Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming: N'Gai Croal of Level Up recently pointed to an interesting development factoid from EA CEO John Riccitiello's 3rd quarter earnings call. A Cowen & Company analyst noted that many publishers have had difficulty in completing PS3 titles quickly and asked whether or not EA had made progress in narrowing the development times between PS3 and 360 games. The answer appears to be that meeting technical specifications is no longer an issue for games where development led on the PS3 – but where development was either parallel or started on the 360, there's still a notable lag in speed and quality.
Croal e-mailed EA with an obvious follow-up question: If that delay can be eliminated by starting with the PS3, would EA consider mandating that development begin there? Director of Communications Jeff Brown responded that no, the company doesn't provide such edicts and that a number of factors are considered when selecting a game's development path. Why might this be the case? I think this decision probably makes sense from a business perspective for several reasons.
First of all, I suspect that some of this difference is probably illusory. It's well-known that the PS3 is more difficult to develop for than other consoles, which means that converting a game from a less complex to a more complex development environment takes more time than the reverse -- not particularly surprising. More importantly, it's only marginally relevant for the question being raised.
Basically, this issue boils down to a simple question: Where can a firm earn the largest profit in the shortest period of time? (I'll admit that this is very much an overly simplistic view.) It probably won't come as a huge surprise to most people that profit is just a function of revenue and costs. So, how are company revenues impacted by the choice of lead console? Well, the amount of revenue you're going to earn is, in turn dependent on the quantity of games you're going to sell and the price that you're going to sell them at; and since PS3 and 360 games are priced at essentially the same point, we're really just talking about quantity.
The most basic part of quantity is a console's install base – the more people who own a given console, the larger your prospective market. Currently, the 360 has a lead over the PS3 worldwide, but there are other factors at play. For example, the consumer profile of each console may be somewhat different (think about a typical Wii owner vs. that of the 360), and they may demand different types or genres of game on each platform. There may be more demand for a given game on one console relative to another. The key takeaway here is that all other things being equal, you're likely to sell more overall units on the 360 than the PS3, although in some circumstances the reverse may be true – it depends on the game.
On the cost side of the equation, we have a few more issues to consider. The first is just the overall cost of developing a game on the PS3 vs. the 360; I think that overall, the differences are fairly minimal here and so I'll gloss over them. The second is the incremental cost of adding a feature to the PS3; one of the reasons that development time takes longer when done in parallel is that some features are just easier (and thus cheaper) to add to the 360. If you start off with the PS3 in mind, you're probably considering features that aren't extremely complex to develop on the PS3, and so you don't have as much trouble porting to the Xbox (the reverse isn't necessarily true!). Finally, a more subtle concern is the opportunity cost of developing on one console relative to another, and this is where timing comes into play. I see two possibilities here: The first scenario is if you get one of the versions to market before the other (i.e., if you make the PS3 version first and then start selling it before the 360 version gets out). If you create a PS3 game before a 360 version, you're basically choosing to forgo the difference between the revenues earned on the PS3 version and those that you would have earned in that time period had you made the 360 version instead.
Since that might seem a little odd, let me give an example: let's imagine you made a new game for the PS3 that you were eventually going to port to the 360 three months later. The game would be equally popular on both consoles, but given the larger install base of the 360 you expect to sell 25,000 more copies of the 360 version in a given month than the PS3 version. So you make the game and sell 250,000 copies of the PS3 version in the first three months, and then 250,000 copies of the PS3 version and 325,000 copies of the 360 version in the next 3 months. Because you expect that the 360 version would overall sell more copies each month, making the PS3 version first basically cost you the difference between the 250,000 PS3 copies you sold and the 325,000 360 copies you could have sold in those first three months. That difference is a cost to the company.
