Or even an auto-closure of the wheel if you get shot, 1st bullet closes it down straight away… but i’m guessing it’s a push-hold option and releasing the button will do that any way.
some cam footage from the brink booth
Personally i’d prefer if most hud stuff is presented as sound or colors. It’s just putting too much stress on the player to look at many different objects at once. Having hitsounds instead of some xp popup for example.
Also, i’d suggest changing health/ammo indicator to a color based on the current level. This way you don’t need to take your eyes off the target to see from the edge of your sight that you’re low on health/ammo.
Just try to spread the load on different senses. Humans have more than 1.
Thinking about it, making the pc and console version the exact same causes more chaos than ever. Sure it makes it easier for the devs, but how is it possible to make a game work for everyone? Controller and kb+m, far away from display and close to it. Making a game to suit black and white will make it grey and it doesn’t fit anywhere then.
Should be optional, a big fat heavy with armour and extra health wouldn’t want to be disturbed while carefully pondering his next move 
It seems, differentiating a game for PC isn’t in the cards for the futrue, especially not with console sales more than 25:1 of PC sales.
Besides, making the video slightly better, or allowing KB+M, just dosn’t cut it as a significant differentiator. The PC version would need multi-monitor support (i.e. like…6), 3D, highest resolution, multi-interface and innovative interface support, tactile feedback, boxed goodies, easy upgrades, regular expansion packs, active community, and easy modding. Now all that would make a difference. But, all that would cost a fortune and probably not return enough on the investment.
FYI. Average cost of development of a first tier video game, in 2009, was $35M. At $60 a pop, only 600,000 units need be sold to break even (on development). 
[QUOTE=Stroggafier;231130]It seems, differentiating a game for PC isn’t in the cards for the futrue, especially not with console sales more than 25:1 of PC sales.
Besides, making the video slightly better, or allowing KB+M, just dosn’t cut it as a significant differentiator. The PC version would need multi-monitor support (i.e. like…6), 3D, highest resolution, multi-interface and innovative interface support, tactile feedback, boxed goodies, easy upgrades, regular expansion packs, active community, and easy modding. Now all that would make a difference. But, all that would cost a fortune and probably not return enough on the investment.
FYI. Average cost of development of a first tier video game, in 2009, was $35M. At $60 a pop, only 600,000 units need be sold to break even (on development). :D[/QUOTE]
I agree, but don’t the publishers and retailers take a cut and get margins on those units sold? got t be more than 600,000.
Personally i’d prefer if most hud stuff is presented as sound or colors.
What about deaf and color blind people? Sounds are good, as an option, but not as the only method and colors work, but not for everyone.
And yes, I have deaf friends who play shooters, (and games in general) so don’t bother with the, “why would a deaf person play,” discussion.
I’m colourblind, and i’m hoping there’s colourblind options for coloured indicators 
ETQW has it as well, you can chose what kind of alarm you want when turrets/missiles are heading your way.
[QUOTE=coolstory;231150]do what valve does…color blind mode and subtitles… every1s happy.[/QUOTE]He’s talking about using sound for the HUD. How do you subtitle a HUD?
PC games need to be significantly better, if you want to reverse or even stem the decline of PC gaming. Otherwise, the differentiator will continue to be entry price and troublefree gaming operation - which favours the consoles.
Support for deaf, one-handed or blind gamers would certainly be a differentiator.
@Jamieson, development is it alittle over half the total cost of PC game sales, so another 600,00 in sales would need to cover all aspects.
PC games are already significantly better, it’s not the quality but the accessibility that makes console games attractive.
I kind of think its to do with the whole mentality that a PC will just blow up if you do something wrong with it. The current generation of consoles from what I have heard are terrible for reliability. “I,ve had a red ring of death but its ok it was in warranty.” you know… I have even heard of people having 3 in a row and stuff.
What makes consoles attractive is price which comes into accessibilty. A parent would rather spend £300-400 on a console, some games and a couple of controlers to keep all the kids happy than buy a mid range PC. PC gaming has always been about pushing new boundries and the best GFX, sadly not alot of new games are really pushing the limits as a lot of them are just console to PC ports.
Also, owning a PC requires commitment, responsibility, and knowledge. It’s not as easy as the console’s “insert game, push start,” approach.
PC Games are not significantly better! Maybe marginally better, but thats only a maybe.
And as much as we’d like to brush off that “little” convenience factor - its probably the single biggest reason for the console’s success. It was certainly a big factor in my own decision and everyone’ I know. Here’s a machine that I, my wife, or my ten year old could turn on and operate, and I wouldn’t have to worry about screwing up the home network, downloading crap, etc - and without me spending any time setting it up or maintaining it. Later in the evening, I could still wail away at my family’s favourite game or select my own, or watch a movie - without reconfiguring, updating drivers, or upgrading hardware by simplying turning it on, picking up a little controller, and pushing in a cartridge or disk.
What would it take to combat that “little” convenience difference??? Let me repeat: It would take a signficant differentiation in the gaming experieince on PC.
Any game that can’t operate on a console today, or at least be demo-ed on a console today, is going to be in trouble sales wise, unless it can significantly, and I mean significantly, differentiate itself on PC.
[quote=murka;231086]Personally i’d prefer if most hud stuff is presented as sound or colors. It’s just putting too much stress on the player to look at many different objects at once. Having hitsounds instead of some xp popup for example.
Also, i’d suggest changing health/ammo indicator to a color based on the current level. This way you don’t need to take your eyes off the target to see from the edge of your sight that you’re low on health/ammo.
Just try to spread the load on different senses. Humans have more than 1.
[/quote]
Agreed on that, it works fine on others idtech games. (I assume that the comparison is fair since BRINK is using idtech, right ?)
[quote=murka;231086]
Thinking about it, making the pc and console version the exact same causes more chaos than ever. Sure it makes it easier for the devs, but how is it possible to make a game work for everyone? Controller and kb+m, far away from display and close to it. Making a game to suit black and white will make it grey and it doesn’t fit anywhere then.[/quote]
This one applies to player speed too. The light might be the white, but mid grey and heavy black are just a no go for PC players.
This one applies to player speed too. The light might be the white, but mid grey and heavy black are just a no go for PC players.
Are you implying that no “serious” PC player will play Medium or Heavy?