How Exclusive Will Exclusive Games Be? 58
Gamasutra's regular 'Analyze This' column (which gets answers to topical questions from industry analysts) today ponders the exclusivity of next-gen games. With the costs of developing a AAA title ever on the rise, the article seeks out the answer to whether truly exclusive titles (games that are only released on one platform) are a thing of the past. "I feel title exclusivity for [third-party] developers is less important then title differentiation. All three consoles have strengths, and I would advise [developers] to clearly develop with the console in mind, and I would stress differentiation within their titles. This clearly poses a problem for smaller, more financially strapped developers who don't have the budget to develop what is in essence three separate games. - Ben Bajarin, Creative Strategies"
Its only 1st Party Games (Score:1)
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I think the people playing mini-games on Xbox Live might be surprised to hear that.
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Halo this, and Halo that... I'll watch the movie, but I won't play the game!
Outside of Nintendo, it doesn't exist (Score:1)
Anything else is prone to follow the dollar.
What you see now is "limited exclusivity". GTA3 was exclusive to PS2, until they ported it to XBox. RE series was exclusive to the Gamecube for a short time.
Third parties would be foolish to let themselves get locked in, li
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Microsoft does *not* sell PCs, which compete directly with Macs.
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Microsoft sells Windows, which competes directly with OS-X, which is tied to Macs.
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Microsoft does *not* sell PCs, which compete directly with Macs.
Microsoft sells Windows, which competes directly with OS-X, which is tied to Macs.
And given that Macs are now basically PCs, it's safe to say Microsoft isn't going to make Games for Mac(R) anytime soon.
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Halo 5 (Score:2)
I've run Halo 2 [wikipedia.org] on my PS1 and Halo 5 [wikipedia.org] on my Dreamcast.
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My only c
No, it does exist (Score:4, Informative)
The only exception is in the portable space, where MS doesn't have a platform. There are already first-party IP that have been developed for Nintendo portables, such as Age of Empires DS [ageofempiresds.com].
It's interesting how fanboys of all consoles tend to have a very narrow view of things. Nintendo fanboys live and breath the Mario/Zelda/Metroid-universe, Xbox fanboys with Halo, Age of Empires, etc. and Playstation fanboys with Gran Turismo, SOCOM, etc. There are plenty of great first-party games available on all the big platforms, despite what fanboys might claim.
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They don't have to be expensive (Score:3, Insightful)
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Re:They don't have to be expensive (Score:4, Insightful)
That's a rather simplistic economic model, there. If you actually want to make money, you have to project your sales based on the number of consoles. Which means (for the moment) that the marketshare sits like this (approx. numbers):
XBox 360: 62.0%
PS3: 9.1%
Wii: 28.8%
(Numbers may not add up to exactly 100% because of rounding.)
From those figures alone, it would make the most sense to target the XBox 360. You get almost 2/3rds of the market with an exclusive! Which is why many publishers are doing exactly that. The games that used to be PS3-exclusive are quickly showing up on the 360.
Of course, that model is pretty simplisitic itself. It's good for games that can be quickly ported to take advantage of the current market situation. For anything that's in development right now, you'd want to do projections based on their current sales rates. Which, if they hold true, will have the Wii surpassing the 360's market share before fall, and the PS3 continuing to limp along. Which means at the end of 2007, you'll be seeing a pretty even split of the market between the 360 and the Wii; making either one a good choice for developing for.
If the current sales rates continue, Nintendo could own upwards of 2/3rds of the market by mid-to-late 2008. Which would leave only one good choice in the market for game makers.
The only reason why developers don't follow models like these is that projections != reality. Issues like Sony's "Home" announcement can impact the sales (and thus marketshare) of a console. What the developers are trying to do is divine that clear leader that they can make money from. The rest simply won't matter, or will get licensed out to a porting company for net of no real risk to the original developer.
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Gamers would choose from the best games available for their platform, and my chances for being in the consideration set for an
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1. Raise the price. The effects of this are obvious as m
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The other thing you need to consider is that developing for two platforms is much cheaper than twice the cost of developing for one. The decision to dev
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Because Microsoft doesn't make an Xboy (Score:2)
First party titles have been and always will be exclusive. There's just really no reason to port them to a competitor's platform.
Unless you're Microsoft and you're making Banjo-Pilot [wikipedia.org] or Piñata Crossing [videogamesblogger.com] on your competitor's handheld system because you refuse to make an Xboy [quartertothree.com].
