On As Many Platforms As A Game
Can Stand
When it comes to publishing movies, music,
and games, the matter of what format it gets published on really matters to
those who own various formats for enjoying such. Music has had a long
enough history of different recording and playback formats for the mass market
to consume, which includes phonograph records of various sizes and speeds,
reel-to-reel tape, cassettes, 8-track cartridges, compact disks, and the
recently-used MP3 computer file format among others. Movies have enjoyed
a much shorter history of ownership among the general public since very few
people actually had film projectors for showing movies in their own home, but
nonetheless the late 1970s and the 1980s brought forth recorded videocassettes
in various formats in addition to laserdiscs in various formats, with only the
VHS and the big record-sized laserdisc being the most-commonly used and
marketed, and now the DVD format is making its way into homes with the same
level of penetration as VCRs did in the 1980s. With so many formats
being used for enjoying music and/or movies in our own solitude and leisure,
it can be unnerving at the very least when something we want to listen to or
watch isn't available on the format we desire it to be on.
With videogames, however, the problem of
finding a game on the format we want to play it on is made even worse by the
fact that videogame formats are in a constant state of change (the switching
from cartridges to compact disks and to DVD-ROMS just being a small part of
that change), and that companies would rather develop competing formats for
profits than really have one solid format that could be used for all kinds of
gaming. Then again, videogames aren't like music or movies in that there
could even be a single format that could handle everything from the most
ancient game program to the latest and greatest. Videogaming seems to
require the programming and the technology of the format being used for
specific games to run on the system it's made for, whereas movies or music
could theoretically be put onto any kind of format made for movies or music
with very little being lost in the process. To expect an Atari 2600 to
run a game made for a system that can manipulate so many polygons per second,
for example, would require a whole lot more than what the technology of that
system from the late 1970s could realistically handle.
So with the absence of there being a
single standard videogame format in mind, software publishers have resorted to
the practice of what's called "multi-platform publishing" or "cross-porting",
making a single game being available for different formats of videogaming.
In the early days of videogaming, when the Atari 2600 was just being released
and personal computers for the home were being developed, such a thing as
"cross-porting" was unheard of. Companies that didn't have the rights to
a certain game they wanted to publish on their own system ended up making them
into variant clones that went under different names. Space Invaders,
for example, which Atari got the license for publishing on the Atari 2600,
5200, and 8-bit personal computers, would be refashioned as Space Armada
by Mattel for Intellivision, Alien Invaders-Plus! by Magnavox/Philips
for the Odyssey 2, Astro Battles by Bally for the Professional Arcade,
and a whole host of other names.
Then came 1982, the year when game
companies would start to make games for more than one system, even for other
manufacturers' systems. Imagic, which was made up of former Atari and
Intellivision game programmers seeking recognition for their work, published
Atlantis, Dragonfire, and Demon Attack for both the Atari 2600
and Intellivision systems. Activision, which previously developed games
for the Atari 2600 outside Atari's control, entered into the "multi-platforming"
market with Pitfall! and Stampede for the Intellivision late
that year. Coleco made the boldest statement of all in this area by
publishing games (mostly coin-op translations) for the Atari 2600, the
Intellivision, and its own ColecoVision system. By 1983, Mattel had its
M Network label for bringing Atari 2600 adaptations of its Intellivision
games, and Atari introduced Atarisoft with the grandest ambition of having
Pac-Man, Centipede, Defender, and Galaxian being playable games on
a wide assortment of personal computers and game systems. As far as a
single game title that had the biggest reach across gaming formats in that era
of classic gaming was concerned, Bill Hogue's Miner 2049er, which was a
Donkey Kong clone made for the Atari 800, was wildly popular enough to
merit "cross-porting" to a variety of consoles and computers by various
publishers such as Micro Fun, Reston Software, and Tigervision.
However, "cross-porting" eventually hit a
wall during the Nintendo generation of game systems of the late 1980s, when
Nintendo had prevented its licensed third-party software developers from
publishing the same games made for the NES on other systems by at least two
years, while Sega simply forbade third-party companies from publishing Master
System games under their own labels (with the exceptions being Parker Bros.,
Activision, and Absolute Entertainment). Well, at least that was the
rule in the revived American gaming market -- the Japanese owners of the same
two systems (called the Famicom and the Mark III, respectively) saw some games
that ended up being on both systems. Sunsoft, for example, released
versions of Batman: The Video Game for the NES, the Genesis, the
Gameboy, and the TurboGrafx-16 -- yet only the NES and Gameboy versions came
to market first here in the United States while the Genesis and
TurboGrafx versions were only made available in Japan for Mega Drive and PC
Engine owners (Genesis and TurboGrafx-16, respectively). By 1991,
Nintendo's policy about "cross-porting" games made for the Nintendo-made
systems had changed, allowing for at least the Genesis version of Batman
to finally be made legitimately available to the American public, and also
allowing the big-time publishers of Nintendo gameware like Acclaim to make
their great NES, Super NES, and Gameboy games for other systems as well.
What it didn't change, however, was Nintendo's or Sega's desire to not
"cross-port" their own developed games like Super Mario Bros., The
Legend Of Zelda, or Sonic The Hedgehog for other systems, keeping
them restricted to the systems they personally developed and manufactured, and
forcing software developers to come up with games that cloned the action of
the popular restricted titles without being outright clones in the process
(NEC's Neutopia and Neutopia II for the TurboGrafx-16 being
Legend Of Zelda copies, for example).
There are good arguments on either side of
the issue of "cross-porting" games. Those who favor the idea of having
the same game being made available for multiple systems feel that a good game
should not be restricted to just one or a few game systems, even if some
versions have special features that other versions don't have, such as in the
case of Namco's Soul Calibur II one-on-one fighting game having a
special system-designated bonus character like Link from Legend Of Zelda
in the Gamecube version, the superhero Spawn in the X-Box version, or Heihachi
from Tekken in the Playstation 2 version. On the other hand,
those who disfavor multiple-system released games feel that having all games
being available in this fashion robs game systems of their uniqueness in the
area of offering game experiences that other systems can't adequately match --
according to their perception of the issue, that is. The Gamecube right
now is the only system on the market that can use a handheld game system, the
Gameboy Advance, as an alternate or additional controller for games
specifically made for those two systems hooked up in tandem, offering separate
viewscreens for each player. The X-Box uses a built-in hard drive that
can do more than just save games for players, such as the game Star Wars:
Knights Of The Old Republic has proven. The games made to use these
system-specific features may also be difficult or impossible to translate to
other systems that don't share these features.
Whether side you happen to be on, however,
"cross-porting" games for multiple formats will be a mainstay for as long as
companies see profitability in making multiple formats for gaming and games
that can only be played on certain formats. But one can only wonder how
long this will last with increasing advances of technology that would make the
need for incompatible gaming hardware obsolete?