No Mass Effect 3 PC controller support explained

Wow, I was right on the money.

What I said:

It's actually going to take a lot of coding hours to implement a system whereby the interface switches over between the two based on what control scheme you are using.

What they said:

There is a development cost in terms of time/effort to get all the graphical user interfaces so 360 buttons show up on PC
 
So Isengard was right.

Edit: Ninja-ed by the man himself.

Hehe, I do development myself so I know what types of time constraints these people face. People can be very unreasonable, making a game, especially a AAA game is no trivial task.
 
Hehe, I do development myself so I know what types of time constraints these people face. People can be very unreasonable, making a game, especially a AAA game is no trivial task.

Damn straight.

I'm studying design, and doing some bedroom development, which is why I figured you to be right.
 
They could add that extra functionality in a patch after release if they absolutely wanted to. People should grow-up, though.
 
I call BS.

If they'd made the config files available for edit, you could probably make it use the exact same GUI and Controls as on the console version. That's just how the unreal Engine works, the same build of the game is used around all platforms (just with different settings).

I know this because I messed around a lot with UT3 and even managed to make the control and GUI 1:1, that of the console.
 
Wow, I was right on the money.
What I said:
What they said:
So now it is hardcore to program reusable modular classes ? :confused:

:edit
If one could play police quest with a joystick, then surely bioware can do so much more. Generally speaking using made up values:

1) W registers on 80.
2) Button A registers on X81.
3) Taking into consideration you listen with your controller class.
4) 80 and X81 is mapped to walk forward via your config read by their respected classes.
5) Walk forward is in turn interpreted by your move class.
6) Your move class double checks with your collision and restriction classes.
7) Input, Listen, Move, Config, Collision and Restriction is done as modular and reusable.

I don't see a problem, just lazyness. At least this time round I can say that they attempted MP which already present in ancient rpgs. Surely by the 3rd title they didn't rewrite their core? Surely they didn't wipe all their effort with previous two titles?

Only thing that disgusts me as a gamer is making the game even more easier and pathetic. Thank god that you can at least turn of all those helper arrows where to do what next, decided your conversation and wow have a challenging confrontations. Who the hell plays on easy conversation with easy combat with easy walk around by following ka-zillion of pointers on where to walk? Do we have that much stupid people playing? No wonder they wouldn't survive in any decent game...


I call BS.
If they'd made the config files available for edit, you could probably make it use the exact same GUI and Controls as on the console version. That's just how the unreal Engine works, the same build of the game is used around all platforms (just with different settings).

I know this because I messed around a lot with UT3 and even managed to make the control and GUI 1:1, that of the console.
Of course but the simpletons* would believe them.

*lack of better word for non-coders.
 
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