<svg width="110" height="18" fill="none" xmlns="http://www.w3.org/2000/svg"><g clip-path="url(#a)" fill="#000"><path d="M79.42 9.335c0-.484.523-.672 1.085-.672.908 0 1.769.282 1.769.282V7.628c-.59-.174-1.193-.241-1.89-.241-1.528 0-2.6.725-2.6 1.908 0 2.299 3.162 1.708 3.162 2.823 0 .551-.495.7-1.218.7-.51 0-1.327-.2-1.916-.406v1.304c.49.195 1.18.378 1.862.378 1.487 0 2.907-.444 2.907-2.043 0-2.218-3.162-1.64-3.162-2.715l.001-.001Zm8.337 1.345c0-1.491.817-2.003 1.783-2.003.643 0 1.32.19 1.774.364V7.696c-.536-.174-1.01-.31-1.802-.31-2.104 0-3.404 1.291-3.404 3.375 0 1.975.938 3.333 3.31 3.333.75 0 1.333-.148 1.976-.364v-1.317c-.723.282-1.279.39-1.775.39-1.044 0-1.862-.484-1.862-2.124v.001ZM42.273 8.596h-.054V7.548h-1.474v6.384h1.581v-3.804c.496-.94 1.099-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.858 0-1.448.336-1.89 1.13Zm19.837 0h-.053V7.548h-1.474v6.384h1.58v-3.804c.497-.94 1.1-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.857 0-1.447.336-1.889 1.13Zm45.76-1.21c-.682 0-1.46.377-2.171.848l-.187.12c-.335-.712-1.005-.967-1.742-.967-.683 0-1.461.35-2.171.82v-.66h-1.501v6.385h1.594V9.35c.59-.39 1.219-.632 1.676-.632.523 0 .844.282.844 1.183v4.032h1.581v-4.57c.59-.39 1.219-.645 1.676-.645.523 0 .845.282.845 1.183v4.032h1.581V9.524c0-1.237-.738-2.137-2.024-2.137h-.001Zm-12.262 5.431c-1.032 0-1.58-.671-1.58-2.07 0-1.398.548-2.07 1.58-2.07s1.568.673 1.568 2.07c0 1.398-.536 2.07-1.568 2.07Zm0-5.43c-2.184 0-3.216 1.411-3.216 3.36 0 1.95 1.032 3.347 3.216 3.347s3.216-1.399 3.216-3.347-1.045-3.36-3.216-3.36ZM73.664 9.336c0-.484.523-.672 1.086-.672.907 0 1.768.282 1.768.282V7.63c-.59-.174-1.193-.241-1.889-.241-1.527 0-2.6.725-2.6 1.908 0 2.299 3.163 1.708 3.163 2.823 0 .551-.496.7-1.22.7-.508 0-1.325-.2-1.915-.406v1.304c.491.195 1.178.378 1.862.378 1.487 0 2.908-.444 2.908-2.043 0-2.218-3.163-1.64-3.163-2.715v-.001Zm-6.86.7c.094-.887.576-1.452 1.366-1.452.845 0 1.099.673 1.099 1.452h-2.466Zm1.38-2.648c-2.037 0-3.096 1.586-3.096 3.32 0 2.38 1.245 3.387 3.267 3.387.817 0 1.523-.109 2.347-.363v-1.32c-.664.244-1.263.391-1.905.391-1.178 0-1.967-.323-2.008-1.72h4.074c.027-.256.054-.497.054-.94 0-1.345-.71-2.756-2.734-2.756ZM56.3 9.483h-1.254V6.257H56.3c1.019 0 1.527.564 1.527 1.573s-.469 1.653-1.527 1.653Zm-.013-4.556h-2.928v9.004h1.688V10.8h1.24c1.916 0 3.31-1.035 3.31-2.97 0-1.935-1.394-2.903-3.31-2.903ZM49.82 12.09c-.51.47-.992.725-1.5.725-.871 0-1.435-.578-1.435-1.935 0-1.465.697-2.231 1.903-2.231.375 0 .764.094 1.032.202v3.239Zm0-4.557c-.47-.094-.805-.149-1.193-.149-2.184 0-3.377 1.466-3.377 3.603 0 2.137 1.193 3.105 2.6 3.105.697 0 1.54-.323 2.05-.753v.591h1.5V4.926h-1.58v2.608Zm-13.565 5.282c-1.031 0-1.58-.671-1.58-2.07 0-1.398.549-2.07 1.58-2.07 1.032 0 1.569.673 1.569 2.07 0 1.397-.537 2.07-1.569 2.07Zm0-5.43c-2.184 0-3.216 1.41-3.216 3.36s1.032 3.347 3.216 3.347c2.185 0 3.216-1.399 3.216-3.347s-1.044-3.36-3.215-3.36Zm47.372 6.545h1.587v-1.64h-1.587v1.64ZM31.608 4.926 29.82 11.82 28.03 4.926h-1.805l.42 1.477-1.575 5.65-1.712-7.128H21.62l2.441 9.005h1.892l1.462-4.815 1.37 4.815h1.892l2.563-9.005h-1.634.001ZM8.973 0C4.025 0 0 4.037 0 9s4.025 9 8.973 9 8.973-4.038 8.973-9-4.026-9-8.973-9ZM.906 9c0-1.173.25-2.287.698-3.293l3.849 10.575A8.095 8.095 0 0 1 .906 9Zm8.067 8.092a8.052 8.052 0 0 1-2.28-.329l2.42-7.055 2.48 6.814c.017.04.037.076.059.112a8.02 8.02 0 0 1-2.68.458Zm1.111-11.885a16 16 0 0 0 .924-.077c.435-.052.383-.693-.051-.667 0 0-1.307.103-2.15.103-.793 0-2.126-.103-2.126-.103-.435-.026-.485.64-.051.667 0 0 .411.052.846.077L8.733 8.66l-1.766 5.311L4.03 5.206c.486-.026.924-.077.924-.077.434-.052.383-.693-.052-.667 0 0-1.306.103-2.15.103-.151 0-.33-.004-.519-.01A8.049 8.049 0 0 1 14.42 3.033c-.035-.003-.069-.007-.105-.007-.792 0-1.355.693-1.355 1.436 0 .667.384 1.231.792 1.897.307.54.666 1.232.666 2.232 0 .692-.266 1.496-.614 2.615l-.806 