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This shouldn't come as a surprise to anyone. Nintendo has had a trend for the past couple decades of releasing "sequel" consoles that are essentially a moderniz
by dmonitor 2y ago
This shouldn't come as a surprise to anyone. Nintendo has had a trend for the past couple decades of releasing "sequel" consoles that are essentially a modernized version of the old one with extra features, compatible with everything that released on the predecessor.
With all three major console manufacturers prioritizing backwards compatibility, and the rise in PC gaming (universally backwards compatible), people are starting to catch on to the fact that old games don't "expire" after 10 years. I wouldn't be surprised if backwards compatibility just becomes the standard for all gaming consoles going forward.
Tangential, but I'm also interested in seeing how games that released on old consoles and are continued to be played, like Fortnite, will support aging hardware. I don't like that Epic can one day announce the game just no longer works on that console, rendering your purchases null and void until you upgrade your hardware, but I can't expect them to update that version of the game forever.
- maxsilver 2y ago> I don't like that Epic can one day announce the game just no longer works on that console, rendering your purchases null and void until you upgrade your hardware, but I can't expect them to update that version of the game forever. Traditionally for these "Live Service"-type games, they announce cutting support for a console, but let you carry your purchases in that specific game (subscription, add-on items, etc), forward to the same game on the next gen of that console. For example, how Final Fantasy 14 ended PS3 support - https://www.gamedeveloper.com/game-platforms/-i-final-fantasy-xiv-i-ending-ps3-support-this-week https://www.gamedeveloper.com/game-platforms/-i-final-fantas... and how Grand Theft Auto 5 ended PS3 support - https://www.ign.com/articles/gta-online-support-ending-xbox-360-ps3 https://www.ign.com/articles/gta-online-support-ending-xbox-... It's not a guarantee, but I'd expect something similar for Fortnite.
- dmonitor 2y agoIt's definitely the case for Fortnite, but it still doesn't sit well with me that a service bought on specific hardware can just be taken away with no recourse. I'm not sure what if anything can or should be done about it, but it's weird knowing that many of the most popular PS4 games will be straight up unplayable in a few years
- jonny_eh 2y agoIt's like how mobile games can stop supporting old phones. e.g. Hearthstone
- jerf 2y agoGames don't have the generational differences they used to. They're mature now. Tech is rarely the blocker anymore. The Switch was "underpowered" at release and is even more underpowered now but the space of "games that would run well on the Switch" is still fairly unexplored, not because anybody is bad but because the space is so big now. That hardware can no longer compete with platforms that don't throw away their entire library on every release is probably one of the first impacts of games finally maturing. My "next console" was a Steam Deck for partially this very reason, the fact that it came preloaded with years of previous acquisitions. We're also just seeing the leading edge of the game industry having to deal with the fact that it now has to compete against itself. There's been a number of articles about how $NEW_GAME never even reached a peak player count of something like Skyrim. I think that's currently being written as a sort of a "ha ha, that's sorta funny", but it represents a real problem. It is not unsolvable; Hollywood has always faced this issue and it has historically managed to make money anyhow. But I think AAA gaming is only just beginning to reckon with the fact that they aren't going to get a "free reset" on every console generation. $NEW_GAME really is is competition with Skyrim now, along with a lot of other things. It's not a joke, it's an emerging reality the industry is going to have to grapple with.
- spwa4 2y agoEither that, or you've gotten older. The young always want to play that one specific NEW game. Currently that usually means PS5, either Fortnite or Call Of Duty (and yes that one specific version). PS5 only has PS4 backward compatibility, and it isn't going to be emulated any time soon.
- jsheard 2y agoFortnite and Call of Duty are not great examples given they both still run on the PS4. Even the latest Call of Duty iteration that launched barely two weeks ago still runs on last generation consoles, because there's still so many players who haven't felt the need to upgrade to the successor generation after four years. I don't think there's ever been a console generation before where the last generation was still getting big new releases this deep into the next one. The PS5 Pro is out now and the PS4 is still getting new games.
- qwytw 2y ago> prioritizing backwards compatibility Backwards compatibility is very "cheap" these days though? With no arcane architectures and chip designs. PS5 and Xbox are basically just generic PCs running a restricted OS and Switch is just a phone/tablet.