The other possibility is that you make the PS3 version first but launch both games at the same time; in this scenario, the PS3-first approach would simply settle for what is overall a slightly longer development cycle due to the complexity of the PS3. In other words, the PS3-360 method would have equivalent quality but longer development, while the 360-PS3 would result in shorter overall development but lower PS3 title quality. The logic here is the same as the above, but on a slightly different scale. This is because the quality differences are probably not costing EA (or any other company) much because they're already producing both versions in the end regardless. Let's stipulate up front that the quality differential between PS3 and 360 titles are not drastic. People are going to own either a PS3, 360, or both. If they own a PS3 alone, the relatively minor differences they probably won't actively prevent them from buying the PS3 version. If they own a 360 alone, they're already going to purchase that iteration. And if they own both – and a company is producing both versions – the company may not care too much if the consumer opts for one version over the other. The console manufacturer is really the one with the major preference.
There is one additional issue that should be taken into consideration as well. EA has indicated that it's attempting to decentralize its decision-making somewhat in order to avoid destroying the value of the developers that it acquires. Even if it made no monetary sense to avoid mandating development orders, it might be the right decision from this perspective too.
So what does all of this mean relative to the question we initially asked? At a minimum, it means that mandating one platform as lead just doesn't make financial sense. At least some of the time, the 360's higher install base means that you want to get the 360 version on the market as soon as possible to maximize your overall profits. At other times, demographic differences in PS3 owners or other console-specific preferences will mean that a PS3 version should be developed first (or even exclusively). And EA in particular probably has strategy-specific reasons for preferring to remain agnostic on this issue. But regardless, it precludes a one-size-fits-all approach to lead development.
As co-editors of A Link To The Future, Geoff and Jeff like to discuss, among many other topics, the business aspects of gaming. Game companies often make decisions that on their face appear baffling, or even infuriating, to many gamers. Yet when you think hard about them from the company's perspective, many other decisions are eminently sensible, or at least appeared to be so based on the conditions at the time those choices were made. Our goal with this column is to start a conversation about just those topics. While neither Geoff nor Jeff are employed in the game industry, they do have professional backgrounds that are relevant to the discussion. More to the point, they don't claim to have all the answers -- but this is a conversation worth having. You can reach them at













(Page 1) Reader Comments
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On a side note related to my point, I noticed that on some commercials and print-ads where you see both logos, the Xbox 360 name is bigger than the PlayStation 3 name because of their respective fonts. Seriously, Sony needs to get rid of the Spider-Man font and give your advertisers a shorter, larger logo that just says PS3.
I've definitely noticed the logo font size difference you mentioned, though. Sony's got to get their head in the game and just make their logo say PS3 so people can actually see it. You can barely read PLAYSTATION(R)3 on an SD set. On the flip side of this, because the PS3 game cases are incidentally smaller than the 360's, at the end of commercials that show both version's cases, the PS3 ones are always in front.
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The statement only directs that development start and end as soon as possible so revenue can be generated as quickly as possible.
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Did EA not just delay Army of Two? From what you hear the game turned out to be much better because of it.
But if they fuck up Mass Effect 2 I'll hate them forever.
Effectively killing all competition and relagating all of EA's sports titles to mediocraty due to that lack of competition for the forseable future.
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UT3 on PS3 is excellent overall except maybe the Menu's and very dodgy ( read not working ) voice comms
BTW - none of this is new stuff, its simply economics. So just to get my 2 cents in before them PSWii60 fanboys start blabbing...
Yes its true that’s why developers are jumping all over Da Wii now (HUGE install base/ CHEAP costs)but...
For next generation Nintendo's got beef with all this camera based motion sensing (heavy processing needed) tech coming to games - I'm looking forward to a next gen PSwii60 console, just wait and C :
So really, division will remain... but for how long; that is in such an efficient & consolidated industry?
P.S. srry to change topic here (no pun intended)
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The cost of the difference is a cost, yes, but what you are "buying" with that cost is an even playing field as far as install base is concerned, which should help your numbers out a lot knowing that both platforms will make around the same amount of sales each.
The game comes out on both platforms at the same time, both sell roughly the same. Everyone wins.
Dummy EA.
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But get this, analyst’s also think the next systems releasing around 2010 (probably later to be honest). So IF Sony gets their act together, gets there system base up to Microsoft's level, which gives them about 3-4 yrs realistically till they look to issue a new release. Game development for these machines now take about 2-4 yrs (if they're really quick). SO under this discussion about which platform a developer wants to produce for, it really only applies (in this situation) for games to begin development in 1 yr (if Sony does indeed get the console’s out).
