| potato_hamster said:
|
Well to be fair, the peticular iPod model I'm talking about just came out 2 months ago and the Apple TV model I'm talking about releases next month with previous Apple TV models not even having access to games unless streamed through a separate iOS device so there is really no way to compare the amount of cross-device support or marketplaces.
I'm not simply asking about the difference between PC and consoles, I'm asking how is it possible that developers are able to make a single game that runs on a dozen or so separate pieces of hardware? Let's take Skylanders Superchargers for example, it's on PS3/PS4/360/XB1/Wii U/iPod/iPhone/iPad/Apple TV, that's 9 platforms, more if u include the various different iPhone/iPad models that it's compatible with. So why can a developer make a single game run on a dozen plus separate devices that have a huge range in power, different operating systems and different architectures without any problems but somehow it's way too costly/time constraining for a developer to make a single game available on 2 Nintendo platforms that share a common architecture/operating system and have similar specs?
As for ur last paragraph, that's exactly what I think Nintendo should release. A handheld and a console with similar specs that share the same architecture/operating system/online infrastructure/account system with most games being available on both devices and allows for cross-buy/play/save. There is also the new membership/rewards program that will make software more affordable. Then there is the mobile games/apps, theme park attractions, IP licensing that they are set to roll out in the near future.
Significantly reduced cost of entry into the Nintendo ecosystem+significantly increased software output+significantly increased brand awareness combined has the potential attract more people than 3DS/Wii U were able to.
When the herd loses its way, the shepard must kill the bull that leads them astray.







