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* PC gamers usually cite the personal computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, more games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.

to:

* PC gamers usually cite the personal computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, more games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, [[GameMod moddability]], and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.
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* Console gamers cite ease of use, the "plug in and play" nature of consoles, simple (and sometimes [[{{Waggle}} unusual]]) control schemes with the controller, game stability, uniform hardware eliminating concern over technical specs, and easier local multiplayer, especially split screen. They may also cite the ability to resell/buy used games, though [[KeepCirculatingTheTapes that opens it’s own can of worms]].

to:

* Console gamers cite ease of use, the "plug in and play" nature of consoles, simple (and sometimes [[{{Waggle}} unusual]]) control schemes with the controller, game stability, uniform hardware eliminating concern over technical specs, and easier local multiplayer, especially split screen. They may also cite the ability to resell/buy used games, though [[KeepCirculatingTheTapes that opens it’s its own can of worms]].
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Removing a ROCEJ wick.


* Console gamers cite ease of use, the "plug in and play" nature of consoles, simple (and sometimes [[{{Waggle}} unusual]]) control schemes with the controller, game stability, uniform hardware eliminating concern over technical specs, and easier local multiplayer, especially split screen. They may also cite the ability to resell/buy used games, though [[KeepCirculatingTheTapes that is itself a very controversial issue]]; let's not get into the drama on ''that'' subject [[Administrivia/RuleOfCautiousEditingJudgment in this page]].

to:

* Console gamers cite ease of use, the "plug in and play" nature of consoles, simple (and sometimes [[{{Waggle}} unusual]]) control schemes with the controller, game stability, uniform hardware eliminating concern over technical specs, and easier local multiplayer, especially split screen. They may also cite the ability to resell/buy used games, though [[KeepCirculatingTheTapes that is itself a very controversial issue]]; let's not get into the drama on ''that'' subject [[Administrivia/RuleOfCautiousEditingJudgment in this page]].
opens it’s own can of worms]].
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It should also be noted that some genres just naturally fit onto certain platforms better. RealTimeStrategy and other RealTime simulations are accepted by most people to be PC-only territory, due to the difficulties with attempting to "click and drag" with a joystick and also because of the wider degree of selection and multitasking offered by a mouse and keyboard (''VideoGame/StarCraft'' is ''the'' most-played RTS in history, but its UsefulNotes/Nintendo64 port was a wipe), and trying to do a {{MMORPG}} on a console is probably suicidal (''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' have been the only console [=MMOs=] with financial success, and the latter started PC-only). Meanwhile, {{fighting game}}s belong in Console Country, since those games are designed for local multiplayer, which video arcades have been offering since the '80s but which [=PCs=] only managed around 2006 once HDTV sets became affordable.[[note]]Individual PC games have attempted to make multiplayer using the same system, except that this can get very uncomfortable as a typical PC's monitor is big enough for ''one'' person. The 6502-based home computers of TheEighties often used [=TVs=] as monitors, but they were way too far behind in system memory and graphical processing power by the time fighting games became popular in arcades.[[/note]] RhythmGame series based around custom control schemes have also been generally absent from the PC gaming scene. Today, the major battleground is the shooter genres (be it [[FirstPersonShooter first]] or [[ThirdPersonShooter third]]); wars have been fought, only some of them digital, over whether a game's console version or PC version was better. Initially, [=PCs=] had the edge, due to the awkwardness of gamepad controls in a shooting environment and the lack of Internet multiplayer, but then dual analog sticks, ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/{{Halo 2}}'' came along and collectively made those things work on a console, and from that day forward all bets were off.

to:

