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It certainly doesn't seem to have impacted adoption, though. For whatever reasons developers seem loath to talk about how difficult developing for a given cons
by AdmiralAsshat 2y ago
It certainly doesn't seem to have impacted adoption, though.
For whatever reasons developers seem loath to talk about how difficult developing for a given console architecture is until the console is dead and buried. I guess the assumption is that the console vendor might retaliate, or the fans might say, "Well all of these other companies are somehow doing it, so you guys must just suck at your jobs."
An early interview with Shinji Mikami is one of the only ones I can recall about a high-profile being frank about having difficulties developing for the console[0]:
> IGNinsider: Ahh, smart politics. How do you feel about working on the PlayStation 2? Have you found any strengths in the system by working on Devil May Cry that you hadn't found before?
>
> Mikami: If the programmer is really good, then you can achieve really high quality, but if the programmer isn't that great then it is really hard to work with. We lost three programmers during Devil May Cry because they couldn't keep up.
[0] https://www.ign.com/articles/2001/05/31/interview-with-shinji-mikami-ps2 https://www.ign.com/articles/2001/05/31/interview-with-shinj...
- christkv 2y agoI think it's funny because the ease of development was one of the reason why the original Playstation had such a wide library of titles. The Saturn and the N64 was hard to get good performance out off due to architectural decisions.
- setr 2y agothe ps3 development difficulty was definitely complained about during its usage cycle; the standard ps3 vs xbox360 argument was that the ps3 had far superior hardware, and xbox fans would always counter with no one could make use of that hardware