- DanielHB 2y agoIt is cheap only if you don't change CPU or GPU architectures. This is why the PS4 doesn't have PS3 compatibility. When apple switched to ARM even with x64->ARMv8 translation layer (NOT emulating) it was still noticeably slow in a lot of software. Even though some x64 games worked on ARM macs they still lost A LOT of performance. The backwards compatibility of the PS2 was due to the PS2 literally including an extra PS1 CPU (technically PS1-like CPU underclocked to match the original PS1 CPU when running PS1 games). On PS2 games this PS1 CPU handled only I/O so it wasn't completely wasted when running PS2 games. https://en.wikipedia.org/wiki/PlayStation_2_technical_specifications#I/O_processor_(IOP) https://en.wikipedia.org/wiki/PlayStation_2_technical_specif... The PS2 CPU is a MIPS III while the PS1 CPU is a MIPS I. I am not an expert but I think but I think MIPS III is only backwards compatible to MIPS II, not MIPS I
- mmaniac 2y agoMIPS II got rid of the load delay slot, so any software relying on that wouldn't work. The PS2 EE also had a nasty bug which would cause some loops to terminate early. There's a decent chance any random MIPS code would satisfy this bug's conditions. https://lore.kernel.org/all/d59a6bef6541d35d4460b966c0fe651aac507730.1567326213.git.noring@nocrew.org/ https://lore.kernel.org/all/d59a6bef6541d35d4460b966c0fe651a...
- kimixa 2y agoDepends on the level of hardware access. If the GPU access is through a relatively "thick" API like DX/Vulkan and shaders stored in an intermediate representation like DXIL or SPIR-V, sure, swapping out the hardware implementation is relatively easy. But if they're shipping GPU ISA binaries as the shaders, you'll have a much harder time ensuring compatibility. Same with things like synchronization, on both the CPU and GPU (and any other offload devices like DSPs or future NPUs). If they use API-provided mechanisms, and those are used /correctly/, then the implementation can likely be changed. But if they cycle-count and rely on specific device timing, again all bets are off. Things like DX12 and Vulkan have a large number of sync points and state transition metadata to allow different implementations to be "correct" in things like cache or format conversions (like compression). Not all those transitions are required for every vendor's hardware, and we regularly see issues caused by apps not "correctly" using them when the spec says it's required, as the vendor's hardware they happened to test on didn't require that one specific transition that another implementation might, or they happened across some timing that didn't happen to hit issues. I guess my point is Compatibility is hard even if the APIs are intentionally designed to allow it. I have no idea how much the idea of such compatibility has been baked into console APIs in the first place. One of the primary advantages of consoles is to allow simplifications allowed by targeting limited hardware, so I can only assume they're less compatibility focused than the PC APIs we already have Big Problems with.
- AlwaysRock 2y ago"Nintendo has had a trend for the past couple decades of releasing "sequel" consoles that are essentially a modernized version of the old one with extra features, compatible with everything that released on the predecessor." Isnt it pretty much just the Wii and Wii U? I guess you could play GameCube disks on a Wii but calling the Wii a modernized version of the GameCube is a real stretch.
- aurareturn 2y agoWii, Wii U, GBC, GBA, DS, 3DS all had backwards compatibility.
- estebank 2y agoTechnically, so did the SNES with the NES, it was just never really exposed. SMB all-stars started as SMB3 running directly on SNES. And you had the Super GameBoy, but that was little more than a GameBoy in a cartridge.
- simondotau 2y agoThe Sega Mega Drive (Genesis) had backwards compatibility with the Master System. Unlike the Super Game Boy, the Power Base Converter was barely more than a cartridge pass-through adapter. The Mega Drive’s 68000 is idled and its Z80 sound co-processor takes control as the main CPU. https://segaretro.org/Power_Base_Converter https://segaretro.org/Power_Base_Converter
- derefr 2y ago> Technically, so did the SNES with the NES, it was just never really exposed. I've always wondered how true this is — I feel like if it was literally true, we'd see a lot of NES ROMhacks that involve editing the ROM's layout and metadata bits just enough that it's now a SNES ROM, and then taking advantage of SNES capabilities in the mod. But I don't believe I've ever seen something like that. I do understand that the SNES CPU is basically a "very extended" 6502; and that the SNES PPU's default-on-boot graphics mode is compatible with drawing NES-PPU-formatted CHR-ROM data; and that there's a "legacy compatibility" joypad input MMIO in the right place in address space to allow a game that was programmed for the NES to read the "NES subset" of a SNES controller's buttons. But is the SNES's (variant) 65C816 ISA a strict superset of the NES's (variant) 6502 ISA? Or would they have had to effectively go through the assembly code of SMB3 with a fine-toothed comb, fixing up little compatibilities in the available instructions here and there, to get it to run on the SNES? (Though actually, even if they did have to do that, I imagine it would be still be possible to automate that process — i.e. it would be theoretically possible to write a NES-to-SNES static transpiler. In fact, it's so seemingly-tenable, that I'm a bit surprised to have never heard of such a project!)
