Bringing it to XBOX, PC and tablets in on easy step

By Fuertuvius, in Mansions of Madness

Hi there, I don't have neither IOS nor Android devices and I won't buy one. But I would like to invite you, FFG, to bring this sure great game to those of us who own an XBOX One in their living room or an Windows 10 tablet or Windows 10 PC. For all of these plattforms you have simply release the app as UWP app. Then you have access to all XBOX One customers for example. Think about it for one moment - I would be glad personally :-)

The app already runs on Windows :)

Hey, you can simply install Steam in your pc, for free, and download and install Mansions of Madness app from Steam. I was in a friend's house last week and we played with his laptop, no problem.

We use steam and connect to the TV with an HDMI cable. Works great. We can all take turns narrating and setting up stuff. We just pass the mouse around to do puzzles.

I (and I guess many others), would be far more likely to use Steam in this manner, if when you purchased an app, it was usable across ALL platforms for a single purchase.

It would really be nice if FFG would establish some form of centralized management system for this. In this day and age, with the technology available, I think it is ridiculous that I have to purchase the same app across multiple devices.

Since I want to have mobility, and not have to rely on the physical location of a TV, I first purchased all of their apps that I play for iOS. I am not about to pay again for something I already own, just to be able to run it on Windows.

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I (and I guess many others), would be far more likely to use Steam in this manner, if when you purchased an app, it was usable across ALL platforms for a single purchase.

It would really be nice if FFG would establish some form of centralized management system for this. In this day and age, with the technology available, I think it is ridiculous that I have to purchase the same app across multiple devices

I still blame google/apple for this. I much prefer that FFG *dont* tie the purchase to some new account but use the existing systems, and it is not FFG's fault that the existing systems don't support this.

Edited by BruceLGL
4 hours ago, BruceLGL said:

I still blame google/apple for this. I much prefer that FFG *dont* tie the purchase to some new account but use the existing systems, and it is not FFG's fault that the existing systems don't support this.

And there's the rub ... if the existing systems don't support it, and you know this, and you STILL deliver an app dependent on those systems, then it's your own **** fault.

Having stated the above, I actually agree with you ... we don't need yet another distribution model/login system created. Still, having a new one that can actually allow for an independent cross-model cross-OS distribution system is better than nothing. And that's what we have right now ... a BIG FAT NOTHING.

Edited by any2cards

From my point of view (as an IT professional), asking a board game company to develop and maintain its own software distribution model is asking to much of a board game company. Board game companies should develop and sell board games. They don't buy ships and trucks so that they can transport those games to stores that they also own and/or to people who buy those games. They don't manage factories that print the games. Software distribution is just another form of distribution, which is not the core business of a board game company. It requires a certain level of expert knowledge which is a lot of overhead for a company to absorb (especially for just two games).

I would prefer it if items were more portable across platforms and it would be great if that happened. However, I think that solution needs to come from a technical company, not a board game company. I also think the manufacturers of iX devices and android devices don't want to this to happen and as such takes steps to prevent it. They want you you to buy your stuff from their stores so they get a percent and locks you into using their devices or have to repurchase everything. Its an unfair world, but asking a board game company to fix this is, in my opinion, asking to much.

8 hours ago, Jobu said:

I also think the manufacturers of iX devices and android devices don't want to this to happen and as such takes steps to prevent it. They want you you to buy your stuff from their stores so they get a percent and locks you into using their devices or have to repurchase everything. Its an unfair world, but asking a board game company to fix this is, in my opinion, asking to much.

This. It's very likely that this is far out of FFG's reach: companies releasing apps don't want to release something that can be used by a direct oppositor for free

App stores host and distribute apps and content and take care of payment and user identity management. For that they take a cut of usually 30% of the price of apps and DLCs. $4.99 for a scenario means Google, Apple, Amazon, Steam get about $1.50 for every sale.

If, for example, What Lies Within was to be available across all 4 platforms after one purchase, it would have to cost at least about $9.50 and you would have to agree to link personal and payment information across all those accounts. And this would be the minimal requirement for this to work, even if all those companies were interested in offering such a service.

At least to me the increased cost in money and privacy does not sound very attractive.

Edited by Samea

If you are looking for cross platform you could always use a remote desktop accessing program on a tablet, LOL. I think the lag would be unbearable though, and the quality of the game would probably drop.