2.697-2.915-8.698.002.002Zm5.967-.088a8.077 8.077 0 0 1 .989 3.882 8.09 8.09 0 0 1-4.012 6.994l2.464-7.146c.461-1.155.614-2.078.614-2.9 0-.297-.02-.573-.055-.831v.001Z"/></g><defs><clipPath id="a"><path fill="#fff" d="M0 0h109.895v18H0z"/></clipPath></defs></svg>{"id":25697,"date":"2022-07-19T01:54:39","date_gmt":"2022-07-19T00:54:39","guid":{"rendered":"http:\/\/pley2win.com\/featured-news\/how-one-of-the-most-complex-pc-games-was-adapted-for-consoles\/"},"modified":"2022-07-19T01:54:39","modified_gmt":"2022-07-19T00:54:39","slug":"how-one-of-the-most-complex-pc-games-was-adapted-for-consoles","status":"publish","type":"post","link":"https:\/\/pley2win.com\/?p=25697","title":{"rendered":"How One Of The Most Complex PC Games Was Adapted For Consoles"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div>\n<p>Rimworld is a deep management game \u2013 an AI-and-numbers-driven colony survival simulator and story generator that, since its full launch in 2017, has been one of the most persistently played games on Steam. Being a descendant from legendary (and legendarily obscure) colony sims like Dwarf Fortress, it\u2019s a game about managing peoples\u2019 needs, stockpiling and hunkering down for harsh winters, defending against (and invading) rival tribes, establishing ideologies to unify your people, and \u2013 whether for fun or necessity \u2013 cannibalism. Its simple visual language belies one of the most moreish and compelling management and building games out there.<\/p>\n<div class=\"adsninja-ad-zone\" id=\"adsninja-ad-zone-div-gpt-ad-1550597677810-ccr1\">\n<div id=\"dynamically-injected-refresh-ad-zone-div-gpt-ad-1550597677810-ccr1\" class=\"dynamically-injected-refresh-ad-zone\">\n<div class=\"ad-current\">\n<div id=\"ad-zone-container-div-gpt-ad-1550597677810-ccr1\" class=\"ad-zone-container ad-zone-container-content-character-count-repeatable-1\" data-no-fill-collapsable=\"false\"><strong class=\"ad-zone-advertising-tag\">DUALSHOCKERS VIDEO OF THE DAY<\/strong><\/div>\n<\/div>\n<\/div>\n<\/div>\n<p>Until recently, \u2018simplistic aesthetics\u2019 and \u2018complex management\u2019 would\u2019ve been precisely the kinds of concepts that would prevent a game from coming to consoles. These games require keyboard shortcuts, endless mouse movements, and the kind of attention spans that, historically (and probably erroneously), haven\u2019t been associated with console gamers. But times have changed, and in recent years we\u2019ve seen 4X games like Civilization and Humankind, as well as deep grand strategy titles like Crusader Kings 3 and Stellaris, come to consoles \u2013 undiluted in their depth.\u00a0<\/p>\n<p>So Rimworld, which is coming to consoles on July 29, is riding something of a wave, but the depth of tinkering and micromanagement in this game arguably goes beyond even those games listed above. This is a game where you can make priority tables for each individual colonist, ranking the level of priority they should give to the 16 or so task categories in your colony; it\u2019s a game where you set and adjust work schedules and uniforms depending on the season, organise what goes in which stockpile, and set automation on such things as deciding whether a dead colonist should be sent to the cremation chamber or the butcher\u2019s block.<\/p>\n<p>But Rimworld designer Tynan Sylvester and the console version\u2019s producer<strong> <\/strong>Kevin Mann believe they\u2019ve figured out how to make one of the most complex PC colony sims work on console. And it turns out that to make a console port of such a game capture the magic of its PC version, you have to pretty much completely abandon the UI that worked so well on PC.