How to keep their organization relevant, so far I am not sure they are succeeding.LosButcher said:I still don't get it. What is the problem they are trying to solve?
Yes, he certainly is. Although I believe there was at least one period where, in order to get Games for Windows certification, a game with a multiplayer mode had to use Games for Windows Live as its multiplayer platform. Or maybe it was just that they would be disqualified if they required Steam. I just know that all the post-2007 PC games I've seen box art of that lacked the "Games for Windows" banner were Steamworks titles.jezcentral said:I think the write of the article is confusing GFWL, the wannabe-Steam trainwreck, with Games For Windows, which was quality assurance (e.g. controller support). GFW is still going strong.
"If it's a cross-platform title," the quote said. That's not unreasonable at all; to port a game from a system that only accepts controller input and then not even retain support for said controller (as was done with BioShock 2, for example) is just shamelessly lazy. And if the "living-room PC" starts to take off, as Valve hopes it will, controller support will become all the more vital.Strazdas said:Controller support as a PC gaming quality certification? Are you kidding me?
Crossplatform ahs nothing to do with it. you cant interact with Xbone players with a PC version and vice versa. Thus the control mechanisms of said consoles should not be a factor.Steve the Pocket said:"If it's a cross-platform title," the quote said. That's not unreasonable at all; to port a game from a system that only accepts controller input and then not even retain support for said controller (as was done with BioShock 2, for example) is just shamelessly lazy. And if the "living-room PC" starts to take off, as Valve hopes it will, controller support will become all the more vital.Strazdas said:Controller support as a PC gaming quality certification? Are you kidding me?