Those examples are software running on top of diverse hardware much how software runs on a computer. Software on a console doesn't work like that. That's how you can eek out a somewhat comparable performance from the console as you can on a vastly more powerful computer system.zerobudgetgamer said:That was also during a time when phones couldn't send text, play music, run a thousand little niche apps that have little or no real-world use, but you tell any iPhone user that any of the above was NOT going to be in the next model, and they'd go apeshit crazy about it.manaman said:Kids...
Backwards compatibility was toyed around with in the earliest gaming systems and given up. It was given up until the PS2 came out. The PS1 chips where remarkable compatible with the PS2 hardware, it basically had a PS1 inside, thus backwards compatibility was in. The Wii works the same way with gamecube games as the PS2 did with PS1 games.
Backwards compatibility, regardless of the reasons for its inception, ended up being a critically acclaimed feature. People enjoyed having a SINGLE console that could play games from any version of said console, past or future. Regardless of how often they used it, the fact that it was there should they ever choose to was invaluable.
It's because there is are additional layers between the hardware and the software that the game is actually running on. Those layers do not exist on a console. In order to properly supply backwards compatibility you have to either emulate to the best of your abilities (which is somewhat sloppy work, and won't work for all games) or you have to include the chipsets from the previous systems, this being the only real reliable way to provide backwards compatibility.
It's simply not as easy to provide backwards compatibility as it is to code updated chat software for a new version of android or iOS.