It should also be noted that some genres just naturally fit onto certain platforms better. RealTimeStrategy and other RealTime simulations are accepted by most people to be PC-only territory, due to the difficulties with attempting to "click and drag" with a joystick and also because of the wider degree of selection and multitasking offered by a mouse and keyboard (''VideoGame/StarCraft'' is ''the'' most-played RTS in history, but its UsefulNotes/Nintendo64 port was a wipe), and trying to do a {{MMORPG}} on a console is probably suicidal (''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' have been the only console [=MMOs=] with financial success, and the latter started PC-only). Meanwhile, {{fighting game}}s belong in Console Country, since those games are designed for local multiplayer, which video arcades have been offering since the '80s but which [=PCs=] only managed around 2006 once HDTV sets became affordable.[[note]]Individual PC games have attempted to make multiplayer using the same system, except that this can get very uncomfortable as a typical PC's monitor is big enough for ''one'' person. The 6502-based home computers of TheEighties often used [=TVs=] as monitors, but they were way too far behind in system memory and graphical processing power by the time fighting games became popular in arcades.[[/note]] RhythmGame series based around custom control schemes controllers such as guitars or dance mats have also been generally absent from the PC gaming scene. Today, the major battleground is the shooter genres (be it [[FirstPersonShooter first]] or [[ThirdPersonShooter third]]); wars have been fought, only some of them digital, over whether a game's console version or PC version was better. Initially, [=PCs=] had the edge, due to the awkwardness of gamepad controls in a shooting environment and the lack of Internet multiplayer, but then dual analog sticks, ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/{{Halo 2}}'' came along and collectively made those things work on a console, and from that day forward all bets were off.
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It should also be noted that some genres just naturally fit onto certain platforms better. RealTimeStrategy and other RealTime simulations are accepted by most people to be PC-only territory, due to the difficulties with attempting to "click and drag" with a joystick and also because of the wider degree of selection and multitasking offered by a mouse and keyboard (''VideoGame/StarCraft'' is ''the'' most-played RTS in history, but its UsefulNotes/Nintendo64 port was a wipe), and trying to do a {{MMORPG}} on a console is probably suicidal (''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' have been the only console [=MMOs=] with financial success, and the latter started PC-only). Meanwhile, {{fighting game}}s belong in Console Country, since those games are designed for local multiplayer, which video arcades[[note]]And 6502-based home computers, but those haven't been in wide use since TheEighties. (Think the UsefulNotes/AppleII, the UsefulNotes/BBCMicro, and the UsefulNotes/{{Commodore 64}}, the last of which used an updated derivative of the 6502.)[[/note]] have been offering since the '80s but which [=PCs=] only managed around 2006 once HDTV sets became affordable.[[note]]Individual PC games have attempted to make multiplayer using the same system, except that this can get very uncomfortable as a typical PC's monitor is big enough for ''one'' person.[[/note]] Today, the major battleground is the shooter genres (be it [[FirstPersonShooter first]] or [[ThirdPersonShooter third]]); wars have been fought, only some of them digital, over whether a game's console version or PC version was better. Initially, [=PCs=] had the edge, due to the awkwardness of gamepad controls in a shooting environment and the lack of Internet multiplayer, but then dual analog sticks, ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/{{Halo 2}}'' came along and collectively made those things work on a console, and from that day forward all bets were off.

to:

It should also be noted that some genres just naturally fit onto certain platforms better. RealTimeStrategy and other RealTime simulations are accepted by most people to be PC-only territory, due to the difficulties with attempting to "click and drag" with a joystick and also because of the wider degree of selection and multitasking offered by a mouse and keyboard (''VideoGame/StarCraft'' is ''the'' most-played RTS in history, but its UsefulNotes/Nintendo64 port was a wipe), and trying to do a {{MMORPG}} on a console is probably suicidal (''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' have been the only console [=MMOs=] with financial success, and the latter started PC-only). Meanwhile, {{fighting game}}s belong in Console Country, since those games are designed for local multiplayer, which video arcades[[note]]And 6502-based home computers, but those haven't been in wide use since TheEighties. (Think the UsefulNotes/AppleII, the UsefulNotes/BBCMicro, and the UsefulNotes/{{Commodore 64}}, the last of which used an updated derivative of the 6502.)[[/note]] arcades have been offering since the '80s but which [=PCs=] only managed around 2006 once HDTV sets became affordable.[[note]]Individual PC games have attempted to make multiplayer using the same system, except that this can get very uncomfortable as a typical PC's monitor is big enough for ''one'' person. The 6502-based home computers of TheEighties often used [=TVs=] as monitors, but they were way too far behind in system memory and graphical processing power by the time fighting games became popular in arcades.[[/note]] RhythmGame series based around custom control schemes have also been generally absent from the PC gaming scene. Today, the major battleground is the shooter genres (be it [[FirstPersonShooter first]] or [[ThirdPersonShooter third]]); wars have been fought, only some of them digital, over whether a game's console version or PC version was better. Initially, [=PCs=] had the edge, due to the awkwardness of gamepad controls in a shooting environment and the lack of Internet multiplayer, but then dual analog sticks, ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/{{Halo 2}}'' came along and collectively made those things work on a console, and from that day forward all bets were off.
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Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees, with the developments tools often free or available at low costs. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.

