Um, what? UT was released on two consoles, don't forget: PS2 and Dreamcast.
None of which happened simultaniously with the PC release, they where all ported later, it was not an all out cross platform release.
This is the first one where the PC and console versions had to happen at the same time, and where patches have to be made for several versions at once (patching was not even really possible with thouse older consoles), along with a another AAA title in production aswell, and that
is different to anything we have seen with UT before.
I disagree. If Unreal was the first game in it's series today with the same type of menu I don't think anyone would complain. The other thing is, the Unreal menu didn't support the mouse at all. If anything, it was MORE "consolized" than the menus in every single subsequent game, including UT3.
Err.. i think all the complaining about UT3's menu's proove you wrong right there, and its menu is better than Unreal's, people would most definately not approve!
And again, this was ages ago, it was normal for PC games to work like this back then, remember the Build engine games? Quake one and two? games like Chasm? all had menu's along thease lines, it was the norm in the mid 90's and twords the end of the 90's, and alot of them did not have mouse support.
On consoles, time has pretty much stood still, and the menu's they use today are really no different from thease old 90's style menu's, but the same is not true for the PC, where alot has happened since then.. untill now! now that everyone is hopping on the cross platfrom bandwagon, we are seeing thease dreadfull 90's/console menu's return, because the Dev's are too cheap to make their games propperly cross platform, with propper support for the features each platform deserves, and we get this terrible "one size fits all" trite.
I don't understand this point, really. A mouse is used to move to areas of the screen and click (when there is a cursor, anyway). The main menu is no different, you move your mouse to whatever you want to click on and then click on it. Why would it be less "consolized" if the options were horizontal instead of vertical and didn't have the rollover effect? the mouse still operates on them the same way either way.
Take a good look at how the menu's report to you, the user, which item you are infact clicking on.. this system does not work well with the high accuracy of a mouse, and can give you a confusing readout that we dont need, but it would work very well with the low accuracy of an analogue stick, where you have to make such compromises to make it work.
What we have here is the training wheels that Dev's put into console menu's to make them work with the low accuracy of the analogue, but not only do we not need them with the mouse, they just muddy the waters for us and makes it harder to see what you are doing.
And who said anything about horizontal menu options? thats just bad design..
I can actually see the logic in this argument. Previous to UT2003, the text/size of UI elements scaled with the screen resolutions. HOWEVER, I can also see why this argument would not make sense. That scaling causes all sorts of issues. Ever tried playing Unreal at 1600x1200? You can hardly tell what the options are!
No, scaling does not cause all kinds of issues if it is done propperly, the problem with Unreal was that it did not scale at all, nothing, nada, zilch, like so many older games before it, the dev's never really considdered that in x amount of years we would be able to play the game at the large resolutions we do today, and thus they did nothing at all to make that work in Unreal.
Take UT2004 though, the menu's can be used both in the highest of the high resolutions, but also in the smallest it will go (640x480), you just have to use your scroll wheel a bit more to see all the options in low res, but they are all perfectly legible, and it still beats having to navigate even more menu's, or not having the options at all.
I wouldn't say this is normal or not normal on any platform. Some games have more options, some have less. I'd blame this more on expectations set by previous games than "consolization".
Then you have not been paying attention since.. uhh, around the time the PS1 hit the market to present day.
It is quite normal for console games to have fewer options, both due to technical limitations, mostly related to the gamepad, but also because dev's aim at two different markets, two different kind of players, when making a game for one or the other.
And if you want a hands on example, then try this on for size: System shock 2 (PC), versus Bioshock (Xbox360 + half arsed port to PC), there are pretty big differences in the number of options you have there, both in menu and in game, despite the PC game beeing the older one, it clearly offers much more!
And this is the norm, you see it all the time, the R6 series anyone? when that went console all of a sudden?
Or lets go a good while back in time here, Tomb Raider? see any differences here and what was offered in contemporary PC only titles?
Pick any console and PC title the past.. 10 years, that where similar games, and take a look at whats on offer, its that simple, the PC title has more 9 out of 10 times.
You can call it circumstantial evidence if you want, but theres more than a decade worth of it! so this jury finds him guildty!
The many menus thing is, again, just a design, and I'd say that since UT2003, UT hasn't had great menu flow. Yes, even UT2004 does not have a great menu, as it suffers from the "more than 3 clicks to do anything"-itis.
So far, though, for the most part I've found that "consolization" simply means "we don't like this menu design so it's obviously made for consoles".
You can lead a horse to water, but you just can't force him to drink.
You dont really seem to understand the mechanics behind this stuff, no offense, but i belive that to be the case, this is very basic stuff Brizz.
Can you really, truely and honestly, tell me that you cannot observe the differences between a console and PC menu? and observe trends in their designs and what kind of options the two have or does not have? or how current cross-platform titles of today are offering us PC users less now than we got years ago in PC only titles?