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Captain_Yuri said:

Well, what I'd argue is that its not necessarily HD development and graphics that killed a lot of the studios but the coding necessary to support all the different architectures we had last gen.

PC - x86
360 - PowerPC
Ps3 - Cell
wii - 2 Gamecubs with motion controls

The Cell was also PowerPC.
Wii was also PowerPC.
Gamecube also PowerPC.

Captain_Yuri said:

Now of course, you have stuff like OpenGL/Direct X and Operating systems and etc that are still different but compared to the last gen, if a dev wants to make a game for even 3 of the platforms, it should be vastly simpler. Now I am not saying HD didn't have any affect, I am saying that it was the architectures along with new graphics technologies that really put the strain on devs which ultimatly lead to publishers closing down studios.

Last gen consoles had Direct X and OpenGL or a derivative-of as high-level API's.

HD or "High Definition" is basically a term to reference 1280x720 resolution or 720P.
Resolution itself doesn't actually increase development costs or time at all, it is the assets, motion and sound capture which costs time and money... Otherwise, back in 1995 when Carmack was building and playing Quake on a 1080P CRT monitor, it would have cost the same amount as a game today in 2016 built at the same resolution. But it doesn't.
People forget that the PC has had 1080P monitors and thus games whilst consoles were only thinking about 3D graphics at 240P.



--::{PC Gaming Master Race}::--