And as much as consoles and PCs are converging technically, the platforms are still very different, both with respect to their input methods and, just as importantly, their underlying principles. As an open platform in contrast to the manufacturer-controlled consoles, the PC is a place where developers and publishers can be the ultimate gatekeepers of their own games. That responsibility has always been embraced by the more successful PC developers, from the relatively small Stardock to the mid-sized Valve to the massive Blizzard. Witness how Valve's titles, which are now multiplatform, evolve on the PC versus on consoles -- Team Fortress 2 and Left 4 Dead receive ongoing balance tweaks and updates on the PC, in some cases multiple times in a single day, a process that is significantly bottlenecked on console online services. NPD has reported for the last few years that PC game sales have been dropping at retail, while admitting in those very same reports that largely untrackable digital distribution is on the rise. The poor treatment of PC games by specialty gaming stores (it has long been a bizarre truth that a PC gamer is better served by going to Best Buy than GameStop) is driving more and more consumers to successful digital distribution platforms like Steam and Impulse. These act not just as online stores but as increasingly full-featured gaming hubs that connect gamers to developers and to each other, fostering a sense of PC gaming community that for several years had been lacking. But beyond the technical, communication, and distribution angles, there is a certain development attitude that is more native to the PC, one currently best embodied by Valve and Stardock in particular. These companies, and their partners such as Ironclad Games, of Sins of a Solar Empires fame, have embraced smaller-team development. The result is games that are ideally suited to digital distribution, games that in many ways have the scope and ambition of full retail games. Yet, they are scaled down in intelligent ways that allow them to define and cater to an understood audience rather than try to spread themselves more thinly. Valve is a particularly interesting case, because it consciously made the choice to move from the mega-scale development of Half-Life 2 to smaller games like the Half-Life 2 episodes and the wonderfully unique Portal -- as well as the recent genre-bending multiplayer game Left 4 Dead. If one of its current-day titles were to fail or fall short, it wouldn't have bet the farm on it. Stardock, meanwhile, has chosen to carve out a very clear niche for itself, one ideally suited to the PC: strategy games. Its own turn-based Galactic Civilizations series has been a success, and it is getting ready to ship Gas Powered Games' Defense of the Ancients-inspired Demigod while developing its next internal title, Elemental. Its real-time collaboration Sins of a Solar Empire was one of 2008's most impressive success stories; its 500,000 units may seem piddly at first glance compared to big console blockbusters, but its sub-$1 million budget puts that figure in a completely different light.
00 [double zero] - A cool site with a lot of shockwave games,screensavers,wallpaper,links (4023 hits)