...
The port wasn't any easier because of the supposed tools, is what I'm saying. They still had the exact same work they would have to port it than they would if they didn't release it as a UWA...
Sorry, I wasn't clear with the angle I was coming in at with the comment.
Basically, if the goal is to convince an XB1 player to purchase the game digitally... or hell, even a PC player to purchase the game off the store for the console price because they feel they may benefit from it being playable on a console at some point... then either scenario seems basically equivalent.
-If the Xbox version is trivial to turn into XPA, then you've done the work for two platforms (Xbox console and Steam), and then you leverage the XB1 version to create the XPA. More Xbox players buy it digitally instead of from Gamestop, can't sell it after a week, and so you're happy.
-If the Steam version is trivial to turn into XPA, then you've done the work for two platforms (Steam and Xbox console), and then you leverage the Steam version to create the XPA. More Xbox players buy it digitally instead of from Gamestop, can't sell it after a week, and so you're happy.
From the point of view of incentivising an XPA release, the two are basically equivalent cases unless the game was not already going to have a Steam release in the first place... which going by current release trends is seemingly less likely than the XB1 was not going to have a release in the first place.
Except PC sales tails are effectively infinite.
People buying 360 games today are statistical noise.
Let's be real here. Old console games sell... it's just that they've typically sold used via retail outlets. This has a lot to do with the fact that the games were historically not consistently available for digital purchase, and that the buyer couldn't expect the game to work on future hardware. Old PC games stopped being "statistical noise", because old PC games were made to be readily available for constant purchase, and patched up to work on modern PCs.