Let me preface this editorial with a little disclaimer. In no way am I implying the death knell of PC gaming. No doom and gloom about the future of the industry. I’m very optimistic about PC gaming as a whole. Neither is this an attack on console gaming. Consoles have their place, and has provided countless inspiration for game developers everywhere. What this is about are what I believe to be bad decision-making made by game developers and publishers.

It’s been dubbed, as of late, by gamers everywhere as “Consolitis.” It is an affliction in which a PC game exhibit the characteristic of a game made for console gaming. It is largely beset by these common factors:

  • clumsy and frustrating user interfaces
  • super-large fonts (used to be seen on televisions from afar)
  • extremely poor visual quality, characterized by low texture resolutions, low polygon counts by current generation standards, etc.
  • poor control not optimized for the keyboard/mouse control scheme
  • horrible handling of saving games, or limited save model
  • lack of options (resolutions, audio settings, graphic quality, etc.)
  • the inability to remap keys to certain actions
  • platform-style gameplay suited for gamepads
  • simplified game mechanics
  • unoptimized performance not taking advantage of the latest PC technologies
  • no support for mods, and no editors for customization

This is by no means the complete list, but most of the common characteristics. It is largely the result of a lazy or hurried port from a console game to the PC. It is a trend that seems to be picking up steam, rather than fading away. Developers/publishers just want to get a game out quickly, within budget, to start reaping additional revenues. Publishers especially love games made for multiple formats; PSP, PS2, Xbox, Gamecube, Nintendo DS, and the PC. This is favored for the multiple revenue streams, boosting investor confidence. While all the console and handheld games are suited for their respective units, it is the PC users that get the ugly end of the stick in most cases.

Sure, I understand game makers want to make money. They have the right to pursue the path to financial bliss. However, it shouldn’t come at the cost of the PC gamers, by invoking our ire. Constantly we’re being kicked to the curb in pursuit for more financial opportunities, and that shouldn’t have to be the case. Particularly when the developer got big and rich by releasing a quality game for the PC, then decide to punish PC gamers with a sequel that was more suited for console gaming, not PC gaming.

Some recent examples of PC gamers receiving the short straw is Deus Ex 2: Invisible Wars. The original Deus Ex, widely regarded as a classic game for the PC, ushered in a new era of smart shooters. However when Deus Ex 2 came out, the howls of agony by PC gamers could be heard everywhere. It suffered from the affliction known as consolitis. All the elements that made the original Deus Ex great was stripped bare and a ghost of its former self was left in the sequel. The same company behind the Deus Ex series, also botched Thief 3, the final in a three-part series. A once legendary series went out with a sour taste in our mouth.

Another recent example is Rainbox Six: Lockdown. Rainbox Six being the franchise billed by PC gamers as “the thinking man’s shooter.” It had a slower, deliberate feel to it, where planning a mission was just as important as executing it and ensuring that your squadmates were kept alive. After so many successful games in the series, the developers decided to make the new Rainbow Six game for the PS2, Gamecube, the Xbox, and the PC. A franchise that originally started on the PC, has suddenly become a console game for the PC. What was a thinking man’s shooter became an arcade shooter. The accurate damage model was replaced with a more forgiving one, the mission planning was thrown out the window, and the A.I. was largely missing the I. Lockdown was essentially a FPS with the Rainbow Six name tacked on it.

Remember when Halo was a game being developed for the PC? It was ambitious, and was destined to change the world of PC gaming. However, Microsoft, who was working on their first console system, the Xbox, wanted a huge exclusive to introduce their new system with a bang. So they bought up Bungie and made Halo a console-exclusive game. When it finally came out for the PC, ported by a 3rd party, years after the original game came out, PC gamers were left wondering where the real Halo went. Repetitive level designs, sub-par graphics at the time, and a familiar FPS gameplay mechanic made PC gamers realize they’ve played lots of games like this for the PC already. To Halo’s credit, it did introduce some positive elements; the vehicles were great, as was the story, but that’s about it. For PC gamers, it was too little, too late. What would’ve Halo been like if Microsoft didn’t intervene and made it a console title?

