Or they have a better insight into what it takes to develop backwards compatibility, or are already struggling with the cost of a luxury.Mr C said:I'm assuming the strongly anti-BC posters are either not collectors or are only on their first or second generation of consoles...
...BC should be considered important otherwise one day some games will sadly be lost.
The more accurate the backwards compatibility, the more costly it is.
For various good reasons consoles rarely use chips compatible with previous generations. Even if they did, the software is completely different. As an individual who writes scripts, I can speak with experience on the difficulty in maintaining backwards, or cross-platform compatibility. As the demand drops off, you have to stop supporting previous platforms, and something will break eventually. Software is not "perfected" yet, so it changes dramatically over time. Heck, hardware isn't perfected yet.
The Generation immediately preceding the current one is the most problematic. The resources that are required are far to great to emulate on the current hardware. Hardware chips that are compatible are far too expensive to include at the console's target price, and still be able to buy new chips that provide next-gen level graphics. Then you've got different peripherals, different media, different controllers, different screen dimensions, etc. Stuff like "Rumble Packs", or "Memory Cards", or "Dial-Up connections", or portable version adapters, or glitches/exploits that became features.
Hardware as old as your Megadrive can be replicated using software, without loosing the speed of running the games on real hardware. To do this requires programmers, who require money. That money is not a lot for the programmers, but it is a lot for the developers @ $40k+ per developer, per year. Once the code is written, it is still not finished. Inevitably something will break, and repairs will have to be made. The code needs to be maintained. Your not buying a piece of hardware, you have to keep a team on staff to maintain compatibility software, which costs a lot of money. Finally, as recently demonstrated, licensing issues come into play. Companies usually do not want to place nice, and release their classics at affordable prices, or even allow music, player names, characters, or logos, etc. to be resold in any fashion.
The alternative is to let the fans do all of the work, if that wasn't illegal.
Now we wait to see if the market will support it on the next generation of hardware, or if the cost was not worth it. It isn't a one-time investment, they are going to have to port, and patch the code for the next generation.Draech said:Developing a competent system for emulation previus hardware would be costly? Oh yeah.... everyone did.
They are going to have to maintain the storefront, and hope they once again get enough licensed content so that it doesn't look like a waste.