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If the previous generation taught us anything, it should have taught us that systems with roughly the same capabilities just leads to stagnation with only one gaining any dominance over the others simply by default. It makes it easy to do ports, but ultimately, the economic model for staying in business involves going where the most profit is to be made. Which is why the PS2 got most of the exclusives last generation, even though it had quite literally nothing but a head start over the GameCube and XBOX.

This generation is a complete 180 of the last one, in that all three systems are distinctly unique from one another in at least one way. This uniqueness does have the side-effect of making ports difficult to do between the systems, but it also has the benefit of allowing for a more diversified potential economic model for developers to follow.

Last generation, you basically had to put your game on the PS2 if you wanted it to sell at all; GC and XB were first-party systems at heart, and nothing was going to change that. This generation, that's all changed. The up-start companies who can't afford to take a big risk have a safe avenue to turn to with the Wii. Meanwhile the long-time industry fatcats with enough cash to build a bridge to the moon and back have their way with the 360 and PS3. And if those fatcats have an experimental title that might not draw interest, or they want to release a game that will obviously appeal to a broader crowd than the 360/PS3 one, they can just put the game on the Wii and solve two problems at once.

About the only ones who fail to benefit from this, really, are the ones who became dependent on the multi-platform approach where all systems were approximately equivalent. This "shotgun approach", as one might call it, is a thing of the past for this generation of systems.



Sky Render - Sanity is for the weak.