Intrinsic said:
I think you are exagerating some things and understating others. Firstly scalability is not a problem its a solution. A solution necessitated by the vastly different spec differences in the PC market. The nly way a dev can make a game that works on one hardware spec and doesn't totally just crash on others is via scalability. Its been in the PC industry for over a decade and believe it or not it made its way into consoles last gen. Its not complicating thins any more than they already have been. This is now all just normal. As for what consumers will do? This one is even simpler. Consumers will do everything. There is a market fr people willing to spend $500 for the most powerful consle in the world. Then there is one for those that feel $400 gets them something thats good enough. And there are those that dont care abut 4K and have only $300 to spend. To all of them they are ding exactly what they want. Buoyed by every supporting reason in between.
Thats the million dollar question right there. Circa 2005/2006 multiple skus would have meant different HDD sizes. 2020? It could very well mean 1080p and 4k. But somehow this is not something that sits well with a lot of people. |
I guess you didn't understand what was being pointed as the problem of scalability.
It is that it isn't a magical thing that solves all. Also you hardly would make the game for the strongest platform and scale down (and get whatever result, even if poor) on the weaker system. You more likely make the game work as intended on the base then scale up to the stronger, thus we say the base system hold others down.
If scalability was magic, infinite or made to work from strongest to weakest instead of the opposite, the porting of AAA games to Switch would have been much easier task and a game like RDR2 wouldn't skip it even having 2 years to be ported over.
There is a point where you can't cut down efficiently so you have to ax the game and start to lose out and usually not a desirable thing. Also it takes more and more time when the gap among them is more significant.
duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."