Arnwyn
First Post
I was clearly talking about the "exclusive titles".Yeah, but XBox and Wii are still killing PS3 in sales.
I was clearly talking about the "exclusive titles".Yeah, but XBox and Wii are still killing PS3 in sales.
Pretty unlikely to ever happen. MS would have to really get lax to match PS3"s laxness. PS3 didn't even give us a price cut this holiday season. They're hanging a bit too much on the whole blue-ray thing, as players are getting pretty cheap now.
Don't know where you're getting this intel from. Exclusive titles are often aggressively pursued, at least in Microsoft's case. Mass Effect, Halo, Gears of War, and Fable are franchises they intend to pay to keep. Sony has recently spoken up and said they aren't going in that direction anymore.The whole concept of exclusive titles has essentially died. It was always a concept that occurred in the past more due to happenstance than by clever design or any real marketing inititative. If you think otherwise, well... for the most part, it just looked that way.
Indeed, games cost a lot to make, and they get more expensive when you design for multiple platforms. If a company steps up and offers you a million to design a game just for them, there's a reasonable incentive to take it. The PS3 has something of a rep for being hard to design games for. Saints Row spent a long time in development for the PS3 before they finally gave up and said "forget it--wait for the sequel". MS has the edge in that developing for the PC means you have a good foot in the door to develop for the Xbox.Games simply cost too much to make. As a game developer, the only way to rationally recover your investment is to multi-sku your game across as many platforms as you can afford to implement the game on.
I'm fairly sure that isn't true....and they get much more expensive when you design for multiple platforms.
/shrugI'm fairly sure that isn't true.
I don't do that kind of programming, but... a big part of any software project is design work that's largely hardware-independent, many of the actual in-game assets are, (largely, again) hardware-independent, like the art assets, and really, it's not that hard to get code written for one machine to work on another (though getting it to run well is another story).At some point, it pretty much gets down to "says you". I'm "fairly sure" I'm right, else I wouldn't have said it.
and really, it's not that hard to get code written for one machine to work on another (though getting it to run well is another story).
Of course multi-platform development adds to your costs, just not as significantly as you're indicating, particularly, which, curiously enough, helps explain the trend towards multi-platform development. If multi-platform development was profitable, why do it? Charity?
"As significantly as I'm indicating"? My language was pretty vague. Development costs vary. Clearly, those cross-platform development costs are unlikely to be so high as to prohibit profitability. However, if someone is willing to write you a big, fat check to develop a title exclusively for their console, then it's certainly worth consideration. A bird in the hand versus two in the bush.Of course multi-platform development adds to your costs, just not as significantly as you're indicating, particularly, which, curiously enough, helps explain the trend towards multi-platform development. If multi-platform development was profitable, why do it? Charity?
With what games? MGS4, Little Big Planet, and... there was some other exclusive 'big name' title in 2008, but I can't remember it.Already happened in 2008, AFAIC.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.