Board Thread:Questions and Answers/@comment-7146531-20140131090141/@comment-25467429-20141205190333

^ It's nothing unusual for producers to be relatively mum on any new projects. Given that they're still trying to push Infinity, expectig more than the limited hints they've offered thus far that they're possibly planning a new game is merely hopeful at this point. It would be nice, but there's no real reason to expect it at this stage.

Contrary to popular belief, Devs generally do listen to the fan base. But that is part of the problem. The problem is, the majority of fans that enjoy the genre aren't exactly the extroverted type to profess their love for the games in this genre. It is a niche genre as is. Think about it - of all the flight simulation games over the years, Ace Combat is the biggest name left standing. Flight Simulator is dead. The Warhawk series is dead. Part of the problem is listening too much to "fans" who have criticized the series, or wanted random ideas. Adding bombers and helicopters was something people who played the game kept clammoring for. Taking the game out of Strangereal adnd it's complex story and world was something people who played kept asking for. Well, they did both and we got Assault Horizon. So "listening to fans" is not so simple a solution as you suggest. I would note that for the last several years the demands from the public have been merely to recreate old games (HD releases of 3 through Zero), so it's not as if the fans exactly have a bevy of specific new ideas.

Your interpretation on what constitutes a Cross-Platofrm is a little off as well. Two types of games go cross-platform; low budget games that use very simple coding, therefore especially easy to port, or big budget games with substantial resources to develop and advertise for multiple systems. An Ace Combat game is too complex in terms of coding, etc., to be considered an easy to port, low budget title. They lack the funds to be a big title. Going cross-platform requires extra development, code checking, compatability checking, a lot of added work, and advertising, which means added cost. With 6 they wanted to go with what they consdiered a stronger graphics systems, and tap into a larger international audience, so they went with the 360. But the 360 tanked horribly in Japan, the game's main base, and did alienate many fans of the series internationally who were accustomed to playing on the Playstation ecosystem. Add to the fact that the 360 carries the image of being mainly about US titles and sports games, it was always going to be hard for 6 to breakthrough the noise of other titles on the system and reach newer audiences.

I would go on to add that Assault Horizon after 6 was cross-platform, but that didn't seem to help much there either. In other words, your prescription that being exclusive to one system is the killer and so it should be multiplatform is not actually the real issue. At the peak of its success it wasn't multiplatform, and now in its worst selling full-title it has been. Given Infinity's systems, beign cross-platform would be even more difficult. They'd certainly need more servers, and they'd be spending even more time developing each update for the various systems. As it is it takes two days just to do one update on the PS3. Again, given the limited attention it would gain on the 360, and the fact that the 360 has almost no support at this point as far as MSFT goes, pushing for Infinity on the 360 wouldn't have been a good idea. I would say that the cost that went into going multiplatform for AH was part of the problem PA has had financially. Given the cost it would incur to push multiplatform again, and the relatively minor gains they'd achieve in sales, there isn't really a point unless they are just that confident in the prodict. The relative homogenous hardware between the XB1 and PS4 would make it easier this time around, so it is something they can consider a bit easier. But it would be better to simply focus on one system and make a good game, to regain their footing.