| vizunary said: You are absolutely right, no sane developer ever liked working on the PS2 either, that's why there were never any 3rd party titles for it, all I ever had to play were 1st party titles, oh wait, that was on my buddies gamecube ;) |
You are missing two major points:
First, the situation of the PS-2:
When it was released there were no easier plattforms available, so they had to work with the material at hand. When the competitors arrived, the PS-2 had simply such a big user base, that the development costs didn't matter anymore.
Second, the complexity of systems and programs:
Yes, the newer plattforms have more power, but this would mean more code and even more complexity. To keep the development costs under control you try to control the complexity with the help of libraries and other methods, although such methods throw away significant parts of the power. If you would be really interested in power you would still write in assembler, but in reality their development time and development costs would be insane, and the features very restricted. Even in the PS-2 nobody really harnessed the complete power. Yes in a way it is easier to write for the PS-3 than for the PS-2 but the code complexity and system demand have grown considerably. You would need more developers, more time and much more money. But the demand of games can't be realised in the two ways the cell is designed for (Cluster, pipeline). Yes, you have huge calculating power in the SPEs, but with a special demand for it's code and its structure, which contradicts methods, that hide the complexity. In every parallel system it is no longer the problem to have power, but to use it efficiently.
It is no longer so important to have power, instead it is more important to use the power in an intelligent manner, but how shall developers find better. more intelligent ways, when have to fight with the system?