I tried streaming with chromecast and the lag was an issue and you also have the issue with battery life as the screen on the phone/tablet has to be on the entire time. If you have one of the touch screen laptops with removable keyboard and HDMI support you could have perfect device for all scenarios.

3 minutes ago, Vazzucious said:

I tried streaming with chromecast and the lag was an issue and you also have the issue with battery life as the screen on the phone/tablet has to be on the entire time. If you have one of the touch screen laptops with removable keyboard and HDMI support you could have perfect device for all scenarios.

Same, it was almost painful! I got to the point that we finally had to look at the laptop monitor anytime a puzzle came up. I finally just ran a long HDMI cable from the computer to the TV and we used a wireless mouse. As long as other programs were closed there was almost no lag.

I fail to see how buying on steam is any more attractive than the play store or app store. No matter which way you go, you are left locked out of some devices.

Just buy it on the device that is most practical for you.

While there are ways to have a multi system purchase, they would make the purchase process more complex and that extra barrier would likely just result in lost sales.

On ‎30‎.‎01‎.‎2017 at 5:15 PM, LordPyrex said:

Same, it was almost painful! I got to the point that we finally had to look at the laptop monitor anytime a puzzle came up. I finally just ran a long HDMI cable from the computer to the TV and we used a wireless mouse. As long as other programs were closed there was almost no lag.

See, you don't have this trouble if you were able to install the MoM2.0 UWP-app on your Xbox and see all it's glory on your TV. Or on your Windows10 Laptop or maybe tablet. It doesn't matter if it is an UWP app. I don't understand that others here can't see the advantage here.

On 3/5/2017 at 4:33 AM, Fuertuvius said:

See, you don't have this trouble if you were able to install the MoM2.0 UWP-app on your Xbox and see all it's glory on your TV. Or on your Windows10 Laptop or maybe tablet. It doesn't matter if it is an UWP app. I don't understand that others here can't see the advantage here.

Okay, but all we did was add an HDMI cable to the laptop to fix the lag over casting. The Xbox option wouldn't have changed anything or added any additional clarity. Gaming systems probably wouldn't be the best use of expanding the app when they can work on expanding content. For one you have to develop for yet another set of UIs. And since they're already giving the app out for free from 3 different sources, every potential user should have access to it on some OS.

Edited by LordPyrex
On 3/5/2017 at 10:33 AM, Fuertuvius said:

See, you don't have this trouble if you were able to install the MoM2.0 UWP-app on your Xbox and see all it's glory on your TV. Or on your Windows10 Laptop or maybe tablet. It doesn't matter if it is an UWP app. I don't understand that others here can't see the advantage here.

Their app is available for Android, Windows, iOS and OS X. Switching over to UWP would gain them the xbox while loosing Android, iOS and OS X. Seems like a terrible idea.

AFAIK the FFG apps are based on Unity though (?) and they are simple enough not to require some additional platform-dependant middleware so providing other versions (as in: XBox one, PS4, Linux, PS Vita etc.) should technically be easy. Maybe they just don't want to...

7 hours ago, Shimaaji said:

AFAIK the FFG apps are based on Unity though (?) and they are simple enough not to require some additional platform-dependant middleware so providing other versions (as in: XBox one, PS4, Linux, PS Vita etc.) should technically be easy. Maybe they just don't want to...

Even if porting the software to other platforms does not require additional development, do not underestimate the increase in workload different platforms, resolutions and controls mean for quality management and testing. Not just for FFG, but also for all the publishers of localized versions who also need to test their translation on different platforms.

That does not make it impossible, but FFG have to ask themselves if this is really necessary and will affect the sale of the game in a meaningful way. It is too much hassle for a mere "nice to have" feature.

18 hours ago, Samea said:

Even if porting the software to other platforms does not require additional development, do not underestimate the increase in workload different platforms, resolutions and controls mean for quality management and testing. Not just for FFG, but also for all the publishers of localized versions who also need to test their translation on different platforms.

That does not make it impossible, but FFG have to ask themselves if this is really necessary and will affect the sale of the game in a meaningful way. It is too much hassle for a mere "nice to have" feature.

Yea, I just noticed I actually worded my post poorly. Sorry for that. :D

What I actually wanted to express was: 'IF they wanted to make an XBox version of their app they would do so using the Unity Engine with which their apps are already made right now and which (in principle) allows easy cross-platform development. There would be no point to make an UWP app.'

