cormack12
Gold Member
I disagree that it is the same exact approach. TLoU II is a title that had been many years in the making and while Sony is committed to support PS5/the new console’s launch with exclusive first party software in its launch window that are focused on the new console only, they are also known to support the existing console throughout its life cycle. It is their first party flexing to do both things: new PS4 focused titles and new PS5 focused titles (now with some titles coming with enhanced BC, not unlike the PS1 to PS2 transition for example). If MS had a mix in the first year of first party XSX exclusive content and cross generation or Xbox One titles I would have no problem with that stance.
Many of the examples you posted about ported games are examples of non parallel development by the same team developing on the main platforms and games being developed and optimised by other teams and all sold separately which is not the case for a new game that you buy once, comes out at the same time on all consoles, and has to target from Xbox One S to XSX.
Also, exceptions like SC aside, I do not tend to look at either mobile platforms nor PC’s as examples of games not being targeted for a minimum common denominator and then scaled up.
It might not be the same approach but it's the same issue. A flagship IP 'held back' by a piece of hardware that was released in 2013. They could have made the decision to launch the PS5 with their flagship IP but didn't. At some point, the decision was made to target that game at old hardware instead of targeting it at the incoming platform with higher specs. That's an active decision made by somebody instead of saying 'OK, this is a top tier franchise, the studio have already put out two uncharted titles, let's make this PS5 exclusive'. What do you think drove that decision? Developers wanting to be constrained and bound by 7 year old hardware, or more likely the return on investment projections? Also taking note of the cheap remastered for double dippers?
You'll have to go out on a limb here then, and give us examples of things that can't be scaled. Let's say Halo Infinite is built for The Xbox Series X exclusively and is then downported to the other Xbox systems. Aside from the SSD and loading which would be part of the design, what elements cannot be scaled back either by compile options, or linear sliders, creative direction? This is the part of the conversation that is missing in this topic - for me at least.