How come console exclusives' developers can "get away with it"? Sure, since they'are mostly owned by platform holders, they have bigger budgets (how much bigger?), but still... What would happen it they were independent and their games didn't sell so well? Go out of business? What if, say, GT5 failed miserably in sales, how would they recoup the astronomical $60 mil. costs? Sony would just "inject" new pile of money in Polyphony and move on? And for example, Heavy Rain, I would definitely not want to see their game not have good sales, but there is large possibility that could happen with their adult-themed game.
That doesn't sound fair to me, exclusives get to blow much more money and dev time, but hey, a lot of stuff in the world isn't fair...
There's a lot of reasons why consoles can sell so much better, and thus why devs are increasing shifting developement money over to consoles versus PC.
1. Relative lack of piracy compared to the PC platform. Even taking into account X360/PS2, the ratio of pirated to purchased games is much greater for the PC platform.
2. It's far easier for a kid/teenager to convince his parents to buy him a Wii/PS3/X360 than it is to convince them to buy a Gaming capable computer with a video card that often costs more than a netbook. And then trying to convince them to upgrade it every 1-2 years (especially if you had convinced them it was for "school").
3. If you aren't a kid/teen and are just graduating from college with lots of college loans, a console that lasts for 5-10 years is far easier to justify on your budget than a gaming PC + upgrades every couple years.
4. Parent's would prefer not to try to figure out why X game doesn't work on their PC with A, B, C, D, E hardware components when it works fine on their friends PC with A, D, F, H, I hardware components. And M, N, O versions of drivers for each of those components.
5. Increasing developement costs + Increasing packaging costs + Static non-increasing prices = reduced return on investment. Means devs would prefer not having to worry about the thousands of differing hardware and driver combinations that might exist on PC, even with something like DirectX making it all somewhat sane compared to how things were prior to DirectX.
I don't really like the shift but I can certainly see lots of reasons why we're having this major shift.
I'm quite certain many devs would love to make ultra cutting edge games on PC that they would only be able to dream of doing on console, but economic factors kind of get in the way of that. Especially when you turn around and see how easy it is for people to pirate and play your game for free on PC after you've spent 3-4 years (or more) working 12-18 hour shifts (during crunchtime) to make the game.
And then to compound that, the next time you go to make a game, your budget is now lower, to combat the effects of piracy, so you end up being rushed having to meet a deadline dictated by the funds available, and possible with a less than optimal number of people working on it. So you end up working harder with less people in less time, meaning you'll probably also have to skimp on QA, so you have bugs on release, get downrated in reviews, and people pirate your game even more...
I'm actually amazed that there are still devs willing to develope for PC only or PC first, and I love them for it.
Regards,
SB