That's one of the most bizarre articles I've ever read. He thinks the last five years of Xbox were painful to watch, the years in which it became a force to be reckoned with rather than the joke it was when the brand started? He bashes Microsoft for trying to stop second hand sales, yet praises Apple even though their entire ecosystem doesn't permit second hand sales? He blasts Microsoft for not supporting indie developers, when any indie developer can download all the tools for free and put out any game they want? He thinks Apple would kill everyone by bringing their ecosystem to the TV, yet he blasts Microsoft for basically trying to do the exact same thing? Seriously, I don't get this article at all, wtf is he talking about?
I don't really agree with the guy in the eurogamer article either, saying games should be $2 both in price and content, but one thing he pointed out and other pundits have mentioned is that for all the billions of dollars spent on marketing, these guys only managed to sell 80 million units over 7-8 years. And now even all that work is gone as they start again at zero. That's one of the major problems in the generation model vs the ecosystem model of Windows, OSX, and iOS.
Yes, that's the challenge and the risk. On the other side of that, MS offer a cross-device and future-safe experience that Sony isn't. If Duranog is effectively a Windows box, then as long as there's Windows, there's the possiblity of someone wanting a simple box for the living room, hence a Windows console. That's one take. As I say, there are various options. Thus the failure to gain massive mindshare with Durango 1 versus PS4 due to performance difference (where I think experience and services will be much more the deciding factor, plus existing market shares and brand loyalty) wouldn't mean the death of Durango and the end of v2 and v3.
But that's looking at only 2-3 years of devices. In five years time, will iOS developers all still be aiming at 7 years old hardware? The PC shows a truly progressive architecture and how devs have moved the bottom end forwards as the years have progressed and technology has become outdated for what they want to do. No-one's going to target a Ti4200 any more because it's old news. No-one's going to target to a single core 1024x768 iPad in a few years because it'll be outdated and the market of higher spec'd iPads will outnumber it 3:1 and those people interested in better games will have better hardware.
The logic that devs will be eternally capped by the lowest SKU is only valid if you forget there is competition between software on the same platform. If Battlefield targeted PS2 level and sold to last gen as well as this gen, providing graphical upgrades, it'd have a target market over twice as large, but it'd lose completely the modern, more active market to games targeting the smaller userbase of current-gen machines. Likewise if Battlefields and COD move to iPad in 2014, the game that targets only iPad4s and above and lokos far better because of it will likely sell far better than the game that targets iPad1 and above and looks a dog next to the 'next-gen' iOS game. It's way too early to see that in the iOS space, but market forces and parallels with other platforms tell us this will happen, and would happen with a software platform console too.
It's not $400 every year. It's $400 whenever you feel like an upgrade. That'll be 5 years in for some people, and 3 for others, and every year or two for the most fanatical. It could also be $250 for the second tier model if you don't want the latest, greatest. Or $200 off eBay for an old but still current platform as someone upgrades, as there'll be a more consistent supply of second hand devices with a faster hardware refresh.So besides the obvious flaws in software development with a market that auto fragments every year, there still is a big issue with convincing people they should fork over $400 dollars every year.
There's no reason the software scenario would be any different to the PC, which has 10+ years of old games available to any box you buy, and a good 3+ years of games that scale down to it. The issue is what quality you want. You'll get games 5 years down the line for any console iteration you buy, but it may be a rather stodgy 20-30 fps relatively low-res games. But that's no different to what people are willing to buy on their 6 year old consoles.Just by going over those i know that have a console i fail to see which of them that would buy into a ever moving target with no promises that it would have games for more than a few years.
It's not $400 every year. It's $400 whenever you feel like an upgrade. That'll be 5 years in for some people, and 3 for others, and every year or two for the most fanatical. It could also be $250 for the second tier model if you don't want the latest, greatest. Or $200 off eBay for an old but still current platform as someone upgrades, as there'll be a more consistent supply of second hand devices with a faster hardware refresh.
I don't really agree with the guy in the eurogamer article either, saying games should be $2 both in price and content, but one thing he pointed out and other pundits have mentioned is that for all the billions of dollars spent on marketing, these guys only managed to sell 80 million units over 7-8 years. And now even all that work is gone as they start again at zero. That's one of the major problems in the generation model vs the ecosystem model of Windows, OSX, and iOS.
Yeah but on Androids games are cheaper smaller scale games and the users expect a casual experience. Not a high end experience. You wont see gamers complaining that their game runs like ass whereas someone else's runs well.You would design it to run the same games jsut at lower quality, like PC or Android. Every new game runs on the old console, at lower quality. There's a thread on this subject.
There's no need to have a fixed release schedule like that, that's not what forward compatibility and/or writing to api's is for. Aside from the obvious benefits like saving devs a fortune in development costs, having great launch titles, easy compatibility across different platforms, forward compatibility, etc, the other benefit is that it let's them release a new revision of Durango as needed rather than being forced to ride it out on a fixed 7 year schedule.
The old (and to me now broken) console development model was throw everything away, spend a pile of money re-writing everything for a new box that has no audience, and milk that cow for 7 years because you have to recoup your investment and not piss of every dev on the planet in the process. With forward compatibility and writing everything to an api then can now release a new Durango as needed. If by 2016 Durango is still very popular, selling great and there haven't been many new hardware advances then cool, keep riding it out, no need to release a revised model. If sales slow or if some new must have hardware development emerges then also cool, ship a Durango 2 that plays all existing games and leverages said new hardware developments.
It gives them the freedom to do whatever they want, and no one is hurt in the process because all code written to whatever platform can be re-leveraged on whatever other compatible platform. Developers will now actually have an investment in code and in their knowledge base of the platform, rather than having to throw it all away every few years. Developers also don't have to risk the bank on a new platform because the new platform isn't really new anymore, it's compatible with a bunch of other platforms so they can target a Durango 2 safely even if it has an audience of 6 because that same code will get re-used on the myriad of other compatible platforms.
Yeah but on Androids games are cheaper smaller scale games and the users expect a casual experience. Not a high end experience. You wont see gamers complaining that their game runs like ass whereas someone else's runs well.
So neither the developer nor the user is concerned that they get the best running, well optimized game on their Android.
If MS opts with various iterations of the XBOX console the developer will have to spend time and money optimizing or choose not to optimize at all.
I think both the developer and consumer is happier to have consistency in hardware and user base since it keeps things simpler and certain
Because of the VM aspect, the hardware doesn't really matter that much. Things do stay "constant" Say MS is on a 2 yr hardware refresh.
XB1.0 plays games at 960p 60fps 2xAA
XB1.1 plays games at 1080p 60fps 4xAA
XB1.2 plays games at 1080p 60fps 16XAA and ultra high textures
Game is the same in each instance. Only difference is slight differences in visuals. MS can segment graphics whores from gameplay freaks. The customer can select how important marginal improvements in graphics are to them with their wallets. All three machines could be on the market simultaneously at 199, 299. and 399.
Here is the question then. Are they going to release 3 SDK's simultaneously or one at a time? Because the only way to segment is to release three different SDK's simultaneously and have the consumer type choose the console they want.
With a decent software layer, one SDK works for all supported platforms. It's why DirectX exists, to allow devs a common way to target completely different GPUs. One DX library works for all hardware (expect of course for driver issues which isn't a problem when dealing with finite, known hardware designs like iterations of the hardware platform). For reference, there is one iOS SDK. You install it on your Mac and it works for all supported iOS devices. You can choose which level of OS to support with your software, selecting yourself which userbase is important enough (are the lower performance and lack of features of the older devices really desirable to you?).Here is the question then. Are they going to release 3 SDK's simultaneously or one at a time?