I'd imagine this would only encourage people to get multiplatform games on Xbox, knowing they would then be able to inflate their stats on both systems.
Max King of the Wild said:
NightDragon83 said:
Chark said:
NightDragon83 said: Heh, really? While PS3 fans wish for Sony to undermine M$'s "gamerscore" initiative, M$ has spent the past gen undermining Sony's actual games... timed exclusives and DLC, making once Sony-exclusive 3rd party franchises go multi-platform (you can STILL feel the butt-hurt in this every time FFXIII is brought up... if only it had remained a PS3 exclusive, it would have been the best game EVAH!!!), the PS3 getting stuck with shoddy ports of AAA games like Orange Box and Skyrim, etc. |
lol wut? FFXIII sucked no matter what system it was on. Give me a break and take off your console war glasses.
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Please... all I heard from Sony fans when FFXIII became a multiplatform release was how it became a worse experience because the graphics weren't as good as they could have been, and how tons of content had to be cut for the final release in order to accomodate the 360's smaller disc storage size.
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riiiiight, I think most were pissed about the delay the 360 caused.
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People still believe this? You really need to read up on the game's absolutely chaotic development. Porting the game to 360 was just background noise in light of the massive development problems the game suffered. SE first and foremost struggled in designing the game, and what time was lost due to development on actual hardware stemmed from the fact that the team was tasked with porting Crystal Tools to every platform SE was working on at the time, not just ps3>360.
Read this post mortem on Gamasutra.
They didn't even have a coherent vison of what the game would be until less than a year prior to release, when they were tasked with creating a demo to accompany FFVII: Advent Children:
Realizing A Shared Vision Through The Demo
Curiously, the game's overall vision did not fully realize itself until the team was tasked with creating a vertical slice to be included in the Blu-ray version of Final Fantasy VII: Advent Children Complete.
"Even at a late stage of development, we did not agree on key elements of the game, which stemmed from the lack of a cohesive vision, the lack of finalized specs, and the remaining problems with communication between departments.
What enabled us to conquer this line of seemingly endless conflicts was the development process for the Final Fantasy XIII demo, which was included in the Japan-only Blu-ray version of the animated film Final Fantasy VII: Advent Children Complete. The demo was not in our original plan, so we had to make adjustments to the overall schedule to accommodate it. Whatever effects creating the demo had on the schedule, once it was complete we realized it was just the panacea we needed.
With a tangible version of the game that could actually be played, internal debates transitioned from theoretical discussions based solely on abstract concepts to concrete dialogue. The demo not only unified the vision and understanding of the game’s direction across the entire development team, but it was also the first time that everyone could see exactly how the assets they worked on would function within the game. During the internal postmortem, many team members noted that the demo was what finally allowed them to truly realize and embrace the vision for Final Fantasy XIII.
Although a vertical slice is commonplace in Western development, this was never actually practiced with our teams unless there was a company requirement. In retrospect, the demo acted as our vertical slice, and its effectiveness was felt full force by each and every member of the team. This was an essential key learning point that affected how we approached game development moving forward." |
There's really no one to blame but Square here, though the game's many problems resulted in a crucial learning process that would positively effect future development at the company.