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zero129 said:
JRPGfan said:
Darashiva said:
It's unfortunate, but in the end it's money that dictates these things. I don't necessarily like it, but I can understand SFV being console exclusive to the PS4. It has the largest market share by a significant margin, and in Japan the Xbox One has been stuck in the first screen since release, so I can see Capcom coming to the conclusion that an Xbox version would be a waste of time and money. In addition, fighting games have historically sold better on Sony's consoles.

Like I said, I don't necessarily like it, but I do understand why.

and they didnt have the money to make the game.....

Sony is the reason your getting this game in 2016, instead of 2019 or 20.

 

Rise of the Tomb Raider was getting made reguardless, and was supposed to originally be multi plat.

Very differnt situations, that are constantly ignored by xbox fans.



This is always something that bugs me. How did they not have the money?, Street fighter 4 with all its editions would of made Capcom mega money (I mean how expensive can a beat em up be to make??) since it sold so well . I just dont know how they wouldnt of had the money with how successful SF4 was for them to me it seems more like an excuse.

It bugs you because you don't seem to understand how business works and where all that money they get has to go.  Overhead for a company is a lot more than people typically give credit for.  Any long term project (like SF, which I can assure you takes them a lot longer than you seem to think to get together properly) means paying out money while taking none in.  Until the game hits shelves they aren't making any profit from that project.  They are paying the devs, keeping the lights on, working on other projects, and doing other things, all with money they have made off previous projects that are no longer bringing in the kind of revenue they did at launch.

Also, just because a company has the total amount needed to complete a project in the bank doesn't mean it is all allocated to the project.  They have to look at how much they anticipate the game making, and then determine how much they are willing to spend.  All of this while, again, not making any money on the project.