Of course there were extra freedoms created by developing on those system - but those freedoms came at a significant cost, which they didn't take into account at the time.
We'd have got different games; of course we would. But I think we may have had a healthier industry at the end of it.
I think a lot of that cost was the result of the industry not being ready for HD development and the challenges it introduced. For example, multi-core development was pretty much non-existent before current gen launched and in some ways it's still in it's infancy.
I definitely think some things could have gone smoother, but I don't expect such a jump in budgets next gen. Developers continue to work towards efficiency and in a way, with more power, development can be even more efficient.
This is why I don't understand the fight against more power. With more freedom, more efficient methods can be developed. What we see in Frostbite 2 or UE4 is a perfect example where scenes take minutes to compile instead of hours or half a day. That alone is a huge boost in efficiency.
Oh, I agree that the big, secure development teams would probably have stuck with the strategy they used this gen; but an awful lot fell by the wayside and I can't help but feel that they may wish they'd explored alternative options.
IMO the biggest problem is that too many studios/publishers spent more than they should have. Everyone is fighting for the CoD dollar with monster budgets when I think it would have been possible to make the same excellent games on a more modest budget, requiring less sales.
Well, some games did do that, although I don't think any were particularly successful (feel free to correct me if I'm wrong on that; Goldeneye might possibly be an exception?). The fact is, publishers made losses; they produced games which cost more to make than the revenue that would have come in from them. There's two solutions to that: Spend less on making them, or increase the revenue.
The only pro-consumer way I can see of hitting one of those solutions is to release on more platforms - and if you're doing that, you'd want to factor it in at the start of the development process to make sure it's viable.
The single biggest flaw with Nintendo's strategy on Wii was that it was inherently dependent on sufficient third parties buying into it to make it a stable and lucrative development base for all types of games, and they were unsuccessful at convincing sufficient third parties that that was the case. This time around, though, it's a much easier prospect; you don't have to change much to work on Wii U, just rein in your ambition to a reasonable level. You'll increase profits on two fronts; a greater potential audience *and* reduction of costs. What's not to like?
I'm not entirely sure one extra console would have really done much to save these studios though. That's why I laugh at all the people making comments that these studios closed because they didn't support Nintendo (not talking about you btw).
I agree with your assessment of Nintendo's strategy, they made a huge bet and it didn't really work out. On top of that, I'd add that they shouldn't have slouched on the Wii's hardware like they did. If they could have somehow managed at least a dual core, DX9 GPU set up with more memory, there's a chance we would have seen more ports to the Wii. With the way the system was selling, price wasn't an issue, they could have jacked up the price and it would have still sold.
This is why I shake my head at all the conspiracy talk about the industry having something against Nintendo.
They are the ones who specced themselves too far out of this generation,
they are the ones who do what they want even if it's against the direction the industry is moving. However the fault is sometimes put on the industry because they don't bend over for any one company in this industry. I'm not saying they should continue in the tech race, I understand their business couldn't support that in the long run, but they should have provided a better/more capable system.
I have no issue with games being down ported to the Wii or Wii-U. However I do have an issue with games being developed for the low end system and being ported-up to the higher end platforms since that would mean the higher end platforms are being underutilized. I had both a ps2 and xbox last gen, loved them both, but I still didn't care for how the xbox was largely underutilized since it mostly received PS2 ports. Much rather have had more games developed on the xbox first and down ported to the ps2. Splinter Cell showed that it was possible to have great versions of the game on both platforms.
edit:
I'm pretty sure that even BF3 doesn't use any advanced physics for destruction. It's still model-swapping covered up with a nice particle effect. And once the building has taken enough damage, they run an animation of it collapsing
Correct, in one of their earlier presentations, they showed a before and after image of a building model.