You know, you wrote something here that triggered some thoughts for me. SuckerPunch is a pretty big developer, right? They've kicked out AAA games in the 4 year window often enough. WHY did Ghost of Tsushima take 6+ years? From the trailers and things we were seeing along with the delays, I had thought that the game was going to be announced as a PS5 game in the end, but it wasn't. So....were they working on a PS5 version as well? Or do they have another project they were working alongside GoT? Just seems odd for an experienced dev like that to suddenly take over TWO FULL YEARS longer than normal. Maybe they just had some large issues on the technical side or had to pretty much start over at some point- I know it happens, but still, seems very odd.
In any case, I think that's something that Sony could work on to counter the whole subscription gaming model MS is going for. If they could find a way to shorten the development cycle..even turning is down to 3 years or less instead of 4...these studios could turn out a lot of additional AAA games and make more $$. Maybe some of the PS5 features are meant for this? I mean it has to be a major pain and planning effort to have to plant duplicate graphic assets in different places in your code to allow for systems to be able to load them up faster. With the PS5, technically you should be able to use that asset ONCE and not have to worry about the location on the HDD so that you can load it quickly again in the future. THAT has to take some major time off of the project with the planning and execution of that type of thing. What other factors could be reduced to help devs be able to shorten the development time cycle? If someone can make advances to where game development really just needs time spent in the planning, main coding and then the art aspects...I'd imagine games could be put together MUCH quicker and stay at the same quality?