DangerDog wrote on Jan 29, 2013, 03:48: They develop these games using unreal engine on a PC, who are they kidding trying to make it seem like it's a monumental task to create a PC port of the game.
Go work a port project then tell me how simple it is to just convert a product.
Just because it's built on a pc doesn't mean it's inherently created for a pc release. It is NOT just a matter a flipping an option when creating a final build to fart out a pc version at the same time as a console version.
The biggest hassle and setback with creating for the pc is the quality assurance. It's a WHOLE LOT easier to confirm operational stability and marketable quality on a closed console (where it can technically be done with just 3-4 machines) than it is for an open platform like the pc (where it HAS to be done on at least 3-4 different operating systems - twice for x32 and x64, and that's not even touching ALL the hardware possibilities).
To demand or expect extra content or higher quality assets absolutely requires the pc market to generate greater revenue than the console market. That's ultimately what it boils down to. How would it make any sense for the developer to funnel loads of money and resources into features only a small minority of paying customers will even notice let alone take full advantage of?
Though I have to say it's quite sad that something like the ability to remap keyboard keys has become a contentious issue in game development. Fighting for credit for something that has/had been standard for decades is just WTF