Patroclus said:
mrhappyface said:
Why can't game developers release universally?
same reason why most Americans are afraid of universal health-care--SOCIALISM!!!! *le gasp!*
Well, what you're proposing isn't *exactly* socialism, but it would very much destroy capitalism (at least in the gaming sector). The industry would be monopolized by either Sony or Microsoft and then you'd lose all the healthy competition that's supposed to keep economy going. Plus, competition amongst these companies is what produces high-quality games. The 1-up-manship that you can find in almost any industry is typically meant to benefit the consumers as well as the proprietors.
Oy. I'm sorry, that has absolutely jack and squat to do with it. Capitalism says, on the developer's side of things, that it's best to release to the widest audience humanly possible.
The REAL reason: The 360, PS3, and Wii aren't the same piece of hardware. Developers LITERALLY have to re-code a ton of stuff from the ground-up to work with the different processing technologies. It doesn't
sound like that should be the case, but it really is. Because of the Cell processor the PS3 especially is a real mess to make a game for unless you really focus hard on it. The Wii, meanwhile, is a lot weaker than the other consoles and requires virtually everything technological in a game to be stripped down. Graphics can't be nearly as complex, so a game that ordinarily depends on a complex lighting system has to have most of its assets flat-out re-made so that the same characters and objects look good on lower tech standards--IE: with flat color painted on the model instead of ridiculously complex shaders, normal maps, specular maps, etc. What's more, physics-heavy stuff has to be lopped clean out, which, in the case of physics-heavy games, can mean really bad things.
Sonic Unleashed,
Ghostbusters: The Game,
Star Wars: The Force Unleashed, and many other cross-platformed games of late provide key examples of these principles at work. In the case of all three of these the developers actually had to make completely different games for the Wii and PS2 in order to cross-platform to them, and both
Sonic and
Ghostbusters rather famously didn't turn out as well on the PS3. Now, of course nobody in this thread is lining up to buy these games, and to be fair they have a lot of design problems just on their own, but you
might have actually wanted these games if the developers had done things just a little differently. For all the effort they put into cross-platforming to release to a broader audience, they could have instead
not re-coded every blasted little thing for the PS3's cell processor,
not blown a ton of money on designing, developing, and publishing two versions of the same game
and porting it over to PSP (which Lucasarts themselves admit was an incredible headache), and instead sunk those resources into creating a cohesive, polished game for
one console that you'd be proud to have on your shelf.
That, my friends, is the real reason that good developers don't cross-platform. There's a lot of other business reasons as well--console developers tend to give really good deals to their exclusives, especially if they can deliver games that offer a good reason to pick up the console. I'll admit, though, that it's not all smiles and hugs when it comes to this stuff. There's a lot of
bad things about the console model as well, as motivated by greed as anything else--but not from the developers' standpoint so much as the console manufacturer's standpoint.
Imagine you're a filmmaker. Try and imagine if Magnavox, Sony, Samsnung, and Phillips each charged you a royalty fee in order to make your DVDs compatible with their DVD players. But that's just the tip of the iceberg. Imagine that for some inane reason you also have to pay $3,million just to get a decent camera, and then, you have to pay
another $500,000 to the folks who manufacture your camera for every DVD player you want the movie to be able to play on. That's the world game developers live in, paying enormous fees to console manufacturers and engine-developers both just so that they can make their vision come to life.
The fact is, though, that this is a different world from film, much more dependent on the technology that's used to deliver the product. With a movie or a TV show, all that matters is video playback--and you hardly even need a computer to handle that. With consoles, though, computing power is necessary and determines everything a game can do. With more powerful consoles developers get more and more tools to work with, but this is also a double-edged sword in that no law exists holding the different consoles to the same technological standard at any given point in time. As long as that continues to be the case, then, these are the issues that game developers are going to face.