Quote:
Originally Posted by Didero
Their engine is already multi-platform, since they've released games on all platforms, and they make all of them with their Telltale Tool. But just having the game for a certain platform is only the start. You need to bugtest the game entirely on every separate platform, increasing the time required linearly for every extra platform. Then you need to work out deals with the platform owners (in the case of consoles), again increasing the time and cost for every extra platform.
With their monthly release schedule, they just can't do too many platforms at once. You can already see it a bit with 'Sam & Max Season 3'. Originally, they aimed to release each episode simultaneously on four platforms (PC, Mac, PS3 and iPad). Since the iPad version didn't run too well, they already had to drop that for simultaneous release. The episodes have had a few more bugs than other TT seasons, possibly because they have to release for three platforms at once each month, instead of the one they were used to previously.
So 'just make the engine multiplatform' is far too simplified.
|
I agree with you! my reasoning is far too simplified but this is my basic premise! It will be such a more complex argumentation!
But again I still believe that this semplification serve the purpose...
And about the engine, I believe that TT need a "real time" multiplat engine (just like CryEngine or UE) that is able to port a content in real-time over the different platforms...
And about all the costs you are talking about... well to me they should be called investments...