Here's a bigger chunk of the Newell quote:
"Writing for SPEs and writing in a Playstation 3 environment, there are incredibly few programmers who can safely write code in that environment. You make tiny little changes to code running on one of the SPEs and the entire thing will grind to a halt. You have no visibility into why that’s happening -- it’s just sort of magically running really, really slow. It’s also incredibly hard to architect things at the beginning so that you can distribute all of your functionality on all of these different processing units.
This was not a problem that we were lying awake late at night saying “oh we would really like to take this on right now.†You know, we were worried about little things like billing, and forums, and wikis and things like that.
I totally see why Sony wants people to write code that runs on 7 SPEs and a central processing unit -- because that code is never going to run well anywhere else.
They’re saying “make your code not run on anything other than one of ours and we’re betting that we’ll have market share that’s so high that everybody will have to write code for our platform, and other people, you know, “we’ll just starve the air from other platforms by absorbing everyone’s R&D budget and making their code less portable.â€
I think it could be that last part about the portability of the code that is driving some of this. The less portable code is, that indirectly leads to higher development costs, particularly for multi platform games.
So, for example, if a game costs 10 million dollars but they expect to sell 2 million on 360, 1 million on PC and 2 million on Revolution, thats 5 million units sold for 10 million dollars. Or, $2 per unit sold.
If what newell says is fairly accurate, lets say it costs 9 million to make a game on a PS3 that will only be sold on the PS3, and has 90% of the work that cant be re-used. Even if you plan to sell more PS3 units than any of the others, 3 million (50% more than the 360 or revolution). Then your dev cost is $3 per unit.
Problem is you are put in a real make or break proposition for the PS3 to be a significant market leader. Whereas with more portable code you have several platforms from which to make your money back.
This is the only reason I can think of as to why ps3 dev costs/risk would be much higher. Otherwise, i'm as confused by the comments as anyone (if theyre even valid). Sounds like its a 'putting your eggs in one basket' issue.
J