<\/p>\n<figure class=\"wp-block-image size-large\"><amp-img width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1024x576.jpg\" alt=\"\" class=\"wp-image-899765 amp-wp-enforced-sizes i-amphtml-layout-intrinsic i-amphtml-layout-size-defined\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-750x422.jpg 750w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" layout=\"intrinsic\" disable-inline-width=\"\" i-amphtml-layout=\"intrinsic\"><i-amphtml-sizer slot=\"i-amphtml-svc\" class=\"i-amphtml-sizer\"><img decoding=\"async\" alt=\"\" aria-hidden=\"true\" class=\"i-amphtml-intrinsic-sizer\" role=\"presentation\" src=\"data:image\/svg+xml;base64,PHN2ZyBoZWlnaHQ9IjU3NiIgd2lkdGg9IjEwMjQiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgdmVyc2lvbj0iMS4xIi8+\"\/><\/i-amphtml-sizer><noscript><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1024x576.jpg\" alt=\"\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/RimWorld-Console-Edition-Raid-Defences-750x422.jpg 750w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\"\/><\/noscript><\/amp-img><\/figure>\n<p>\u201cThe UI built for PC is perfect for PC. We didn\u2019t want to replicate that,\u201d Mann tells me. \u201cWe didn\u2019t want people to have to drag their cursor around the screen, so we had to create a whole new kind of HUD system that allows you access to menus faster, allowing players to interact with things in a way that feels just as fast as it does on a mouse.\u201d<\/p>\n<p>Somewhat ironically, making Rimworld feel as fast and functional with a gamepad as it does with a keyboard-and-mouse actually involves getting rid of a mouse-like cursor. In its place, there\u2019s a reticle that\u2019s always in the centre of the screen. Hitting a shoulder button brings up a grid over the game, with the highlight always beginning in the centre of the screen. Using this grid-based system, Mann says that \u201cthe player is never more than three button presses away from an action that they want to perform, or some information that they want to see.\u201d<\/p>\n<p>The idea is that over time players will build up muscle memory for button sequences that will almost instantly get them to their most-used menus. In the way of visuals and UI, Rimworld has always been function over flashiness. This stripped-back look, according to Sylvester, leaves much of the narrative-building in the player\u2019s imagination, which is a big part of the game\u2019s appeal. \u201cWe weren\u2019t going to be able to focus on animations and pretty pixels all over the place,\u201d he says. \u201cBy putting in simplified things, you let people interpret everything in sort of a narrative way as opposed to looking at it in a movie way.\u201d<\/p>\n<p>While Kevin Mann\u2019s studio, Double 11, did the core design for the console version, Sylvester insisted on the game supporting high levels of skill. That meant cutting all superfluous animations from the UI, and making the controller, in Sylvester\u2019s words, \u2018feel transparent.\u2019 \u201cWe\u2019ll be in a situation where even as players are going through two- or three- or four-button sequences, it\u2019s not slowing them down at all.\u201d<\/p>\n<figure class=\"wp-block-image size-large\"><amp-img width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1024x576.jpg\" alt=\"\" class=\"wp-image-899766 amp-wp-enforced-sizes i-amphtml-layout-intrinsic i-amphtml-layout-size-defined\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-750x422.jpg 750w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" layout=\"intrinsic\" disable-inline-width=\"\" i-amphtml-layout=\"intrinsic\"><i-amphtml-sizer slot=\"i-amphtml-svc\" class=\"i-amphtml-sizer\"><img decoding=\"async\" alt=\"\" aria-hidden=\"true\" class=\"i-amphtml-intrinsic-sizer\" role=\"presentation\" src=\"data:image\/svg+xml;base64,PHN2ZyBoZWlnaHQ9IjU3NiIgd2lkdGg9IjEwMjQiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgdmVyc2lvbj0iMS4xIi8+\"\/><\/i-amphtml-sizer><noscript><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1024x576.jpg\" alt=\"\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_AnimalPen-750x422.jpg 750w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\"\/><\/noscript><\/amp-img><\/figure>\n<p>The PC version of Rimworld has two expansions, Royalty and Ideology, which add things like psychic powers, royal titles, and the ability to turn your colony into, say, a weed-smoking hard-partying tech cult. However, only Royalty is launching alongside the console version of Rimworld.