This is quite the pedantic argument. In this industry you'd be hard pressed to find a single AAA developer that doesn't work with development partners to get games and ports out the door. The discussion is about whether or not cross gen games can serve the old gen without compromising the new gen version. Disqualifying a prime example because a contractor was brought in is nonsense.
No one's "disqualifying" anything. You said a single developer could easily make a game for two gens that took full advantage of the newer hardware. You used
Forza Horizon 2 as your example. In fact, that scenario is not what happened with
FH2, so you were wrong. The actual possible choices are these:
- Crossgen games can be made by one developer, but they won't take full advantage of the nextgen platform.
- You can pay two studios to make "one" game on both platforms. Neither will be held back, but the additional expenditure isn't available for other things.
- You can pay one studio to take full advantage of the nextgen platform.
Only the last one maximizes the quality of nextgen games and the likelihood of there being more of them to choose from. Thus, when Microsoft explicitly rejects that path, they're essentially announcing less support for the next Xbox. One way or the other.
I don't recall Forza Horizon 2 owners on xb1 lamenting how resources were managed. They were too busy enjoying their commercially and critically acclaimed next gen racer. development expenses are a non issue to fans.
Fans tend to discuss what's already in the discussion zeitgeist, while ignoring topics that are less noisy. Nevertheless, whether talked about much or not, dev expenses are very much an issue if you're a game fan. They're the reason gen 8 had so many fewer AAA games release than previous gens.
Forza has been reliable, but for example look at
Halo. There was
3, 3: ODST, Reach, and
4 on 360, while the Xbox One will see only
5 and
Infinite, as a crossgen title at the very end of the generation. They clearly could've used more resources. If
Halo isn't your thing, substitute any other property (or a wish for new IP).
As such, your hypothetical scenario where crossgen development leads to a new gen project getting reduced funding is an unprovable red herring to distract from the actual argument on whether or not cross gen games can properly target each platform.
Neither the process of development
FH2 went through, nor the logic of finite resources, are in any way hypothetical. You're right that we can't know what Microsoft would do with the extra resources available if they didn't spend on lastgen versions. But there's exactly zero chance they'll allocate it to nextgen games if the money is already spent. Some chance is better than none.
An observation you present without any sort of data or knowledge to suggest nextgen budgets are being negatively impacted by port costs.
All my argument requires is the knowledge that money is no longer yours if you spend it. Have you ever encountered a game that "needs more polish"? Of course. That's a situation where more resources would've helped. And if you've already put resources into ports or alternate versions, you're not reassigning them elsewhere.
Project A isnt going to see a budget increase just because project B was decided against.
That absolutely can happen. Remember these products aren't just profit drivers themselves, but also hooks to draw people into your ecosystem. (Indeed, Microsoft is notable for how important that aspect has become to their business plan.) Pushing down profit margins on a very attractive project--maybe even below zero--can thus sometimes be justified.
What exactly is your position then?
Here it is again, as concise as possible:
People who own nextgen consoles want more and better games on it. There's three approaches to development:
1. A single dev effort across two generations. But this will underutilize nextgen features, resulting in worse games.
2. Multiple devs splitting generations on a "single" game. This allows nextgen quality to increase...but costs much more, resulting in fewer or cheaper games.
3. Single dev effort solely on nextgen. This maximizes quality and minimizes cost per game.
Therefore, approach 3 is best from the point of view of a nextgen owner.
If the platform holder chooses approach 3, you're right we can't say whether they'll pocket the savings, or blow them on something we don't care for. But if they choose either other approach, some aspect will definitely suffer.