to:

Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees, with the developments development tools often free or available at low costs. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.
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Dropped a parenthesis, and I think integrated chips deserve mention. Yeah, people prefer not to use them, but casual people who only want to play a couple of games may rely on them


One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], two manufacturers' style of ''CPU''[[note]]Intel vs AMD[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'', retro games and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.

to:

One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) unwary, and the equation gets even more complicated if integrated graphics chips are to be considered too [[/note]], two manufacturers' style of ''CPU''[[note]]Intel vs AMD[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'', retro games and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.
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ARM is a CPU architecture type (like x86), not a brand. They're more commonly used on mobile devices and have not become big players in the desktop market yet.


One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], three manufacturers' style of ''CPU''[[note]]Intel vs AMD vs ARM[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'', retro games and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.

to:

One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], three two manufacturers' style of ''CPU''[[note]]Intel vs AMD vs ARM[[/note]], AMD[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'', retro games and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.
Is there an issue? Send a MessageReason:
None


One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], three manufacturers' style of ''CPU''[[note]]Intel vs AMD vs ARM[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'' and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.

to:

One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], three manufacturers' style of ''CPU''[[note]]Intel vs AMD vs ARM[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'' ''VideoGame/SinsOfASolarEmpire'', retro games and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.
Is there an issue? Send a MessageReason:
None


* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, more games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.

to:

* PC gamers usually cite the personal computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, more games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.
Is there an issue? Send a MessageReason:
None


Another thing that commonly pops up is the issue of [[UsefulNotes/BackwardsCompatibility cross-generational compatibility]]. Consoles are rather notorious for requiring one to buy completely new hardware to play the next generations' games, and you can rarely use your new system to play games from the previous generation. (The backwards compatibility of the UsefulNotes/PlayStation2 and UsefulNotes/GameBoyAdvance were touted as ''selling points'' for those systems, and the removal of backwards compatibility from later models of the UsefulNotes/PlayStation3 caused a lot of cries of being ruined.) For [=PCs=] this is less the issue, which is more "Will it run faster than a slug on barbiturates?", as seen with gamers having more or less powerful systems. It's been showing up in recent years, but [[OlderThanTheyThink there have been problems with older games being incompatible with modern systems as far back as the '90s]]. Some games used to be on different formats, such as floppy discs, and even if you could buy a CD Version, there were still problems with it being unable to run without causing glitches. That is, if you can find them. [[KeepCirculatingTheTapes Some games you just flat-out can't buy anymore]] for various reasons, and if you could get them, you'd have to use an emulator or fan-made patches so it would actually run and not look really really weird due to the resolution since they weren't made with computers 20 years later. To remedy the problems of backwards compatibility, as well as availability, companies have put up "virtual console" or "Digital rerelease" versions, and the PC in fact has a [=DOS=] emulator.

to:

Another thing that commonly pops up is the issue of [[UsefulNotes/BackwardsCompatibility cross-generational compatibility]]. Consoles are rather notorious for requiring one to buy completely new hardware to play the next generations' games, and you can rarely use your new system to play games from the previous generation. (The backwards compatibility of the UsefulNotes/PlayStation2 and UsefulNotes/GameBoyAdvance were touted as ''selling points'' for those systems, and the removal of backwards compatibility from later models of the UsefulNotes/PlayStation3 caused a lot of cries of being ruined.) For [=PCs=] this is less the issue, which is more "Will it run faster than a slug on barbiturates?", as seen with gamers having more or less powerful systems. It's been showing up in recent years, but [[OlderThanTheyThink there have been problems with older games being incompatible with modern systems as far back as the '90s]]. Some games used to be on different formats, such as floppy discs, and even if you could buy a CD Version, version, there were still problems with it being unable to run without causing glitches. That is, if you can find them. [[KeepCirculatingTheTapes Some games you just flat-out can't buy anymore]] for various reasons, and if you could get them, you'd have to use an emulator or fan-made patches so it would actually run and not look really really weird due to the resolution since they weren't made with computers 20 years later. To remedy the problems of backwards compatibility, as well as availability, companies have put up "virtual console" or "Digital rerelease" versions, and the PC in fact has a [=DOS=] emulator.
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Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing feesm with the developments tools often free or available at low costs. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.

to:

Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing feesm fees, with the developments tools often free or available at low costs. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.
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Another thing that commonly pops up is the issue of cross-generational compatibility. Consoles are rather notorious for requiring one to buy completely new hardware to play the next generations' games, and you can rarely use your new system to play games from the previous generation. (The backwards compatibility of the UsefulNotes/PlayStation2 and UsefulNotes/GameBoyAdvance were touted as ''selling points'' for those systems, and the removal of backwards compatibility from later models of the UsefulNotes/PlayStation3 caused a lot of cries of being ruined.) For [=PCs=] this is less the issue, which is more "Will it run faster than a slug on barbiturates?", as seen with gamers having more or less powerful systems. It's been showing up in recent years, but [[OlderThanTheyThink there have been problems with older games being incompatible with modern systems as far back as the '90s]]. Some games used to be on different formats, such as floppy discs, and even if you could buy a CD Version, there were still problems with it being unable to run without causing glitches. That is, if you can find them. [[KeepCirculatingTheTapes Some games you just flat-out can't buy anymore]] for various reasons, and if you could get them, you'd have to use an emulator or fan-made patches so it would actually run and not look really really weird due to the resolution since they weren't made with computers 20 years later. To remedy the problems of backwards compatibility, as well as availability, companies have put up "virtual console" or "Digital rerelease" versions, and the PC in fact has a [=DOS=] emulator.

to:

Another thing that commonly pops up is the issue of [[UsefulNotes/BackwardsCompatibility cross-generational compatibility.compatibility]]. Consoles are rather notorious for requiring one to buy completely new hardware to play the next generations' games, and you can rarely use your new system to play games from the previous generation. (The backwards compatibility of the UsefulNotes/PlayStation2 and UsefulNotes/GameBoyAdvance were touted as ''selling points'' for those systems, and the removal of backwards compatibility from later models of the UsefulNotes/PlayStation3 caused a lot of cries of being ruined.) For [=PCs=] this is less the issue, which is more "Will it run faster than a slug on barbiturates?", as seen with gamers having more or less powerful systems. It's been showing up in recent years, but [[OlderThanTheyThink there have been problems with older games being incompatible with modern systems as far back as the '90s]]. Some games used to be on different formats, such as floppy discs, and even if you could buy a CD Version, there were still problems with it being unable to run without causing glitches. That is, if you can find them. [[KeepCirculatingTheTapes Some games you just flat-out can't buy anymore]] for various reasons, and if you could get them, you'd have to use an emulator or fan-made patches so it would actually run and not look really really weird due to the resolution since they weren't made with computers 20 years later. To remedy the problems of backwards compatibility, as well as availability, companies have put up "virtual console" or "Digital rerelease" versions, and the PC in fact has a [=DOS=] emulator.
Is there an issue? Send a MessageReason:
None


Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.

to:

Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees.feesm with the developments tools often free or available at low costs. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.
Is there an issue? Send a MessageReason:
None


Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.

to:

Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games games, puzzle games, edutainment, and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.
Is there an issue? Send a MessageReason:
None


The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory (Wiki/TheOtherWiki has [[https://en.wikipedia.org/wiki/DOS_memory_management the gory details]]). Many game manuals of the era consequently devoted pages to extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory (Wiki/TheOtherWiki has [[https://en.wikipedia.org/wiki/DOS_memory_management the gory details]]). Many game manuals of the era consequently devoted pages to extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was megabyte. To complicate matters further, memory management utilities and DOS extenders didn't always play nice with each other. These headaches were only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.
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One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], two manufacturers' style of ''CPU''[[note]]Intel vs AMD[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'' and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.

