Panel: Reasons to Push the Limits - How can we Take Advantage of Next Gen Capabilities?
summary
Panelists lay out concrete tradeoffs: Unity and Unreal arrive with early-engine bugs so expect porting headaches, publishers often provide in-house porting and QA, and consoles demand platform-specific UI and feature work (SSD streaming, DualSense haptics, controller/voice/mic use). Strategy favors multi-platform plus targeting niches — innovate rather than match first‑party graphics. Distribution shifts matter: Game Pass/xCloud and store algorithms beat raw power for visibility, while physical copies survive as collector merchandise rather than mass distribution.
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chapters (18)
- 0:00Intro
- 2:49HeadUp
- 3:42Introductions
- 5:20Boston Studios
- 7:15The Worst Thing You Can Do
- 11:30All Platforms
- 12:57Consoles
- 13:49Multiplatform Development
- 14:52Developer Support
- 18:14Competition
- 20:28Build something that others remember
- 21:25You will fail
- 22:13Commercial reality
- 25:10Sun
- 30:22How to Approach Next Gen
- 35:48Free to Play
- 36:34Premium
- 44:48Collectors
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