So on the one hand we have people who at least have some understanding of games programming and old console hardware looking at Saturn and saying that it's going to be harder to develop for than PS1. On the other hand, we have you saying they're both easy to develop, with it being really unclear what you're actually basing this on. Because you had both consoles and were comparing the games, apparently?
You keep saying we've been misled by a negative western media when that has nothing to do with that. The difficulty statement is based on things like:
- Having to use the second CPU to get reasonable performance. That means having to worry about concurrency and synchronization on processors that don't even have atomics and locking operations. You also have to manage flushing the cache because they're not cache coherent. These are huge pitfalls for programmers, they're not easy problems. And then trying to actually divide up tasks to get a good work balance on both cores is going to be very hard unless the game has a design that lends itself well to a simplistic partitioning.
- Having to do all the geometry stuff in software, in CPUs that don't have proper divides. The lighting calculations in particular are a lot of work to get right and efficient, which is probably why games don't even bother with it. But even without that the games have to calculate camera transformation, perspective division, frustum culling, backface culling, and depth binning while the GTE on PS1 while either perform these operations or at least compute flags to help you handle them. And god help you if you have to clip.
- Pure quads are just plain harder to mesh decently, making life a lot worse for the artists.
- There's no decompression hardware like the MDEC on PS1 (unless you count the add-on MPEG card), so it has to be done in software. You could use third party libraries like Cinepak, but Cinepak sucked...
- VDP2 is super convoluted. You have to actually set registers that program how the VRAMs are accessed every cycle, and depend on this being consistent with the other settings you've programmed (some games messed this up anyway). There's all sorts of one off features that are not that useful, and some extra design complications that don't really make sense like how the maps are partitioned hierarchically. The rotation layers are not at all intuitive to set up. And the documentation is very confusing, or at least the English documentation is. On PS1 there's less flexibility and raw power with 2D but it's more straightforward to manage, even if you have to turn maps into display lists yourself. You could do 2D games fully on VDP1 but it'd be more limited than PS1 for sure...
- You have to manage the interaction between VDP1 and VDP2, meaning you have to worry about how priority is encoded. And if you want to do alpha blending that isn't broken it has to be on VDP2, but that's very limited and will likely involve having to draw occlusion geometry in VDP1 to make parts of VDP2 layers visible, at least if you want it in moderately complex scenes. Speaking of which, Sonic Jam's use of VDP2 probably involved occlusion geometry as well.
- You need code running on the 68k to babysit the audio hardware, which is really generally not necessary (managing some voice keys is not a demanding task). I'm guessing Sega probably offered libraries for all the audio stuff, though.
- The SCU DSP is really, really hard to code for, which is probably why few games use it for much of anything. You have to think a lot about how operations happen implicitly, in parallel, and in pipeline, and you have very limited memory to do it all in.
Now sure, PS1 has some areas where it's probably harder to program for. You have to manage a small explicit scratchpad in the CPU instead of a transparent unified cache, you have to be careful with how your code is organized to avoid conflict misses in the icache, and you have to be careful with textures to avoid thrashing the texture cache (generally probably means avoiding > 64 wide @ 4bpp textures per triangle if it's in real 3D stuff). But the laundry list for Saturn easily outweighs this.
And it might be pretty easy to program a simple 16-bit style 2D game on Saturn, where you only need to use one CPU, have no FMVs or anything, no reason to use the DSP, and only needing the VDP1 and VDP2 in a really limited straightforward fashion. But is that really what we want to call a baseline for the system?
Your entire post is all about selling the Sony PlayStation as a preferred platform to develop games on.
It's also based on early development tools and to be fair, as I have indicated, the comparison only makes sense from 1994 to 1997 and barely 1998 as those were the years of heavy first party software development on Sega Saturn and Sony PlayStation in comparison and 1997-98 gets derailed by the circumstances of that time.
Making videogames in that era was NOT about "software port parity" so please stop this...it was about selling as many units via proper marketing and killer titles...something that was a massive failure falling square on the responsibility of Sega of America's antics in 1994 and leading into 1995-98.
Sega of America's 32X plays an immense role in derailing not just marketing budgets to sell/promote a platform but also software development funding costs and efforts wasted on a hair-brained add on that was the true source of creating all that "consumer distrust" and "retailer anger" again all forever recorded in contemporary print magazines of the time as news reports, angry letters in letters sections and incompetent interviews where current "heroic firgures" sound like grimy used car salemen.
There's also game developer interviews which do dismiss that notion you sell and repeat from 1995 that Sega Saturn is hard to program for...when you are making a Sega Saturn game in that time your objective is to target that hardware and usually you would be doing this using your experience in assembler code...
Yes the SCU DSP Geometry processor in Sega Saturn did have a rather difficult reputation...but then you had Sonic Team and Team Andromeda and a few others debunking myths on those claims...and in such a short time when you realize that it's barely three years of Sega Saturn in retail life.
As it stands it is rather curious how many 3d polygon Quadrilaterals based distorted sprite graphics games existed as having been shipped in retail in 1995 Japan.
(The question of how many of these titles were later censored or not localized until a whole year later despite being first/second party Sega contract properties...which means they were Sega Saturn exclusive software. That question falls into the incompetent Sega of America management of 1995-96...and rather arrogant management at that.)
You are an expert coder right? You are quite aware that games development isn't a static progress implying no more advancements can be made correct?
It takes game sequels and profits from sales to make this happen...and gamers back then were not really going like "ZOMG, Sega Saturn is hard to program for....I'll just buy a cheaper PlayStation because it's easier" because this is actually marketing and had nothing to do with the actual software.
Despite the Sega internal CS Team being made to waste their time on 32X Virtua Racing Deluxe, that same development team is responsible for porting the rushed Sega Rally Championship 1995...released in December 1995...
Other software was wasted on 32X that could have proven to be helpful IP if they had been funded for Sega Saturn...like Star Wars Arcade...even that crappy Knuckles Chaotix.
But even back then you had Sega of America's SegaSoft making platform agnostic announcements and all these Sega of America development teams NOT making the games they were supposed to be working on...instead we hear tales of wasting time and money on Sonic X-Treme because apparently Sega of America was not only incompetent and greedy...but was still out of control in their focus to support the PC platform with ports or one game instead of making software for the flagship platform...
This is a major difference and polar opposite to Sony PlayStation where SCEA was NOT wasting time and money funding PC ports...because the focus was PlayStation not a rival platform.
I'll just focus on this despite the time but my argument still stands...the Sega Saturn wasn't as hard to make games on as you make it out to be even back then and even acting as a salesman or spokesman for Sony PlayStation marketing selling points.
Sony PlayStation was so damned easy to dev for that it took Namco from 1994 to 1997 to make three Ridge Racer games and three 3d polygon fighting games...with Soul Blade running at 30fps and Tekken 2 being a blocky as hell, lacking animations of character faces and hands...but some really great marketing sauce to mask the sub par gameplay mechanics and technical hyperbole inferiority complex.