to:

One thing that's almost never mentioned is the developer's point of view. Consoles are easier to develop for because every single version of that console has (or should have; hard drive size will vary) the exact same hardware and firmware; it's much easier to tailor the game to the platform, and to push the platform to its limits. Meanwhile, the PC world doesn't ''have'' standardized hardware; you might be running at least one of three operating systems[[note]]Windows, [=macOS=] or Linux. For a long time, Windows was pretty much the default gaming OS, but this is starting to break down just a little now that more publishers and developers are serving [=macOS=] and Linux as well. Though both competitors biggest gains are in tablet and smartphone gaming.[[/note]], two manufacturers' style of graphics cards[[note]]AMD Radeon vs Nvidia; they're fairly interchangeable in function, but varying names, designs and requirements can confound the unwary) [[/note]], two three manufacturers' style of ''CPU''[[note]]Intel vs AMD[[/note]], AMD vs ARM[[/note]], and God only knows how much hard drive space and RAM. And to be popular, your game needs to be accessible to as many of these options as possible. Part of the reason that games like ''VideoGame/JurassicParkTrespasser'' and ''VideoGame/UltimaIX'' flopped was because most computers could not run them; likewise, part of the lasting charm of games like ''VideoGame/LeagueOfLegends'', ''VideoGame/WorldOfWarcraft'', ''VideoGame/SinsOfASolarEmpire'' and pretty much all indie games in general is that you ''don't'' have to upgrade your computer to run them. To further confound it, there's the fact that the PC Format is constantly evolving. Nobody is able to stay "on top". PC gamers long ago ceased boasting about their rig's strength, since nobody can afford the most advanced hardware except game developers themselves. Even buying a dedicated gaming PC can be a lot more expensive than buying one gaming system. PC gamers are actually more likely to applaud a game for making the best use of an older set-up than to boast about the strength of their personal format, because they could be buying a new one next year.
Is there an issue? Send a MessageReason:
None


The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently devoted pages to extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory.memory (Wiki/TheOtherWiki has [[https://en.wikipedia.org/wiki/DOS_memory_management the gory details]]). Many game manuals of the era consequently devoted pages to extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.
Is there an issue? Send a MessageReason:
None


The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had devoted pages to extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.
Is there an issue? Send a MessageReason:
None


* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, many games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.

to:

* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, many more games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.
Is there an issue? Send a MessageReason:
None


* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, ''many'' games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.

to:

* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, ''many'' many games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.
Is there an issue? Send a MessageReason:
None


* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.

to:

* PC gamers usually cite the computer's ease of upgrading to meet new graphical demands, versatility and utility, keyboard/mouse control along with the ability to use every control scheme under the input sun[[note]]Even Kinect and the Wii Remote are usable on the PC[[/note]], cheaper games, better graphical capabilities, ''many'' games being [[UsefulNotes/DigitalRightsManagement DRM]]-free, openness to indie games, free online play, and sheer practicality: ever since the late '90s, the PC has turned from an optional luxury to a necessity for modern life. Usually, it is also cheaper to build a very powerful gaming PC (especially if the more basic PC you [[ItsForABook have for homework or job-hunting anyway]] is a desktop model), although pre-built [=PCs=] are another story.
Is there an issue? Send a MessageReason:
None


The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95. As a result, [=PCs=] were still considered business machines.
Is there an issue? Send a MessageReason:
None


Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.

to:

