Spindel said:
I’ll go out on a limb here and say that actually doesn’t need to be the case. Most time/money in modern games are spent on art assets not game engine. Having a ”difficult” architecture impacts core engine functions and is solved (if possible) at a fairly low cost in comparison to the total development budget. Also it’s important to note that exotic does not necessarily mean difficult, even if I personally are of the stance that limitations drive innovation. |
Radically different hardware means a lot of your tech won't translate 1:1 so you have to spend extra time (and hence money) reworking things. Heck, even Switch 1 ports could take around a year (and a dedicated team) to pull off.
It's well documented also that many devs hated working with PS3 due to how much of a pain in the arse it was to get games running well on it.