When I wrote "Maybe they just don't want to..." I probably should have written: "They probably don't want to and might have reasons for that."

Among what you have listed I guess controls are one major factor: Their app presently works by clicking / tapping interface elements. When porting to consoles the only 'easy' way to port it would be to have the controller handle a mouse cursor, which would be cumbersome and lead to complaints. Developing an entirely new input scheme on the other hand would be a lot of work for very little benefit, since the combination of supporting PCs and all iOS and Android devices already covers almost all users.

Another factor (possibly even bigger than the controls) would be the distribution: FFG would have to manage the abominations that are the closed off web stores of the different gaming console makers.

The only additional version I'd personally ask for would be a Linux version and I think that wouldn't be asking very much since:

- Unity already supports it.

- The controls would be the same.

- Testing it costs close to no money or time.

- They could use Steam: The same platform they are already utilizing to distribute the Windows and OS X versions.

2 hours ago, Shimaaji said:

- Testing it costs close to no money or time.

Could you expand on that? I'm 100% ignorant on Linux. You mean that building a Linux app don't require coding nor verifying that the coding worked?

22 minutes ago, Julia said:

Could you expand on that? I'm 100% ignorant on Linux. You mean that building a Linux app don't require coding nor verifying that the coding worked?

With modern engines like Unity or UE4? It normally doesn't require any relevant effort. That's the reason why such a large part of the nerver-ending flood of new games on Steam does run on Linux even though they are made by very small indie studios or even single developers: Even if it only generates ten or twenty additional sales it's still worth it because it takes almost no time.

Interesting, didn't know this. Thanks

In theory, the port could be easy.

But imagine I'm having trouble with my German version of the app on my linux system. I'm writing a strongly worded email to the German publisher: "text boxes don't fit... fonts looks like crap... unplayable... fix this ASAP". And let's say I'm not the only one having trouble, there seems to a real problem (of some sort).

First step for the publisher to fix this, would be to reproduce the issue. Does the German publisher even have IT guys for that or does that mean some translator/game author/forum admin now taking his first steps into the Linux world? Googling Linux. Reading about distributions. Trying to get a system "like mine" to run the app just to reproduce the problem. This could work or could not work. Could be a hardware or driver or software version issue. Could have something to do with the distribution. There could be an easy fix like reinstalling or changing a display setting. And if they can reproduce the issue, can IT amateurs easily communicate a problem to IT developers that don't know German and probably had to use a localized German OS version to reproduce the issue?

If you want to offer a Linux version (or any other version) you have to test it. If you want to offer localized versions, you have to be able test them. This might be as easy as running some common distros in VBox, installing the app and clicking through all the menus. But blindly trusting that software will just run everywhere without even the possibility to test is insane.

Porting Software to any platform means non-zero effort. Even more so if you support localized versions (and localized text is the main interface for the app to interact with the game in play) and have to coordinate with different teams around the world (that might not include IT specialists).

As I said before, not impossible, not at all, but you have to think about the expected return for your risks and extra effort. Also, this whole software/boardgame thing is already an experiment in itself, FFG probably want to see it work first before thinking about features and experiments.

If text boxes don't fit on Linux they won't fit on Windows as well. If they fit on Windows they will fit on Linux. The ONLY way to deliberately cause the problem you describe would be to 'not' include a font in the build you make with Unity and maybe at the same time utilizing some very specific Microsoft Font. So there is no reason to run separate tests for the translations.

Really: If one of the following two scenarios applies I could understand it:

1) You make some cutting edge game and try to utilize the latest DirectX 12 features.

2) You company doesn't actually work with Unity only, but has some other middleware that you can't shed easily for whatever reason.

However:

#2 obviously does not apply: The FFG apps are as barebone Unity as it gets. They didn't even get rid of the default Unity launcher.

#1? Seriously ... no.

If they had no OS X version I could possibly (for a while) forgive the lack of a Linux version, but if you already use Unity (or UE4) for you project and you ALREADY go multi platform, thus dodging all optional Microsoft-specific things you technically 'could' do: THEN not providing a Linux version is simply NOT forgivable anymore.

The main issues with porting to Linux are paths and installation. If you support OSX (properly) then paths will also work on Linux. If you are using Unity and Steam installation is pretty trivial.

However, the question becomes one of support. If you get a bug report from a Linux install and you don't have a Linux support person what do you do?

Porting to consoles would be a hugely more complicated topic.