\u00a0<\/p>\n<p>When I ask whether they\u2019re holding off on Ideology for now because it may add too much complexity to the game too quickly, I was surprised to hear that it\u2019s more to do with how long the console version has been in development for. \u201cThe evaluation stage and the development time that the game has had began long before Ideology was released,\u201d Mann tells me. \u201cWe knew Ideology was coming, but made the decision to focus on Royalty. It already provides so much additional content with things like psychic powers, new weaponry, and all the quests that came with it. As soon as it gets released, we\u2019ll hopefully work on Ideology.\u201d<\/p>\n<p>The fact that the console version of Rimworld has been in development for <strong>x years <\/strong>speaks to the amount of work that\u2019s gone into this process. Something that on the face of things looks like a UI overhaul actually requires the game to be looked at from a completely new perspective.<\/p>\n<p>\u201cOne of the developers who worked on Divinity: Original Sin said \u2018treat your console version as well as you do your PC version,&#8217;\u201d says Mann. \u201cRethink everything completely. Players need to feel like the console version is just as important for the developer as the PC version. Once you start to think that way, you put everything into it to make something that will be an incredible experience on TV.\u201d<\/p>\n<figure class=\"wp-block-image size-large\"><amp-img width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1024x576.jpg\" alt=\"\" class=\"wp-image-899767 amp-wp-enforced-sizes i-amphtml-layout-intrinsic i-amphtml-layout-size-defined\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-750x422.jpg 750w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" layout=\"intrinsic\" disable-inline-width=\"\" i-amphtml-layout=\"intrinsic\"><i-amphtml-sizer slot=\"i-amphtml-svc\" class=\"i-amphtml-sizer\"><img decoding=\"async\" alt=\"\" aria-hidden=\"true\" class=\"i-amphtml-intrinsic-sizer\" role=\"presentation\" src=\"data:image\/svg+xml;base64,PHN2ZyBoZWlnaHQ9IjU3NiIgd2lkdGg9IjEwMjQiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgdmVyc2lvbj0iMS4xIi8+\"\/><\/i-amphtml-sizer><noscript><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1024x576.jpg\" alt=\"\" srcset=\"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1024x576.jpg 1024w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-670x377.jpg 670w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-768x432.jpg 768w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1536x864.jpg 1536w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-2048x1152.jpg 2048w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-1140x641.jpg 1140w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-scaled.jpg 1920w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-300x169.jpg 300w, https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/D11_MapScreen-750x422.jpg 750w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\"\/><\/noscript><\/amp-img><\/figure>\n<p>Mann, who worked with UI even before he joined the games industry, is well versed in the subtle differences between how our eyes move around a PC screen and a TV screen. Assuming a player is sitting 10 feet away from their TV, it\u2019s important to minimise the amount of eye-darting and head-bobbing a player has to do to the different corners of the screen \u2013 especially in a game like Rimworld, where it\u2019s perfectly conceivable to play well into the wee hours of the morning when you\u2019d only planned for an evening session.