4 ms·
Content is rarely/never designed specifically for a games console. Game engines are always mostly portable and the porting costs are quite low. Video game exclu
by sievebrain 11y ago
Content is rarely/never designed specifically for a games console. Game engines are always mostly portable and the porting costs are quite low. Video game exclusivity, when it happens, is nearly always a business decision to try and boost the popularity of the platform.
The main problem is that the big audiences are still on the older platforms, not Netflix or equivalents (and if all audiences moved from older providers which are at least competing, to Netflix, would that really be better? Or just replacing the devil you know with the devil you don't?)
- cableshaft 11y agoSpeaking as someone who has ported games to other platforms before, it's not as easy as you say. There's almost always platform-specific issues to deal with. It's rarely as easy as "Export -> to Xbox" (although Unity tries real hard to do this, it took us several months to convert one of our games from PC to iOS). Differences in input, resolution, screen sizes, and RAM often become hurdles that take real time and manpower to overcome, and can be insurmountable, depending on how the game is structured. The companies might have legitimate concerns over whether their time is better spent on porting to new platforms, or spent working on the next title. That's why you see so many third parties handle the ports, so the core team can move on to new projects.