» Fri May 27, 2011 9:17 pm
I own both an Xbox and a PC rigged for gaming and 3d modelling. There are advantadges to each and there's nothing wrong with a developer trying to make as much profit as possible with their IPs by cross development to all platforms.
-However-, every gamer wishes to see engine buffed up to its best potential in their platform of choice, therefore each version should be customized to look as good as possible with whatever hardware they have available, instead of scaled down to fit TV screen resolutions and video memory constraints. As much as I like to play some games in the comfort of my living room couch and using a gamepad, that doesn't mean the new engine shouldn't take advantadge of tomorrow's technology, DX11, tesselation, ambient occlusion and more of the latest eyecandy. It's very possible to make the engine highly scalable as long as it's planned from the beginning. There are a number of games out there doing it, there's no reason why Bethesda can't pull it off.
Oblivion still looks fantastic today with very-high resolution maps and a heavily edited .ini file, but it is also very resource hungry and highly unstable thanks to poor memory management, lack of polygon occlusion and the way it was preset to run decently on consoles. However, if the engine was optmized for PCs on the actual PC release with larger resolution maps, modified UI, hotkeys and improved view distances, there wouldn't have been so many protests among different kinds of users. Take a hit from Bioware, Lucasarts, Ubisoft and other developers whose games are not exactly the same across every platform. I'd rather think Bethesda is learning from their past design decisions and has been developing Skyrim for a long time, on a "done when ready" basis, like Blizzard does. And that philosophy has yet to backfire, as far as we've seen.