<\/p>\n<p>\u201cOn a desktop, with a simple eye movement you can track across the entire screen, but when you move that onto a TV 10 feet away,\u00a0 it\u2019s a really uncomfortable experience,\u201d says Mann. \u201cSo it\u2019s important that when the player is choosing to concentrate for information, they\u2019re not having to zigzag across the screen to try and find it. So when you\u2019re moving around the screen, let\u2019s keep your focus in the centre, when you\u2019re interacting with things, let\u2019s keep the focus in one area, when you get notifications let\u2019s focus on another, then have something that brings that attention back to centre, so you\u2019re making the flow as smooth as possible.\u201d<\/p>\n<p>Some people may be surprised to hear that there won\u2019t be keyboard-and-mouse support, despite modern consoles supporting the feature, but rebuilding the UI required a completely different technology stack. \u201cThe game would not currently work with the PC UI if we could put it back in, since the UI was tightly entangled with the logic of the game,\u201d Mann tells me. \u201cIt does go beyond design too. From a technical point of view, the way the PC UI was created runs very slow on console architecture, it runs great on PC, but it was an area that had a lot of room for console optimisation.\u201d\u00a0<\/p>\n<p>As has been the case ever since the game first entered Early Access back in 2013, the developers will be listening closely to the community, and adapting as the game begins a new journey. Rimworld: Console Edition will be coming to PS4, PS5, Xbox One and Xbox Series on July 29. It\u2019s a new frontier not only for the game itself, but for games of this genre, as it prepares to colonise a series of consoles that until a few years ago would\u2019ve been deemed inhabitable for this particular species.<\/p>\n<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.dualshockers.com\/bringing-rimworld-from-pc-to-console-interview\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Rimworld is a deep management game \u2013 an AI-and-numbers-driven colony survival simulator and story generator that, since its full launch in 2017, has been one of the most persistently played games on Steam. Being a descendant from legendary (and legendarily obscure) colony sims like Dwarf Fortress, it\u2019s a game about managing peoples\u2019 needs, stockpiling and [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":25698,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/www.dualshockers.com\/static\/uploads\/2022\/07\/how-one-of-the-most-complex-pc-games-was-adapted-for-consoles-scaled.jpg","fifu_image_alt":"","footnotes":""},"categories":[567],"tags":[],"class_list":["post-25697","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-featured-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How One Of The Most Complex PC Games Was Adapted For Consoles - Gaming News<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pley2win.com\/?p=25697\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How One Of The Most Complex PC Games Was Adapted For Consoles - Gaming News\" \/>\n<meta property=\"og:description\" content=\"Rimworld is a deep management game \u2013 an AI-and-numbers-driven colony survival simulator and story generator that, since its full launch in 2017, has been one of the most persistently played games on Steam. 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