WilliamWatts said:
I just wanted to add: Wii Is probably the hardest console to develop for adequately given the massive churn rate of developers in the industry. Most developers, especially the smaller ones which haven't made a name for themselves would not have many staff which are familiar with the style of graphics hardware. Its quite likely they haven't touched non programmable shaders and they aren't good enough to design a game within the constraints of a more limited system. Xbox 360 I just wanted to add that I've heard talk from several developers at Beyond3D that the difference between Xbox Live and PSN for downloadable games are quite significant in terms of sales. This explains why the Xbox 360 recieves a lot more exclusive content. PS3 For some reason the console seems to have games which are buggier than the Xbox 360 counterparts, im not sure why though. HD consoles The cost of development is higher, but the bigger issue is that the competition is absolutely brutal. A lot of good developers can struggle to make games with market appeal and in the end have to eat their own shirt. It seems if you're not getting about about 82/83% metacritic you may as well go home and ideally to be profitable a project likely has to be in the 85-89 range minimum to secure future titles in a series. A lot of developers don't understand how to market their games and create excitement about their products and in a year with a lot of content its very easy to get lost in the shuffle if your name isn't Epic, Valve, Bethesda etc.
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My take is:
Wii - the churn is an issue, as are the controls if you're used to thinking about gamepads and the like vs Wii. For many third party developers it clearly remains a somewhat awkward device for them. The fact that what appear to be perfectly good games fail to generate strong sales with such a large install base is also clearly a concern. The PS2 install base seemed to near enough guarantee a broad enough mix of tastes for any decent game to do well. The Wii doesn't seem to be delivering quite that experience, which makes the developers twitchy.
360 - I think PSN can sell games very well but the model is different. PSN is about a relatively small number of titles that offer something quirky or unique, like Flower - those titles sell well, however PSN doesn't seen to support a broad range of general titles and arcade style titles - not sure why perhaps ownership demographics. I'd say on PSN you better be sure the game is distinctive and quirky and is going to generate serious interest. Most PSN titles that succed are fairly big games in their own right and often get plenty of coverage by gaming sites vs Live which seems to have lots of stuff but more smaller titles that don't get the same exposure. Shadow Complex was the first Live title that for me seemed equivilent to what I think of as a PSN title. So I think the issue with PSN is more around what actually works on the service vs Live.
PS3 - due to the different architecture it gets buggier code because, ironically, the console is less forgiving on code quality. The way the 360 works, without getting too technical, allows for code that is a little less well written to work well, as it leverages a strong SKDK and a lot of middleware plus its basic design makes it easier for developers. The PS3 requires better written and structured code as it's not designed to be as forgiving for developers. I believe this is why you get quotes that diverge on the consoles. Some developers believe better, stricter code means a better environment, and talk up the PS3, others prefer better middleware support and adstraction layers and therefore prefer 360 and complain about PS3. This is why all multiplatform games really should either lead on PS3 or be developed in tandem. Taking code developed for the 360 to the PS3 is likely to expose more issues with the code's stability - i.e. show up more bugs - whereas taking the solid code the PS3 requires to the already more forgiving 360 platform pretty much guarantees good results. Also the PS3 requires developers to be much more specific in how the handle memory and thread allocations, whereas the 360 simplifies that process. Anyway, the end result is that a fair number of games clearly still take 360 code to the PS3 which exposes more bugs or exposes weaknesses in the developers own ability at the lowest level.
HD consoles - totally agree. This is the big issue developing for them. The rewards can be great, but the competition is fierce, particularly around FPS/TPS and the core genres. I think there seems to be a certain nievity from some developers that putting a decent FPS on the HD consoles will result in 2M plus units right away, which isn't the case. The key, as EA noted, is marketing. It seems on the HD consoles that you need to factor in a certain level of marketing to get the notice needed to reach the broader install base.
Try to be reasonable... its easier than you think...