PDA

View Full Version : Wildlands Hands On by Deosl - Full Report



R0CKY
06-26-2015, 10:44 PM
Deosl's report on his hands on with Ghost Recon Wildlands 2 weeks before the E3 reveal is published now at http://www.ghostrecon.net/featured-news/ghost-recon-wildlands-pre-alpha-hands

Hope you guys find it of interest!

ES-Ulukai
06-28-2015, 02:50 PM
A good report made by Deosl, nice job !

GiveMeTactical
06-28-2015, 03:21 PM
So, a stupid question... if the game is or will be design for PC why were you guys made to play with a gamepad and not Keyboard and Mouse? or where you testing the Alpha Xbox version. Regardless... its starting to smell like fish over here LOL

ES-Ulukai
06-28-2015, 08:59 PM
Because it was a pre-alpha and like there are more buttons on a keyboard to configure they work first with the gamepad.

The game is still in developpement so it's not they priority to use the keyboard and mouse to test the game for the moment.

Cortexian
06-28-2015, 10:23 PM
To expand on that, I asked about this specifically...

Basically it's really easy for them to add mouse and keyboard support into the game. However it's tricky to find the "perfect bindings" for controllers. Obviously most games have a few different controller options, and these usually stem from popular variants used by the developers during the development of the game. Unfortunately, consoles don't support total button mapping customization, so they need to figure out the presets they want to ship with the game.

Implementing the controller support early allows them to get the mappings ironed out fairly quickly, then adding keyboard and mouse support is easy, especially since the control bindings don't need to be perfect since you can customize them completely on PC.

Hope that helps to explain it.

GiveMeTactical
07-05-2015, 05:49 PM
To expand on that, I asked about this specifically...

Basically it's really easy for them to add mouse and keyboard support into the game. However it's tricky to find the "perfect bindings" for controllers. Obviously most games have a few different controller options, and these usually stem from popular variants used by the developers during the development of the game. Unfortunately, consoles don't support total button mapping customization, so they need to figure out the presets they want to ship with the game.

Implementing the controller support early allows them to get the mappings ironed out fairly quickly, then adding keyboard and mouse support is easy, especially since the control bindings don't need to be perfect since you can customize them completely on PC.

Hope that helps to explain it.

Well, color me dumb or inexperienced but again, looking at UBI's history with their ports to PC, it seems that making the transition to kb+mouse is a not as simple or easy as you are making it out to be since they all have pretty much suck big eggs, some keybinds are not implemented or it takes 2 or 3 patches to fix.

Also, if they were developing this for the PC first, it would make more sense to get it going for the PC and the just port what they need for the consoles since they will add auto aim and all those extra goodies that the consoles need to be able to rake those xp kills.

H0EY
07-06-2015, 12:01 AM
Was there a HTH or CQC takedown system similar to Watch Dogs or Splinter Cell?

RedKnight5
07-06-2015, 01:39 PM
So, a stupid question... if the game is or will be design for PC why were you guys made to play with a gamepad and not Keyboard and Mouse? or where you testing the Alpha Xbox version. Regardless... its starting to smell like fish over here LOL

If you want mouse and keyboard support and you are using a PS4, the xBox1, PC, PS3 or xbox360... GOOGLE: Venom X

http://www.tuact.com/products/venom-x

Great product.

ITK5
07-06-2015, 02:15 PM
Great Report Deosl..going to share it on our Facebook Ghost Team page.
If Arma supported controllers..I would seriously think about playing it..just
to roll with you guys.

BTW being a console gamer..I was really happy it that
we were given controllers instead of Keyboard and Mouse.

Deosl
07-07-2015, 07:21 AM
Thanks guys! Hope this is just one of many to come :>

@ITK, choice man, the freedom of choice! ;)

Cortexian
07-07-2015, 06:27 PM
Also, if they were developing this for the PC first, it would make more sense to get it going for the PC and the just port what they need for the consoles since they will add auto aim and all those extra goodies that the consoles need to be able to rake those xp kills.
Lead platform development is an irrelevant concept that gamers have taken as the be-all end-all of if a PC version will be good or not recently. It's a flawed concept, since I don't think most gamers really understand how a game is developed.

There are hundreds if not thousands of people that end up working on a triple-A title like Ghost Recon WIldlands. They all have specific roles. There are artists who make things look pretty, and 3D artists who design characters, others who design vehicles and terrain. Then there are animators who work with motion capture and make sure the characters move fluidly. There are also people specifically responsible for making sure that the game runs correctly on specific platforms. There's a team of people in the Paris studio who's job it is to make sure the PC version works. There's also teams to make sure the Xbox One version and PS4 version works.

In the end it doesn't really matter what the "lead platform" is. If the teams responsible for making sure the game works and functions correctly on a specific platform are doing their best, then it will work well. Doesn't matter if it wasn't the lead platform or not.

This is kind of the same as when gamers complain after a patch comes out... Why did the devs fix X-issue but not Y-issue which is more important? Well... X-issue was worked on by person A and B, and was easy to fix. Meanwhile Y-issue is being worked on by persons C, D, E, and F and is much harder to fix. Persons A and B don't even know where to begin to work on Y-issue because it's not part of their skill set.

Not all video game developers are masters of all aspects of development. There are a lot of people with a lot of specializations. It's unrealistic to expect an artist to fix a programming bug or vice versa.