SubD said:
What a joke.
So please go right ahead and list the projects you are referring to. Clearly someone with your experience should be able to demonstrate that:
1) PS2 projects have longer development schedules than similar Xbox projects
2) Or PS2 projects require larger development teams than similar Xbox projects
3) List specific examples of development issues that caused 1) or 2)
Sorry for the late reply, I was away on vacation.
You must be pretty lucky to work for a studio where things go so smoothly.
I wasn't so lucky in my almost a decade of experience, I have worked in teams of 2, 10, 50 and 150. My last project had a team size of 100 of which 35 were programmers. The numbers are projected to double for next gen.
Strangely enough the number of "system" programmers always stays around 10%. So we have the scenario where 5 "system" engineers have to babysit 50+ engineers and keep them away from trouble, while concurrently developing "cutting edge engine". Don't get me wrong, I love spending months doing asm optimizations and rewriting the all important "inner loop" 10 times. But, these days that's not really possible anymore. It seems way more crucial that my time is spend helping all these other 50+ engineers doing their job fast and effieciently, so that they can iterate and polish as much as possible. Optimizations seem irrelevant when you have dull gameplay or crash bugs.
And to answer you question: PS2 had the luxory to be "the target" platform and everything was first developed on it, Xbox and GC "ports" were done on the afterburner with very few people and minimal time investment. All the gameplay people used VC/Xbox to debug and test their code.
As for development time - it seems similar at first glance - exclusives take 2 to 3 years. But this would be deceptive - Christmas shopping dictates these dev times. What we should compare is polish of the final game within same amounts of time, and especially when we go for aggressive schedules like 6-12 months. I have no doubt an Xbox/Xbox360 title would have significantly more polish and performance with equivalent time and effort. This is very difficult to verify, since good developers are naturally biased to the market leader. (ie just like comparissons between Pentium4 and PowerPC G5).
So, ease of development might be irrelevant, but the perception of being so is much more important especially when deciding what is "the target platform".