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> I think all these "massive cost" comments come from sheer ignorance. I can't speak for others, but for me, the "massive costs" isn't about having to learn an
by cr0sh 10y ago
> I think all these "massive cost" comments come from sheer ignorance.
I can't speak for others, but for me, the "massive costs" isn't about having to learn another language or framework. It's instead the massive costs to my employer. It might even be a massive cost to me as a single developer.
By developing a cross-platform app using a single set of easy-to-use tools, a large audience of users can be gained, that would otherwise be prohibitively expensive to support if native-only was the mantra. Instead, that application would have to be developed for only one, maybe two of the "major" platforms (and guess which platform it wouldn't be developed for - that would be the platform that I like most).
Supporting and maintaining a single codebase for one platform is a monumental task for any company, let alone a single indie developer. Supporting and maintaining multiple codebases for multiple platforms can be debilitating for a company, let alone a single developer.
I lived and played in those times; back in the "second gen" if you will of the microcomputer days - you had games and apps by different companies, and developers. In most cases, a game or app was only developed for one of those machines (usually the Apple IIe or the C=64, sometimes both - maybe an Atari too), but the other systems were all considered "second tier" by most developers. You might get a port of a game or app - but most times, you had to settle for something else, or buy a second system (ha! only if you had real money! I look back on the costs of those systems back then, and wonder how my parents ever managed it).
There's a reason you see a lot less of that going on today; it isn't because devs are frightened of learning a new language or framework.