A number of friends who I thought would never get into game design managed to push games back in 07/08.
As for Sony, what about the fact that they have a similiar thing on PS Vita with the Playstation Mobile Developer program.
Now, I'm really curious about the next-gen Xbox, which will almost undoubtedly be built on a version of Windows 8. Hopefully this means the same tools for developing Xbox, Windows Phone, Surface, and desktop apps (HTML-based, if I recall)
Before I read the article I agreed but turns out there's a pretty solid point in there. It's funny how the consoles are racing towards this whole notion of the physical media doesn't matter when that seems to be precisely where consumers attribute the value.
The attraction of moving to digital media is clear (instant delivery, no overheads, easier to control copying etc) but consumers can be reluctant to pay for anything they can't touch.
http://www.techradar.com/news/gaming/consoles/nintendo-will-...
http://www.engadget.com/2012/04/26/nintendo-confirms-that-it...
However just like everyone else, this will eventually change once the cost of components starts going down.
SDK can be downloaded without paying.
Can develop on any Vita or certified Android device. (These: http://www.playstation.com/psm/certified.html)
Having said that, I have bought a couple of the cheaper "A" games that cost in the 6-10€ range (V, Fallblox/Pushmo and another I've forgotten the name of). Mostly due to the lack of good 3DS games so far.
Are game developers on i* competing on price in the same way? Or is the pricing model different? I would claim that the console games' revenues are front-loaded while i* games are back-loaded (many games include DLC for free, whereas apple games end up monetizing through lots of DLC)
I prefer the Steam model myself. It fully embraces digital, and there are very steep discounts regularly, but in general the prices remain healthy and once you buy a game it’s yours without BS.
http://www.escapistmagazine.com/news/view/122311-Sony-CEO-Gi...
http://www.reddit.com/r/Games/comments/18irx0/the_minecraft_...
The long and short of it is a) developing a non-Xbox Indie game is incredibly expensive and prohibitive b) (for now) state of Xbox Indie game network and framework is crippled c) Steam is a much better, although still imperfect, beast to deal with.
I don't think Sony and Microsoft are unaware that small indie developed games have been flooding the App Store. That being said, Apple has sold 410 million iOS devices and has paid developers $5.5B (2012 numbers).
Apple makes an absurd amount of money from hardware, while Microsoft and Sony sell their consoles at losses and need to make money back from software.
No devkit, just download the SDK and run on your PC. It's free to try and costs $100 year to deploy to devices and actually self publish your game.