If you're a third party developer what possible incentive do you have for limiting yourself to only 1/3 of the market? Unless a game is unusually difficult to port to other consoles, there really is none.
Smaller studios have to make PC-exclusive games because the console makers just won't talk to them.
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They can create a hit-game without a blockbuster budget in the 10s of millions. Simple graphics and fun gameplay carry many of their top-tier titles.
There've been similar successes on other consoles - Katamari Damacy comes to mind. But most of the industry seems to be migrating towards the big-budget blockbusters.
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I assume you're saying the Cube "got third place" because it sold less than the PS2 and Xbox. This is ridiculous. First, the numbers (copied from Wikipedia):
Ooh look, the Xbox sold 2.5 mil more than the Cube. How is this significant? Oh right, it's not.
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Well... (Score:2)
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If you meant to cite the fact that the GC was more profitable to Nintendo since it was cheaper to manufacture, remember that a game developer doesn't care about that at all. I'm not trying to put words in your mouth, but that's really the only p
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This analysis is flawed, for several reasons. The first is that the Cube-to-Xbox ratio is not equal across all world regions. A simple comparison of total machines sold (as you did) cannot hope to account for this.
Second, your "10% fewer customers" claim ignores the PS2. When compared to Sony's 115 million (again, shipped), the difference between the Xbox and Cube becomes pretty insignificant. Compared to this numb
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Your point about ratios is well taken. I don't th
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B.S. (Score:1, Insightful)
really? what's the difference between a 360 and a ps3? Nada, amigo! It would be silly for dev's not to go cross-platform with those systems.
The wii, on the other hand...
Wii will get exclusives, 360 and PS3 won't (Score:2)
Exclusivity Only Makes Sense...if it makes sense. (Score:5, Insightful)
"In my view there is no incentive for third parties to develop exclusively for a single platform, unless there is some form of financial inducement from the hardware manufacturer. If you want the largest potential user base, you go multi-platform." - Ed Baron
This pretty much sums up the issue. Until such time as the platforms themselves provide such differentiation factors that affect core game design, developers are much better off by releasing products on as many platforms as possible.
The Wii Remote is one example of the type of thing that can differentiate platforms. If the core design of your game is one that hinges upon a feature that is only available on a single platform, then you almost de facto exclusivity. If the core elements of game play can't be pulled off if you port to another platform, then it makes no sense to do that port.
Ultimately, the issue of exclusivity remains in the hands of the hardware manufacturers. If they design new hardware with unique and compelling features that ultimately support unique design elements on their platform, they will win the exclusivity they so desire. On the other hand, they can simply resort to the checkbook and buy their way into exclusivity.
Re:Exclusivity Only Makes Sense...if it makes sens (Score:2)
I would tend to agree with you, but seeing Ubisoft port Rayman Raving Rabbids (which makes extensive use of the unique features of the Wii-remote) to
Now and Later (Score:1)
Not the first-party titles! (Score:2)
On the other hand, it seems like the issue of AAA games going multi-platform will hit Sony pretty hard, because they rely a lot on third-party titles. It seems like Sony's only
3 types of exclusives: first party, paid, default (Score:5, Interesting)
First party games are those games that are developed by the maker of the console. Halo, Mario, Zelda, Project Gotham Racing, etc. They are not going anywhere unless the console maker no longer makes consoles. This is why you don't see Mario games being developed for the PS3.
Paid exclusives means that a publisher paid money for the title to be exclusive. Either for a limited period of time or forever.
Default exclusives occur because it costs money to port games to other consoles. When a console has the majority of the market, some game developers will make a title for just that console. Think of the NES, Playstation and Playstation 2. Many game developers would just develop for the major console and ignore the rest. This is unlikely to happen this time because of the Xbox 360's weakness in Japan, PS3's cost and Nintendo's recent history of poor 3rd party game sales.
PS3 Exclusives (Score:5, Informative)
Check them out for yourselves.
http://en.wikipedia.org/wiki/List_of_Wii_games [wikipedia.org] http://en.wikipedia.org/wiki/List_of_PlayStation_
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Well, what did you expect? The PS3 is so different from other machines that either you design for it first and then port to a more conventional architecture, or you re implement. Unlike previous generations of game consoles, the weirdness isn't in the graphics; the PS3 has a more standard graphics engine than any previous Sony game console. It's in the main processing. So a graphics library won't help you.
Also, in all previous consoles, the weird hardware architecture drove costs down. That didn't w
{{sofixedit}} (Score:1, Offtopic)
Console costs have an impact as well (Score:2, Insightful)