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When I played Dragonage Origins back in the days, this game had very different bugs on each platform. On PC for example there was a problem with magic resistances, on console some of the endings didn't work. (by the way, on pc there are now bug fixing mods, so it is not that big of an issue)

Aside from crashes and framerate issues, does this still happen as often with modern engines like Unity or did the bugs become more similar on each platform. So if a quest doesn't work on pc its probably bugged on console as well. And if it works on console it should work on pc ass well. (most of the time)
Post edited March 01, 2018 by Katzapult
This question / problem has been solved by zx1976image
Not really what you are asking but...

I am a tech idiot but in my experience, bugs on a console and bugs on a computer are two TOTALLY different things. Consoles are virtually identical. One PS3 is like any other PS3 and of if a game has a bug on one it's going to have it on others.

PCs on the other hand are all different. You can have ten seemingly identical computers but depending on what extras each of the owners have added. web browsers, AV, scripts. mods, clients, etc etc etc, the same game might end up showing ten different bugs on ten different machines.
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Katzapult: When I played Dragonage Origins back in the days, this game had very different bugs on each platform. On PC for example there was a problem with magic resistances, on console some of the endings didn't work. (by the way, on pc there are now big fixing mods, so it is not that big of an issue)

Aside from crashes and framerate issues, does this still happen as often with modern engines like Unity or did the bugs become more similar on each platform. So if a quest doesn't work on pc its probably bugged on console as well. And if it works on console it should work on pc ass well. (most of the times)
Engines are essentially in the middle of the software stack ("middleware"). On one side, they abstract over lower level platform differences by having separate native 'backends' for each platform. On the other side, the game developers (as opposed to the engine developers) write game logic, often in the form of scripts in higher level languages such as Lua, or by using visual scripting systems like Blueprints.

So, yes, bugs in game logic (such as the quest bugs you describe) would frequently manifest on all platforms because that code is 'shared'. But it is still possible that a bug in a gameplay script could somehow trigger platform specific bugs way down in the engine.
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Katzapult: When I played Dragonage Origins back in the days, this game had very different bugs on each platform. On PC for example there was a problem with magic resistances, on console some of the endings didn't work. (by the way, on pc there are now big fixing mods, so it is not that big of an issue)

Aside from crashes and framerate issues, does this still happen as often with modern engines like Unity or did the bugs become more similar on each platform. So if a quest doesn't work on pc its probably bugged on console as well. And if it works on console it should work on pc ass well. (most of the times)
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zx1976: Engines are essentially in the middle of the software stack ("middleware"). On one side, they abstract over lower level platform differences by having separate native 'backends' for each platform. On the other side, the game developers (as opposed to the engine developers) write game logic, often in the form of scripts in higher level languages such as Lua, or by using visual scripting systems like Blueprints.

So, yes, bugs in game logic (such as the quest bugs you describe) would frequently manifest on all platforms because that code is 'shared'. But it is still possible that a bug in a gameplay script could somehow trigger platform specific bugs way down in the engine.
Nice, pretty much what I was going to say. "Bugs" can be anything, at any level. So could be a missing texture, game logic, scripted quest, even down to system level, component not being installed. Unity or other engine doesn't magically make this go away, it can certainly standardise some things including its own bugs and such like, but there are other factors.
Ah dang it, I was hoping it has become better since then. Anyway, thanks for all of the detailed
answers. Have a nice day. :)
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When did November 2009 (so basically 2010) become "Back in the day"?!
When reading this topic, I think about ancient WRPGs, like Wizardry, Ultima, Bard's Tale, and Might and Magic.

With games this old, we see some of the following things with respect to ports:

* Different computer versions have different bugs and other quirks. For example, 16-bit Bard's Tale 3 (DOS and Amiga) are incredibly buggy to the point where I can't recommend them, despite that game being one of my favorites. (Play the Apple 2 or Commodore 64 version, or look for a patch that fixes the most serious issues with the DOS version.) The Apple 2 version of Wizardry 1 had some quirks, including a famous exploitable bug, that is not found in other versions. The Amiga version of Ultima 3 gives rangers faster MP regen and has accuracy affected by party position (not to mention an RNG that doesn't feel random); the DOS version lacks music and has a very low overworld enemy spawn rate.

* Sometimes, hardware capabilities can account for differences; not all the microcomputers back then were equally capable. The IBM PC, for example, was actually behind other computers of the time until the others died out; only then did IBM PCs catch up and even exceed the capabilities of other computers (and even then, there are still some things other computers did better).

* Console ports were typically quite different from the computer versions, in particular having re-done graphics and adding or replacing music. Wizardry and Might and Magic games were similar to their computer counterparts (but stay away from Might and Magic 2 SNES; the game has severe bugs that make me wonder how the game got released). Ultima games were quite different from their computer counterparts, especially the NES versions of 4 and 5. (NES 4 is worth playing, though if you want a more faithful console port there exists a Sega Master System version; NES 5, on the other hand, is not.) Bard's Tale was also changed drastically; I don't know how good those ports are. There exists a Famicom version of Dragon Wars, but I don't know how that version compares to the computer versions (the game is only in Japanese, and the only change I know about is to replace that one computer you get with, I believe, a Famicom Disk System or something like that).

* The situation with console ports, needless to say, was very different back then; in extreme cases, they could be argued to not be the same game. (And in any case, what happened with MM2 SNES and U5 NES?)