- starquake 2y agoAlthough the handhelds have been backwards compatible, only the Wii and the Wii U had backwards compatibility. The SNES, N64, Gamecube and Switch did not have backwards compatibility.
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- 14 2y agoLucky for you Fortnite is and always has been a free game. If you were foolish enough to pay to dress up your characters well then thank you for supporting that business model so I can let my kids play for free. Power to you if you can afford to drop money on digital clothing for a game you spend on what ever you like. But I just see it as bad a smoking. Kids are like junkies wanting to buy clothing for a game mean while them and their parents are living in rags. It’s an addiction and kids are put up against their peers or will be on the outside if they can’t get the latest skin. So stupid it went that way and any game that has kids playing it should not allow in game purchases like that.
- iknowstuff 2y agobabe. there were so many stupid toys and collectibles for kids until the 2000s. chill out lol
- causi 2y agoShoot, they don't need a hardware generation to do that. ActiBlizz told everyone who spent $40 on Overwatch "Fuck you, go play a different game".
- pjmlp 2y agoI always find interesting the issue regarding PC gaming on the rise, because in the Iberian Penisula game consoles never were that big. We grew from the 8 bit home computers, lived through 16 bit home computers and settled in PC gaming. Nintendo was mostly about those game & watch handhelds, naturally SEGA and PlayStation became relevant, replaced by XBox and PlayStation, but always on the shadow of PC gaming.
- inasio 2y agoThe Mac is a weird counter example here, the move to 64 bits resulted in many games with official Mac ports (e.g. most of Valve's: Half Life, Portal, etc) no longer being able to run on modern versions of OSX
- lloeki 2y agoI'm certainly not blaming game makers in general because of the situation of Apple dropping 32bit Intel support, but I think Valve is a different story: - They've been very diligent in the past about keeping their games up to date. - Valve owning Steam means their flagship games are a strong signal about macOS support on Steam. - If they really wanted, they could; they certainly have the resources to do so should they want to+; which means, they don't want to, which is a signal in the other direction: they stopped caring about macOS. + HL1 has a FOSS engine that apparently supports it, and more: https://github.com/FWGS/xash3d-fwgs/blob/master/Documentation/ports.md https://github.com/FWGS/xash3d-fwgs/blob/master/Documentatio...
- numpad0 2y agomacOS is actually notorious for lack of binary compatibility. Most commercial apps are online distributed, and most non-commercial are open source, so they're quickly updated and compatibility issues are less often noticed.
- CM30 2y agoIt definitely shouldn't come as a surprise to anyone, and should be the obvious choice to make on Nintendo's side too... But it's probably worth noting that it's Nintendo we're talking about, and the games industry as a whole. They have a tendency to make questionable decisions that people could immediately tell were questionable decisions, either for anti consumer reasons or just not knowing the market. So while the odds of the Switch 2 being backwards compatible were really high, and we all knew it was the obvious choice to make, there was still always a worry that it wouldn't happen for some ridiculous reason or another.
- evoke4908 2y agoPart of it is that consoles are just PCs now. There is absolutely no excuse to not be backwards compatible in the current day. But by the same token, consumers are realizing that consoles are just a less useful version of a gaming PC. The real deal has infinitely more utility for not much more money. Console makers are trying to sweeten the pot (or staunch the bleeding) by artificially expanding their library with prior generation games. At least until they get bored and decide to black hole all those same games, Sega. Frankly I don't see any point to consoles anymore apart from the Console Experience(TM). A PC does it better, faster, cheaper, with literally more games than your entire extended family can play in their combined lifetimes. It also does literally anything else you could want. A console plays games and streams Netflix and that's about it. It has an artificially limited number of titles, and after a point will never get more and will become a stupidly expensive paperweight. A gaming PC can be useful for over a decade with no upgrades. Especially since couch co-op is no longer a thing game studios are interested in, there's just no point. I don't expect to ever buy another console.