Why BM will (likely) never come to consoles

As someone who’s currently working in the game development industry I think I can explain this better than most.

Black Mesa (as we all know) is developed by independent game developers. This means that the devs of Black Mesa are limited to begin with.

In order to bring a game to console - the game now only has to function correctly (in terms of software), it also has to function in a very specific way in order for Microsoft, Sony, and Nintendo to give you permission to release a game for their system. Guidelines have to be followed EXACTLY, to a tee, for the game to get that companies “seal of approval” so to speak (especially Nintendo… they’re the worst when it comes to their guidelines). You have to have development consoles in order to meet these guidelines. Even if you get these consoles (which requires, not only paying thousands of dollars for the dev consoles themselves, but a monthly licensing fee to keep your developer status with that company.

Game’s require EXTENSIVE testing. And then more testing. And then MORE TESTING! And then finally when you’ve reached the point that you believe you’ve caught everything that doesn’t follow the console owner’s guidelines… it still requires more testing.

These guidelines that have to followed seem trivial, but they have to be followed. For instance, if software you’re developing reports error to the user on it’s own (like it normally would on a PC or Mac)… that’s a violation. The CONSOLE OS has to report the errors to the user. That, in itself, is difficult to meet - because that means the software is not allowed to crash the system. It has to raising an exception - successfully make a crash report, and close. Then that report, is used by the console OS to let the player know that an error occurred.

Even if the devs had development consoles, and even if they could pay the monthly licensing fees - it takes hundreds… even thousands of man hours to purposely try and crash every part of the game to make sure that errors don’t cause the OS itself to crash. Even if it doesn’t crash the OS. The application can’t just terminate. It had to go into it’s own sort of ‘kernel panic’ (so to speak) so it can create a crash dump that can be submitted to Nintendo, Microsoft, or Sony - then report the type of error to the console OS, then force quit on it’s own.


The rest of the development guidelines are (for some reason) very confidential to each company (likely because the guidelines themselves, could in theory, release a way to circumvent the OS copy protection). So I legally can’t go into it deeper than what I just explained.

Anyways - the above is just ONE guideline (explained in a very generic way as to not release any confidential information) that can take hundreds of man hours to complete. The only possible way to reach these goals, is to have hundreds of people testing different guidelines, in every part of the game. And even then - it takes months to complete.

Anyways, I hope I at least gave you a picture as to why the game is likely never to come to consoles.

Looking at the number of indie games coming from similarly sized teams that are releasing to consoles lately, I don’t think the situation is as “bad” as you’re trying to convey.

Unless the version of the Source engine they’re using is a complete train-wreck and/or fundamentally requires to be rewritten from scratch to work on PS4 and XB1, I don’t think development for those consoles is supposed to be marred by a myriad of obstacles that only AAA sized studios are able to overcome, specially when both Sony and MS have been so incredibly supportive of indie development these last couple of years.

Ultimately, a console version of BM will be the team’s decision and I’m sure Sony and MS would be interested and supportive of having the game release in their machines.

Also, considering that Half-Life 2 has already been ported to consoles, if Crowbar Collective wanted to, they could possibly relatively easily port Black Mesa to consoles. But, then again, CC has said that their version of Source is pretty different from vanilla Source, so I don’t really know. I’m sure it could be done but I don’t think that there’s a market for it on consoles, to be honest.

i remember them saying it is tf2’s source engine with lighting modifications for ambient occlusion

A lot of this is well-known information (bout just you “industry” guys :stuck_out_tongue: ), and some of it sounds like you’re making it sound like a less accomplishable feat than it actually is. Some of what you brought up makes it seem as if every nook and cranny would need extensive testing to be sure nothing stops the OS, but this would be me of a general way of the engine, not just “mesh here crashes OS.”

And as mentioned, it also doesn’t explain the amount of indie games that manage to get through with incredibly small, sometimes even single-member teams, or ports with fundamental critical issues, stuff of that nature, and in a relatively short amount of time.

BM likely isn’t coming to consoles, but I’m sure the issues you’ve bought up would be the least of their worries.

Here is the reason why Black Mesa probably won’t come to consoles:

Because we’re not going to do it.

Not bad eh?

rekted

I choose to decline this entirely unreasonable reason and substitute with my own silly logistics-based reasons.

But just to be clear, if you had to port it to consoles anyway, it wouldn’t be the daunting task that the OP is implying, right?

If only for a totally different set of reasons is my guess.

I’m going to assume you’d need to write a whole new renderer for each console. Still, I’m sure both manufacturers would give you guys a hand.

Remember when they spent months trying to port to a different engine branch but had to fall back anyway because things were so broken?

Hell, I don’t know. I only play the game and moderate the forums. I couldn’t tell you the difference between a brush and a model.

Difference is headaches

Bottom line is, Source Engine 1 is a fucking bitch.

It’s so broken nowadays.

I miss when it wasn’t. :frowning:

Oh yeah it would be.

Trust me. It’s my full-time job.

From what I’m understanding, it would only be difficult in this specific case due to the Source engine not being ready for PS4 and XB1 (let’s not even mention WiiU because of obvious reasons).

As long as you have a good multi-platform engine, just do your normal QA testing as usual and then console specific certification, which is usually the most annoying part of the process.

Also, both console manufacturers are being very supportive of indie games, offering cheaper deals for dev kits and helping them out with the ports.

I’m willing to bet the main reason for them not doing a console version is really because of the engine.

I’d say that’s one reason. But also, they don’t have anywhere near enough resources that all the QA testing requires.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.