Its a bit different back then, then it is today. There were limited programmers, a lot of platforms. The platforms all had their own audiences, the hardware was all different. It was a major undertaking to create a port back then. I have 2 of Jordan Mechner's books on Kareteka and Prince and Persia, and he goes to talk about development back in the day. And it really came across that people chose the platforms they thought they could complete the game on and the audience was there to make sales.
While there were some games that were more difficult to port, there were plenty that were not. Atari and 8-bit computer games were often developed in weeks-to-a-couple-of-months with the larger games developed by larger publishers (US Gold, Gremlin Graphics, Melbourne House, Epyx etc) having different people do different ports. Take a look at
Archer McLean and look at the number of games he developed and the number of platforms with
most porting being done by him. Likewise other prolific 1980s devs like
Andrew Braybrook, who also documented the development of several of his games in ZZap!64.
Platforms holders are purchasing exclusivity now for the sake of profits. Dobwal's take is the most realistic viewpoint here on the topic. It's costly, investors are risk adverse, investors like money. in the end people would rather take money and make games (with some people losing out), then to take a big risk, fail and shutdown.
Yes, this is about business and profits. I don't want to shock you but everybody in the videogame business is trying to run and business with the goal of making profits.
I don't what you source is for the "purchasing exclusivity now for the sake of profits"? Are you saying licensing the Spider-Man IP cost Sony more than they made in profits from selling the game? I'd love to see data on this or other games. I'm sure it has happened but I can't accept this a universal truth without substantive evidence to support it.
Again, I only challenge the "
expectation" angle. Gamers should not be expecting all content on all platforms to be the same, especially not with licensed content which carries additional costs because that's not how licensing works. Sony licensing the Spider-Man IP to make their PS4 game is exactly what
Atari did with their Spider-Man game for the 2600. I am expecting the Marvel Avengers game Spider-man DLC to be a low-effort thing. I've caught some of the beta impressions of the game and something that comes across is that there are few gameplay differences between the Avengers characters - indeed it sounds similar to the Lego Marvel Avengers/Super Heroes games where everybody has a close attack, ranged attack, dodge/evade and so on. The devs will drop in the PS4 model and skin from Insomniac's Spider-Man game, toss in some low-effort animations, record some voice work in a day and call it a low-key effort job done well.
Nof meaning to derail thread, it's just that this sort of thing can start an exclusive content arms race.
Not all IP holders will be willing to play ball. This year we saw the MLB adopt the position that they would only extend Sony's MLB licence if Sony developed Switch and Xbox versions from next year so that's what is going to happen.