand something, it doesn't mean it's random. (and that goes to MANY things OP pointed out...)
Origineel geplaatst door Kaffeepause:
Now regarding the PC port, I want to say that I am really glad that FromSoftware didn't release Elden Ring exclusively for PS5. But why is Elden Ring technically such a failure? 60 FPS lock, no Ultrawidescreen support, constant lags and frame drops and also why is their Netcode the same piece of crab [sic!] as it was 10 years ago? Why are there controller symbols, when I am using mouse/keyboard? Why is there no "go back to windows/desktop" button? Why are people getting a ban, when they are innocently picking up an item, which was illegally cheated by another player? And the biggest question is, why did the cheater not getting a ban? Why are the Dark Souls servers seem to be forever offline? The scalability and security measures of their servers are really weak. I always get error and warning messages (e.g. unappropiate behavior, disconnects) from their servers for absolute no reasons. I really appreciate Japanese Game Developers for their Console Specialists (e.g. Sega, Atari, Nintendo, Playstation etc.), but why do they simply not care about a proper PC gaming experience?

I wholeheartedly agree to this :winter2019saddog:
And that noone really is touching upon this in a serious discussion is frustrating.
Thumbs up for giving this a shout out. :papyruswacky:
Laatst bewerkt door Nomiz; 17 mei 2022 om 14:28
Origineel geplaatst door Darth Invader:
Origineel geplaatst door patrol:

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
That's a good response. I'm actually learning a lot, even though I'm debating you.

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.
Like I said those are only assumptions based on the history of the devs, some technical isssues and the basic signs for a port,some of those being:
-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
Origineel geplaatst door patrol:
Origineel geplaatst door Darth Invader:
That's a good response. I'm actually learning a lot, even though I'm debating you.

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.
Like I said those are only assumptions based on the history of the devs, some technical isssues and the basic signs for a port,some of those being:
-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
Alright man I can't do this tennis match all day long.

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.
Origineel geplaatst door GermanyMan:
TLDR

Write a review , most people, like me, dont care.
why dont u write a review
Origineel geplaatst door Darth Invader:
Origineel geplaatst door patrol:
Like I said those are only assumptions based on the history of the devs, some technical isssues and the basic signs for a port,some of those being:
-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
Alright man I can't do this tennis match all day long.

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.
Knowing how he handles questions about his game he'd probably just smile, told me sushi kitkat is the key to the DLC and just walk out
Maybe a significant budget amount went to George Martin's pocket leaving a meagre budget for developers a more immersive experience for players?
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Geplaatst op: 17 mei 2022 om 7:10
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