this post was submitted on 03 Apr 2026
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[–] SpaceNoodle@lemmy.world 39 points 2 days ago (5 children)

It wasn't free cash, since the ports cost money to make ... but they are throwing money away, especially with all the money down the hole on Ghost of Yōtei.

[–] Apeman42@lemmy.world 23 points 2 days ago (1 children)

It's like having a machine where you put a $5 bill in and a $50 bill comes out, but these chucklefucks are going "I dunno, five whole dollars? Seems expensive."

[–] SpaceNoodle@lemmy.world 12 points 2 days ago

"This is just devaluing $50 bills!"

[–] jackal@feddit.uk 18 points 2 days ago (2 children)

Ghost of Yotei would've been a day one purchase for me and I am heartbroken.

[–] anton2492@lemmy.nz 1 points 23 hours ago

Same. I've finished Ghost of Tsushima and fell in love with it - it broke my heart to know that I'll never get to play Yōtei on PC.

I was even desperate enough to consider buying the fucking PS5 for it, but realised that this predatory tactic is exactly what Sony is counting on, and I refuse to let those scummy anti-consumer strategies take advantage of me and my love for the franchise.

I'm sorry, Sucker Punch; maybe another time. :/

[–] Pissmidget@lemmy.world 11 points 2 days ago

Same. I will not, however, be buying a console for it.

I got my pc for gaming, it even lets me tweak accessibility through various controller types, trainers (for single player games), and input mapping when my hand is acting up, allowing me to enjoy games when I would otherwise be unable to.

Shame, I would have loved to play it.

[–] Nibodhika@lemmy.world 3 points 2 days ago (1 children)

There's no way in hell those games don't run on PC, you think every dev/artist/designer/etc has their own Playstation devkit for testing things? There was work needed, probably related to PSN and some other optional things that can be turned off for dev builds, but I guarantee you the games were running on PC before anyone even considered porting them.

[–] MrFinnbean@lemmy.world 4 points 2 days ago (2 children)

They run on pc sure. On the spesific spects computers they use. They need things like support for different resolution. Work arounds for the controller only features. If you want to make things like mouse control feel good, it needs lot of fiddling. Optimizing for million different hardware possibilities, error handling, launching, settings, key bindings and propably million other things i cant think right now.

Its not just flicking a switch.

[–] Nibodhika@lemmy.world 6 points 2 days ago (1 children)

I'm not saying it's just flipping a switch, but it's also not the monster that people make it out to be. Porting a game to a console is usually a lot harder, but the vast majority of things should work on a PC already as they were probably developed and tested on a PC.

[–] Oodlenoodlenoo@lemmy.zip 1 points 2 days ago (1 children)

Honestly emulations been around for ever idk how many games I've played on PC that I shouldn't have been able to. It's just a matter of when not if

[–] Nibodhika@lemmy.world 2 points 1 day ago

Yes, but making a port of a game to a console involves using the console's APIs for things. Things like input, network, graphics and others can't use generic libraries in consoles like you can on PC. If you're making a game on a modern game engine a lot of that is abstracted away for you, but if you're working on a game engine or a game written from scratch you need to take these things into consideration.

[–] jtrek@startrek.website 4 points 2 days ago (1 children)

Optimizing for million different hardware possibilities

I'm pretty sure modern development has APIs that abstract a lot of that away from you. It's not 1999 when you need to talk directly to the hardware anymore

[–] Nibodhika@lemmy.world 2 points 1 day ago

It's not just that, but I thought that replying to every single point would be too verbose. But you might be interested:

On the spesific spects computers they use.

On a big studio Dev's hardware can be as varied as on the real world, and while yes they're usually beefy PCs, they're not at all uniform.

They need things like support for different resolution.

Which for the most part is just natively done by changing the render size of the canvas. Only some games, and almost never ports, take resolution into consideration for other things like menu layout and even then it's usually just 2 or 3 different configurations.

Work arounds for the controller only features.

Usually the answer to this is "fuck it", the only things a controller can do that KB+m can't is rumble, and pressure sensitivity. Pressure sensitivity you get away by mapping two different keys, and rumble you get away with adding audiovisual queues (which you should already have because the rumble might be broken in the person's controller). Also, controllers work on PC.

If you want to make things like mouse control feel good, it needs lot of fiddling.

Yes, but actually no. This is a solved problem for the most part, there might be some small tweaking needed but a mouse is very intuitive and usually just adding a couple of sensitivity sliders makes it so every person can control their experience at will.

Optimizing for million different hardware possibilities,

If only we had developed standards for hardware like OpenGL/Vulkan, and the OS abstracted most of the other things away for you.

error handling,

Do you think errors don't happen on console? Error handling is error handling.

launching

Does the game not launch on consoles? Do you think every game needs a separate launcher on PC?

settings

Most of those are already there, the extra ones added are just about graphic control for performance reasons, so it's usually just using downscaled versions of things or disabling features. And I guarantee you that most of that was in the game already because otherwise it wouldn't run on Bob's machine, they just needed to make a pretty UI for it.

key bindings

This is accurate, there might be a considerate amount of effort needed here depending on how lazy devs were. Most people know not to use input directly and abstract it through a layer of actions, but sometimes things slip through.

and propably million other things i cant think right now.

There are other things to consider, things like network stack and input handling are very specific for console development, and if you're not abstracting them through your own APIs you're going to have a bad time porting the game. But there are reasons to do this even if you will only ever use one API, so most games should already do that. Also, this is an engine level fix, once you do this for one game, every game using that engine gets that fix.

But hey, what do I know? I only work in the low level network stack for games.

And the sales were sometimes a tiny chunk of what Playstation sold.