Not one mention of the main issue which is when games stop working on older models. Generations make it super clear what works when. You buy a console and you are promised all games work for 5 years or more, it's easy to understand and in the end saves us lots of money. Start doing this slow increase in power and these exclusive games will start to stagger. Oh you want FFXVI sorry you need a PS5.5. Two years later want to play GTAVI sorry you need a PS6. Oh but buy our lifetime upgrade service for hundreds a year and get free upgrades.
Or the opposite may happen, everyone is so scared of abandoning a user base that they don't optimize the games for the best hardware to make sure older models can play it. Then we never see that giant leap between gens.
No and no.
Devs will still cater to older boxes but I would set a hard limit. You can still play all the games for 5 years or more like a traditional console but you get tech upgrades quicker.
As for not abandoning hardware, again, a hard limit should be put in place so 10 years from now we won't be making games for PS4, as it would be anyhow.
The iterative approach allows us to keep to a 6 year cycle before phasing out old tech and (hopefully) with similar architecture and tools we devs won't be needing to "cross-gen" any longer with wildly different architectures spending our time on refactoring everything for a new box.
People have been worrying about devs but similar tools and architecture will lead to faster productivity down the line. Not to mention what do you target when you are nearing the "end" of a generation? That gap of time where you can technically release for either but you need to plan 2 years out, not knowing if the new hardware will sell and if it does and everyone hops on board, will they buy your game on old hardware or expect you to launch on the new hotness?
With this we can create knowing we have dedicated timelines and write for a platform as a whole, knowing both early and new adopters are in, increasing the reach on that platform. I'd personally like to see my game on PSN 10 years from its launch next year so people can still buy and play it. That's revenue that isn't locked to a window.
There are too many positives IF the design and execution is knocked out of the park. Anyone thinking otherwise, AAA developer or consumer, needs to get their ass out of immediacy mode and think about the future of the industry and how this is a win/win for the dev and the consumer.
I'm both so I'm down as fuck, so long as the tools and hardware interoperability are up to task.