Vetteman94 said:
disolitude said:
Vetteman94 said:
Its not much different but how well do those games at the higher end sell? And would it justify the higher cost of development to publish it on multiple devices, especially when that wasnt your intent.
I just fail see this as a win win situation, considering MS is the one who benefits the most out of it instead of the developer. If they wanted to develop for mobile devices, I think they would be doing that already. Basically I see the driving Indie developers away with this, why develop for a console who forces restrictions on you when there are others that don't.
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There is no higher cost of development. SDK takes care of everything...
My company developed a windows 8 app and to make it available on Windows RT its literally just a checkbox. To make it available on Windows Phone, only a few lines of code need to be changed... I assume Xbox One will be the same since it runs on Windows. Should be 0 extra development cost.
Also, if you look at Xbox Live Indie games, a very good portion of those games are already on mobile platforms (30% I'd estimate). Microsoft just doesn't want these games going to iOS, Android and Xbox only...they want some tracking on Windows platforms since it literally a checkbox to port them over.
Again, I don't see any fails...
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I am sure not all instances are as simple as the one your company ran into, otherwise that number wouldnt be 30% but much higher.
Well I guess its then up to Microsoft to explain how easy it is for this to happen. And given their recent history on that, it doesn't bode well for them.
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The reason only 30% of XBL games are ported is because they used a different set of tools (XNA and not Win 8 SDK). Microsoft consolidated their app development software with the launch of Windows 8.
And yeah, it literally is just checking the box. Visit WPCentral and read some dev stories between Windows 8, Win RT and Windows Phone.
I just think you're giving Microsoft a hard time here without any valid reason.