Basically your theory is correct but really only for the games to be released at the very end of this consel cycle.
Personally, I'd love to see a joint venture between the companies. A unified PS60 of sorts, which could sign off major royalties to Nintendo for game playing rights so that the "gamers" - ME :) - don't need multiple systems while the casual could pay up less for Nintendo’s... w/e they're making :)
Let’s be real though – ant happening till one company buys another (I.E. Microsoft’s “ingenious” Facebook appraisal)
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and also, woot for april 3rd! my birthday AND the rebirth of the greatest television show ever! Don't let me down, Jim!
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I think DVD-9 is fine and all, and will definitely serve the rest of this generation fine, but the only thing the developers might not like is the space limitations. I'm all for multi-disc games (love them, more of the game to love), but that's probably their only complaint, really.
and about the main post
xbox fans should be happy cuz port from the ps3 to 360 make there games much better then if they use the xbox as the lead platform....
You do realize that the reason Kojima stated he need more space because the man is a relic of game design. He loves cgi cutscenes, and Blue Ray has allowed him for the first time ever to no delve into the realm of compression. A good developer will use the in game engine to present the games non playable narrative, and use the many tricks of compression to their disposal. Which DVD 9 can definitely still hold its own. So go wait in line come this summer for MSG4 and subject yourself to a long ass wait for a half movie half game masturbatory fest.
a few with which I do not agree.
-The cost differential between developing for 360 and PS3 is
minimal. Whereas when you figure in all the work that goes into
making a game that has nothing to do with the particular platforms,
the differences are small. However, when you consider just the costs
involved for the development tasks that relate directly to the
consoles, there are major cost differences. One major difference is
written all over your article - the greater difficulty of developing
and certifying for PS3. This contradiction in your argument is a
major one.
-"...mandating one platform as lead just doesn't make financial
sense." How on earth do you recommend doing it differently?
Completely simultaneous development for multiple platforms? This
would require multiplying the size of your current team and
resources, which is FAR more costly in the end.
Also, in my experience, a publisher doesn't usually "mandate"
development practices. They'll have milestones which they expect the
developer to meet, but the developer, even if owned by the publisher,
is in many ways a separate entity. They are supposed to develop a
high quality product on time and on budget, but how they do that is
frequently up to them. I say this not because the powers that be
CAN'T tell the company they own how to do things (I'm sure many of us
have been in those situations where suits tell the grunts how to do
things, causing a catastrophe), but frequently, the publisher doesn't
WANT to know how the product is being developed, and doesn't care.
They signed on with/bought the developer for a reason. Publishers
don't develop games - they release them.
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RIP Dreamcast
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Another issue is that with the mass of A+ games scheduled for this year you can't be seen to be favouring one platform or the other.
You get one week to own as your own. If you delay one version, by the time it's released the market is onto the next big thing.
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devs lose money on the PS3 because, they didn't put the time in to make them work and as owner of a PS3 (and a 360), i'll spend my money on a quality product.
devs lose money on the PS3 because, they didn't put the time in to make them work and as owner of a PS3 (and a 360), i'll spend my money on a quality product.
Referring back to "Zomgpwn"(stupid 1337's), Blueray is awesome and all, but honestly its by far not the future, DIGITAL DISTRIBUTION is. And for all of you who think not, cause the internet will fail or nobody can do it yet, UR SILLY.
Don't believe me? 2 Arguments. 1) To many major companies (Countries) rely on this infrastructure to live, they'll pay up (Verizon's coming fiber optic dominance, WiMax) 2) Just check out Gizmodo, Engadget for quick references, all they talk about is the new innovation of companies installing multi-Terabyte transmission systems into the network.
SO, how much cooler (and company profiting) wouldn't it be to simply sit on your couch and engulf mass media so fast (like gambling), not only will you max out your credit cards, but might as well sell yourself for games (not that they're a drug or anything... yet) lol
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