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bunchanumbers said:
potato_hamster said:


There's major major IP theft concerns with this solution.

Nonsense. Sony already does this. USF4 on PS4 is an example. Same with some of those 3rd party ports that ended up on Vita. Sony has been doing this for a while now. Nintendo could do the same thing with little issue. They get a team together that knows how the hardware works, and it may end up turning out better than if 3rd parties touch the game themselves.

Ehh... depends on how deep you want to go. If you mean a team of people that know the hardware inside and out that can give advice on how to best take advantage of it, then all three of the console makers already do it. If you're talking about a team of people that works to port the games themselves.... well I actually worked on porting a PS3/PS4 game to the Vita, and I assure you if such a support team did exist, we weren't aware of it, and we certainly didn't have anyone from Sony work on porting our game in any way. In fact there were people on the team who worked on porting the engine that had to get special clearance from the publisher to get access to that portion of the code, and had to work in a seperate room from the rest of us just to minimimze the risk of someone stealing that IP. It's a very serious concern. Now I'll admit it was early into the Vita's life, so perhaps that's something Sony put together to help intice developers to bring more ports over because of the struggles teams like mine went through, but that's certainly not something that was offered to us by Sony at the time.

USF4 (I assume you mean Ultra Street Fighter 4) was partially funded by Sony, and what the could mean is that they as part (or all of the funding) actually meant lending people to Capcom as part of the development team as part of their funding of it. However, this is a bit of a unique scenario. There's little to no IP concerns because in that instance Sony likely has worked out a deal that allows them full rights to the underlying IP  their employees developed anyways. To be clear, by underlying IP I mean the programming solutions used to make the game work, not the Street Fighter licensing.