Today Crytek, the game studio responsible for bringing £400 graphics cards to their knees, said that it would no longer be a PC-only developer. This news, to some, has been seen as yet another nail being driven into the coffin of PC gaming.
While piracy was the reason given for Crytek becoming disheartened with PC gaming, it seemed that the real drive for Crytek was in seeing the multi-million sales figures attained by high-profile console games.

It’s very easy to understand why Crytek might become afflicted by the green-eyed-monster: GTA IV was released yesterday to much fanfare, and moral outrage - it even managed to sneak its way in to BBC Radio 4 staple Thought for the Day - such is the splendour of the gaming universe’s brightest star. Another big-hitter, Halo 3, managed on the day of release to earn £84 in sales, and that’s despite being limited to a single platform.
So let’s imagine Crytek, sitting out there in Frankfurt, they’ve just created an awesome piece of technology, and they’ve showcased it inside a slightly derivative tried-&-tested FPS game. Surely, this game should sell bucketloads, and bring CryENGINE licensees in their droves? Sadly, Crysis has so far managed a paltry MILLION copies sold, leaving the Yerli brothers ready to divorce themselves from the PC and run into the arms of Microsoft & Sony for a good old-fashioned multi-platform spit-roasting.

I wouldn’t for a second dispute the idea that piracy is a problem for PC gaming (as it also is for the film & music industries), but to shift focus away from the medium for this reason is foolish.
There are plenty of people making good money from PC gaming, and they’re not all MMOs, or casual games either. PC gaming still provides the greatest wealth of opportunity for gaming, the largest user-base, and unequalled levels of freedom in development. If done right, you can make a big-budget game and see it sell well enough to make a solid return.
However, many developers don’t achieve success on the PC. They ignore the notoriously picky nature of the PC gamer, and this is why they fail.
If you compare a game like Half-Life 2 with Crysis, you’ll first notice that the former has much more modest system requirements - it will run on pretty much anything. Crysis, on the other hand requires an absolute monster of a machine to run it with all of the shaderiffic glory that is really the main selling-point of the game. Already, many gamers are going to be unsure whether or not they’re going to be able to have an enjoyable experience playing the game.
The install process is equally unbalanced situation. Half-life 2 via Steam is a painless, simple process - Crysis is a more complicated series of disk-checks, serial entries, and patch downloads.
Once in the game, what is the player getting exactly? Half-life 2 takes the basic FPS template and puts a lab geek in a game that blends regular shooting gameplay with physics-based puzzles and a rather compelling setting and storyline.
Crysis plays it somewhat safer, opting for a gung-ho marine (yawn) up against some evil North Koreans (ho-hum) and tentacular aliens (O RLY?). They’ve tried very hard to please by implementing vehicular intermissions (Call of Duty), magical regrowing health bars (Halo) and stealth gameplay (everything these days). Admittedly it’s presented well, and the elements sit well together. The problem is that there’s nothing outstanding about the game outside of the sheer technical achievement - which while very impressive, does not a great game make.
Keeping the focus on the player-experience is the most important consideration in making any game, but in making a PC game its importance is even more evident.
TL;DR: Stop making tedious fucking games that involve marines running around killing shiny blue aliens and you might sell a few more copies, you miserable cunts.