I'm not talking engineering either . . . I'm MOSTLY talking management decisions . . . some of which effect hardware design, but many that are more general in terms of consumer and/or software development (1st and 3rd party), licensing, comptitive vs anticompetitive business practices, etc, etc. (Nintendo's general weirdness would be all of the above in terms of management and engineering decisions . . . and management-crippled engineering decisions)
Like with the PS2 . . . management was predominatly responsible for the way the PS2 got designed/supported and why it wasn't much in the spirit of the PSX. More so, beyond general hardware design, management decisions are what led to a lack of comprehensive software libraries included with the SDKs (especially early on). With such support generally lagging and largely being addressed by the efforts of 3rd party APIs and middleware later on (along with eventual additions to Sony's SDKs as well iirc).
And management must have been involved with setting the PS3's cost/price threshold so high . . . I mean even with leveraging BluRay being a prime concern, THAT part of the system could have been subsidized at least (already deflated by vertical integration), and the rest of it could have had tighter cost constraints. (whether that actually made it any easier to program or port to is a separate matter and more up to other management decisions as well as the engineers themselves)


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