This is just a tip of the iceberg. There are a lot of other games I could list, but the above examples are the more famous ones. The more negative publicity we give games that suffer from consolitis, the sooner game developers and publishers will wise up, especially if they don’t make a profitable margin on these sloppy games.

Are there solutions to this consolitis problem? I have a few ideas. Either stick with making only console games and don’t release a half-assed game for PC gamers to waste money on. Or release console games, and port the game to the PC properly, either internally or given to a 3rd party developer. Properly means taking advantage of the PC and not exhibiting any of the characteristics outlined above.

Stop treating PC gamers as a minority and an afterthought, and respect our joy for gaming and we’ll reward you with loyalty as long as you give us great games to play. id Software and Epic Megagames didn’t become huge and financially strapped by jumping on the console bandwagon and pushing PC gamers aside, but by giving PC gamers quality titles game-after-game. Then they gave console gamers a piece of the pie suited for their capabilities, and all was good on both end of the gaming world.

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5 Responses to “Consolitis - A PC Gaming Disease”


  1. A’men, brother! You hit the nail on the head.

    There’s nothing more frustrating than going to remap a key or change a basic option that is in every other PC game you’ve played only to find it’s non-existent. Or even worse, finding things that don’t apply to PC gaming at all. For instance, King Kong supports 4:3 and 16:9 resolutions. When we the last time you saw a widescreen monitor at 16:9? Chances are, you may have seen one or two in your lifetime. The standard is 16:10. The only reason there’s 16:9 resolutions at all is because the game was developed for the 360. I can’t tell you how irrate I was when I discovered this.

    I was always in the mindset that I would only play exclusive titles on my PC. The odd time I’ve made an exception and was quickly reminded why I had chosen that path previously. Simply not worth it.

    Matt Brett on 06 16th, 2006

  2. I think that whilst you raise some valid concerns, the examples you’ve given are by no means the worst offenders. Halo was never released as a PC title prior to the Xbox, and so you can only speculate what it might have been like had it not been changed for the console audience. As it happens, many people think it was an excellent title for the time (not only on the Xbox, but also the PC - remember that Half-life 2 hadn’t been released at this point) which brought many new, de-facto standard concepts to PC FPS gaming thereafter.

    It was the first game to restrict the player to carrying only two weapons (as opposed to the unbelievable arsenal that Doom and successors permitted). It was the first game in which you had an ever-present melee attack, no matter which weapon you were using, and it turned the traditional weapon scale of increasingly powerful guns (where the first guns would eventually be forgotten) on its head by providing weapons which were always useful in a given situation. I wouldn’t call any of these ‘familiar FPS gameplay mechanics’; I’d call them innovative.

    Essentially, PC games have to overcome their obsession with pernickety, obtuse controls and gameplay mechanics which have become convention amongst PC gamers, but alienate and confuse anyone else. Sometimes this means taking the best of console ideas and dropping them into a PC game, although occasionally they’ll be entirely new ideas.

    To Matt, I ask; just why would the game providing you with a resolution you don’t need be a source of irritation? I’d be more annoyed if it didn’t support a resolution I wanted to use, than it supporting something I don’t have access to.

    Ben Darlow on 06 22nd, 2006

  3. @Ben: It was both, supporting resolutions that don’t apply to PC gaming and the missing support for 16:10 resolutions that were the cause of irritation.

    Matt Brett on 06 22nd, 2006

  4. Ben Darlow - Until you have played MOH:Airbourne you won’t quite understand.

    It doesn’t take advantage of SLI (it actually runs worse), the front end is diabolical and the tabs are ridiculously sized. Listen servers only, as in no dedicated servers for multiplayer.

    It just goes on and on, a very bad game and completely epitomises what this article is about. A 360 game ported to the PC.

    Will on 09 26th, 2007

  1. 1 The Computer and The Console at kapowaz



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