Features// Third Party Exclusives Are Dead - Discuss

25 Jun 2008 15:12

by Gavin Dodds


I was recently given two games to review that are new platform releases of previously platform-exclusive titles. Since I reviewed them both last time, the Evil Editor suggested I may like to take a look at the new versions. It seems to happen quite a lot these days, Blazing Angels and Lost Planet had similarly staggered releases; we'll be seeing a PlayStation 3 release of Bioshock before Christmas and even "last generation" Grand Theft Auto titles were released on Xbox some time after their original PlayStation 2 releases.

The games that were plonked down in front of me recently were Overlord: Raising Hell on the PS3 (originally only on the Xbox 360) and the Wii version of Okami, previously only available for the PS2 (my review here).

This got me thinking, were Codemasters and Capcom just waiting for the user-base of the new platforms to reach a point where it was worth releasing the ported games? Or were they taking the time to produce quality ports to new hardware, taking advantage of the extra features provided. Or, indeed, were we seeing more evidence pointing towards the supposed end of the third-party exclusive?

With Overlord, at least, it seems likely that Codemasters were waiting for the PS3's user-base to grow to a suitable size. The PS3 version of the game includes the Raising Hell expansion pack as standard - this pack has been available on the 360 as downloadable content (DLC) since November 2007 with the original game coming out in June of the same year. However, there seems to have been little else done to the game engine. The issues I had with the 360 version of the game are still present on the PS3.
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Okami, on the other hand, was surely destined for the Wii from its conception, even if developers Clover Studios didn't know about the console at the time. The game mechanic of the celestial brush seems such a fantastic fit with the Wii remote's pointer mode that you have to wonder why it took Capcom until now to get the game into Wii owners' hands. One reason, according to Internet scuttlebutt, is that due to the disbanding of Clover Studios, Capcom and new developers Ready at Dawn had some trouble locating assets for the original Okami and also had to re-code a sizable portion of the game.

Both of these games, for their own reasons have had very wide intervals between their releases, over a year for Overlord and nearly two for Okami based on the Japanese release dates. However, neither added very much over the original releases. A changed control mechanic and some pre-bundled DLC aren't exactly going to set the world alight.

Much of the delay for both games could be put down to the porting process its self. A game developed with a single platform in mind is written very differently to one intended for multiple consoles from the start.

So, what are third-party platform-exclusive games (TPPEGs) all about? Why do seemingly intelligent developers and publishers nail their colours to the mast of a single console? What do the platform holders get out of them? Why do their days seem to be numbered? And most importantly; what do gamers get out of these games and what do we lose out on?

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Comments


10 comments posted.

First comment

Posted by David Armstrong
Great article Gavin, when I was poorer I used to be so infuriated by platform exclusives, especially when all my favourite Dreamcast franchises (not to mention Rare, but that's a different issue) went to Xbox. As I now am able to afford two consoles (guess which one I can't) I find them less annoying and more enjoyable to switch between consoles.

I'm now going to bring up MGS4 (frankly, I'm surprised you didn't). For such a big franchise, this game is clearly suffering from a smaller audience (just looks at the rate sales are dropping), but Kojima really wanted to create a piece of art, he wants people to remember the game in it's true form. I'd love for MGS4 to come out on 360, I prefer the controller and I have the console, but if I had a PS3, and it was available for both I don't know what I'd do. Should 5 go for the truer form of the game or the game on a console I'm more familiar with.

I think the memorability of a game is limited by being multi-platform, it means it won't have the impact when we look back in 5 or 10 years and think it was just another multiplatform release. However, it is also true that a game will be forgotten if it comes out on a single console and not enough people play it for it to become popular. It is then more likely to gain a 'cult' following.

In contradiction to my last statement look at the example of Beyond Good and Evil, that was a critically acclaimed multiplatform release, but sales were limited because people saw it and it hadn't been pushed by one of the big 3 as the 'next big thing'. Backing from a manufacturer is incredibly important to sales, but maybe not how we remember a game.

The other problem is the strength of the first party (and second party) games. Nintendo has an incredibly strong first party offering, Microsoft has the buying power for lots of second party exclusives and Sony tended to rely on third party for the big exclusives, at least in the last generation. Software wise, Microsofts software strategy of second party games seems to be paying off for now as both the Wii and PS3 search for more third party exclusives. Although, the first party strategy does seem to be strongest for pushing hardware sales.

I think in an ideal world we'd all have all 3 consoles and developers would develop for the console their game most suits, that way we could expects games standards to increase in general. Where it's suitable I think it's great to have multiplatform games so that the consumer can pick their console. As it stands I expect to see more sharing between 360 and PS3 (which can only help the cheaper console) and some more exclusives on Wii. After all, porting up graphics is no easy job. If all games were multiplatform it might be great for consumers, but the little fanboy in me, and indeed inside most of us, would be crying.

Latest comment

Posted by ozfunghi
Nintendo doesn't overuse their franchises. They may overuse their mascottes, but not their franchises. One Mario Kart, one Mario, one or two Zelda's, one F-Zero, one Animal Crossing... per platform, that's hardly overusing them. They just tend to be a lot better than competitors franchises and they know their own games like no one else, which is why their franchises are up to 30 years old and still kicking ass. I do agree however, that they shouldn't overuse their mascotte(s) like they do.

As for the problem with them creating deep games: this is the best part for 3rd party developers, who until now STILL don't understand Nintendo, their platforms or their audiences (take Ubisoft as an example). They try to copycat Nintendo but ofcourse fail miserably, because nobody makes as good "Nintendo games" as Nintendo. In the meanwhile the Wii market is WIDE OPEN for these deeper/harcore/mature games. Games like Resident Evil, The Conduit, Dead Rising, Eternal Darkness (made by an at that time 2nd party), Splinter Cell, Metal Gear Solid... because there is no competition. But instead, they try to take on Nintendo one on one, and then claim the Nintendo crowd only plays Nintendo games. Sure, not all those games did great on Gamecube, but GCN also got the worst ports and had the smallest installed userbase. Things could be different this time around, but 3rd parties need to understand and stop releasing crappy ports.

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