As the complexity of computers increases, so too does the number of things that can go wrong. Additionally, as more and more peripherals flood the market from competing companies, the possible hardware configurations of computers are increasing exponentially. This presents a real problem for game developers.
In the old days, there were maybe a dozen basic outfits that a computer could have, with a couple variations. Beta testing on virtually all available machines was practically possible. When a game was released, there was no chance of hardware or software compatibility – the games were pretty much designed on the same computers they were ultimately going to be run on.

These days, testing is becoming the longest part of game development. Any company that wants to take a stable release seriously has to put the game through its paces for an absurdly long time. This is because there are something like ten thousand possible rigs that meet the minimum requirements, and you never know what innocuous-seeming software is going to gum up the works. Any game that is released these days has a small contingent of people who get unexplained crashes to the desktop, horrible and archaic errors like total system freezes, or the extremely dreaded monitor completely deactivating until the computer is reset.

These poor souls love to bitch about what a horrible and buggy release it was, and how badly the developers screwed up. But it often has just as much to do with a publisher. The publisher is in it to make money, and they want the game out as fast as possible because they want to make their money back as fast as possible. The developers may tell them that they need six months of alpha and three months of beta and the publishers may only agree to half that amount, instead offering a longer contract for creating game patches and the like. Many publishers don’t seem to understand the fallout generated by a game that barely runs after someone dropped fifty bucks for it at the store. Some do, though.

Blizzard (although they merged with Activision) are notorious for taking godawful amounts of time to make games. This is because they understand the requirements for making a game these days, both in terms of innovation and also product testing. Blizzard’s famous attitude of “it’ll be done when we say it is” is really the only way to ensure a top-quality release that will require minimum patching and also that it will run on a huge number of systems.

The upshot of this is that it may be easier in the future to play games on consoles, since developers only have to make sure it runs flawlessly on ONE system. Considering I can get an Xbox 360 for much less money than a state-of-the-art video card (let alone a computer), this argument is persuasive indeed.

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