From the sounds of it supply of XB360's is pretty darned limited. This strikes me as something of an oversight by MS. Their plan was to be first out the door with a substantial userbase by the time the competition arrives. From the sounds of it though they'll only manage a few million units. It seems to me their design, using several different component manufacturers, and their assemblagem, which has a lot of component shipping and processing in different places from what I remember reading, doesn't support this strategy because they're limited by fabrication rate. To get critical mass they'd want a machine at a price people want and in supplies to satisfy.
I'm left thinking they didn't consider well enough how they were going to make these machines quickly. They cancel out their long-term losses on last gen by designs and contracts that allow price scaling, but at the moment haven't got a very fluid supply chain.
Could this be a long-enough problem to run into PS3 and Revolution's release? Where are the bottlenecks and how can they be overcome? Is the idea to go with, say, a seperate eDRAM and GPU module good for economy but bad for productivity, and hence it could come to limit MS's early lead? How much of a lead would they need to have a large developer-support advantage over PS3 (which is AFAIK the only benefit)?
I'm left thinking they didn't consider well enough how they were going to make these machines quickly. They cancel out their long-term losses on last gen by designs and contracts that allow price scaling, but at the moment haven't got a very fluid supply chain.
Could this be a long-enough problem to run into PS3 and Revolution's release? Where are the bottlenecks and how can they be overcome? Is the idea to go with, say, a seperate eDRAM and GPU module good for economy but bad for productivity, and hence it could come to limit MS's early lead? How much of a lead would they need to have a large developer-support advantage over PS3 (which is AFAIK the only benefit)?