Things would gradually change midway through the 1990s for a variety of reasons. The PC market homogenized as the list of competitors grew smaller and smaller, and IBM architecture would become the lion's share of the market, remaining as such to this day. Operating systems were becoming more user friendly, with mouse control becoming a feature throughout the 1980s, and most operating systems utilizing a GUI (Graphic User Interface) instead of the old text-based model. This simplified [=PCs=] and made them far more accessible to the average person, while still allowing them to retain their complexity underneath the surface, making them the go-to platform for independent developers and hobbyists. Still, due to the comparatively limited graphical abilities compared to consoles, slower-paced game genres like adventure games, role-playing games and simulations dominated the PC, furthering its reputation as a platform for deep-pocketed nerds. Developing for the PC required little more than patience and technical skill, with no expensive contracts or licensing fees. This allowed hundreds of small teams -often no more than 3 or 4 friends- to work together to make entire games in their spare time, with little more than commercially available [=PCs=]. This helped propel the PC market forward when smaller developers broke in to the 'shareware' market, where demo versions would be shipped to someone's house house, downloaded from bulletin board systems, or passed around in hobby shops, and upon playing, the consumer would determine whether they wanted to pay for a full product. This helped push developers like Creator/IdSoftware to the cream of the crop, while giving PC gamers a larger variety of options compared to their console bretheren. Consoles still dominated in polish and were the prime medium for big budget, AAA releases, but PC steadily regained its footing.
Is there an issue? Send a MessageReason:
None


The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice.advice and memory management utilities like Quarterdeck's QEMM were popular. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.
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The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and 486 processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and 486 higher processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.
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The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era consequently had extensive troubleshooting advice. This was mitigated by games later in the MS-DOS era using "DOS extenders" to put 386 and 486 processors into protected mode to access memory above one megabyte, but it was only alleviated with Windows 95.As a result, [=PCs=] were still considered business machines.
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The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era has extensive troubleshooting advice. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era has consequently had extensive troubleshooting advice. As a result, [=PCs=] were still considered business machines.
Is there an issue? Send a MessageReason:
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The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. Many game manuals of the era has extensive troubleshooting advice. As a result, [=PCs=] were still considered business machines.
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Console games mostly stayed on consoles, but with few exceptions, every popular arcade or computer game was ported to almost every platform available, even though the common home platforms had widely varying processing power and graphical capabilities, and porting a game to a system with a different UsefulNotes/CentralProcessingUnit would likely mean hiring another programmer to recode it from scratch. Still, most computer games were simple in design with relatively unsophisticated 2D graphics, and even arcade driving games built for state-of-the-art dedicated hardware were often ported to far less capable home computers. The gaming audience was diverse enough: some owned the UsefulNotes/CommodoreAmiga, some owned IBM PC (or more likely a PC clone), some owned PC-88; you want to make your games playable in all of them if you want profit. The IBM-compatible PC architecture which would come to dominate computer gaming in the next decade was relatively weak in the 80s, compared to both consoles and other home computers.

to:

Console games mostly stayed on consoles, but with few exceptions, every popular arcade or computer game was ported to almost every platform available, even though the common home platforms had widely varying processing power and graphical capabilities, and porting a game to a system with a different UsefulNotes/CentralProcessingUnit would likely mean hiring another programmer to recode it from scratch. Still, most computer games were simple in design with relatively unsophisticated 2D graphics, and even arcade driving games built for state-of-the-art dedicated hardware were often ported to far less capable home computers. The gaming audience was diverse enough: some owned the UsefulNotes/CommodoreAmiga, some owned IBM PC (or more likely a PC clone), some owned PC-88; you want to make your games playable in all of them if you want profit. The IBM-compatible PC architecture which would come to dominate computer gaming in the next decade was relatively weak in the 80s, compared to both consoles and other home computers.
computers. IBM PC clones would eventually push out the 8-bit machines in the U.S. over the second half of the '80s as the prices dropped and capabilities improved. VGA and sound cards debuted late in the decade, giving the PC graphics and sound capabilities that could meet or exceed the Amiga and consoles of the era.



The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. As a result, [=PCs=] were still considered business machines.

to:

The 1990s started off with consoles still clearly dominating. What's [[TechnologyMarchesOn difficult to believe today]] is that during this decade, [=PCs=] simply were ''not good enough''. Graphics card manufacturers were locked in a battle comparable to the UsefulNotes/ConsoleWars ten years previous, and even the most basic sound card was an extra expense. Getting games to actually run could be an exercise in frustration, due to the way MS-DOS managed memory. As a result, [=PCs=] were still considered business machines.

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