Reasonable said:
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.
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Wii: The fault still lies 50-66% with Nintendo. They could have thrown open their vault of engines and provided more developer assistance early on as well as providing more closer technical assistance with 3rd parties. Im sure if Microsoft had made the Wii we wouldn't be talking about how the 'industry is stubborn' because as per typical Japanese console maker modus operandi they keep 3rd parties at arms length. Its a pretty stellar black mark on Nintendo that 3 years from release Treyarch said 'HAH stupid HVS noobs we solved the shakey pointer problem!'. That ought to have been a problem which never arose.
Nintendo set the tone for the Wii and the problem we have now is that they never really believed it was going to be as successful as it is now so they failed to invest in technology and technical assistance across the board. Now 3rd parties cannot effectively compete with them because they can't get basics like Wiimote shakiness right and they have to run their games at 30FPS when Nintendo titles run at 60FPS as the people developing simply aren't good enough to compete even on a technical level with Nintendo who are masters of their own architectures. The people who can beat Nintendo at their own game are seeing much higher ROI on the DX9 systems. (PC, 360, PS3).
360: Im not sure if I agree with your sentiment there. Every Xbox 360 game has a demo and most have an excellent transition rate between demo and purchase, quirky simply sells better here because of the trial before you buy mantra. In addition to this they get advertisement on the start screen of Xbox Live, Sony forces you to actively seek out content. According to Microsoft Xbox Live sales are growing at between 2 and 3 times the rate of console sales.
The major difference in games that Sony invests heavily in a few significant titles (1st/2nd party) which are meant to be similar to full releases whereas Microsoft simply gets a lot of free or cheap exclusive content from developers. The best selling accessory for Xbox 360 was an Xbox Live points card in 2009 if that gives you any indication of how much money is pouring into the service. As the level of investment rises the quality difference between Xbox Live and PSN in terms of budget and polish is shrinking rapidly, See Trials HD and Shadow Complex.
PS3: Are you talking about race conditions and such? In addition to this they would probably suffer more from Amdahls (spelling) law, in that the system is only going to run code as fast as its most serial component can run. Due to the way the cell operates in that code must pass through the PPC cores cache on the way to the SPEs its a very significant difference compared to the Xbox 360 in serial code.
HD: Yeah, effective marketing. But that doesn't help the game much if its not any good. A lot of people know of a game like Dantes Inferno but they haven't bothered because in their eyes its not 'good enough'. Marketing only goes so far, which is why sequels work so well because gamers are very conservative and they'll pick the devil they know long before they pick the devil they don't know. A lot of people are aware of a lot of games that they still don't purchase.