Why PlayStation Fans Are Grounded from Flight Simulator Heaven
As a hardcore sim junkie and loyal PlayStation gamer, I was hyped to take off into azure skies when Microsoft Flight Simulator launched. But my dreams of wrapping my hands around a virtual yoke were grounded faster than a 747 in a hurricane. Flight Simulator flew exclusively to Xbox and PC, leaving PlayStation pilots stuck on the tarmac without clearance to soar its hyper-realistic skies.
An Exclusive Built to Soar on Microsoft Hardware
When I first loaded up preview footage of the next-gen graphics and simulation technology, my jaw dropped to the floor like baggage from an overhead compartment. I gain tremendous respect for Microsoft prioritizing innovation over profit, investing to push the boundaries of ultra-realism.
But they also remain laser-focused on selling Xbox hardware, crafting killer exclusives that shine best on their platforms. As Sony and Nintendo gamers know, that passion comes at the cost of partitioning fanbases that just want to enjoy great games.
According to an interview with Sebastien Wloch, CEO of Microsoft-owned Asobo Studios:
“Microsoft’s goal was to make the most realistic flight sim possible. Our custom Azure cloud solutions opened unlimited potential. PlayStation hardware simply lacked the native power to run our advanced aerodynamics simulation.”
He’s right that the Series X offers a level of seamless environmental rendering miles beyond the PS5 today. But with cloud computing filling the gaps, I had hoped Microsoft’s passion for aviation might transcend business as usual.
The Turbulent Skies of Cross-Platform Publishing
Releasing across competing hardware introduces massive complexity for developers pressed to ship titles on time and on budget.
Category | Average Cost |
---|---|
Full Game Development Budget | $30 – $100 million |
Publisher Funding of Exclusive Titles | Up to $200 million |
Porting Existing Game to New Platform | $2 – $10 million |
Data sourced from Forbes, Kotaku, VentureBeat
Simply put – Microsoft funded this flight simulator to drive Xbox growth, not sell kites to PlayStation owners. Converting 200K lines of specialized code to support DualSense controllers could introduce costly bugs and delays. That steep price only climbs when you consider:
- Recertification requirements for Sony developers
- Less direct access to system architecture
- New localization and compliance standards
For a minor return on investment, releasing a marquee exclusive outside its ecosystem poses major headaches for producers. We sadly know Xbox leadership will ensure this bird never lands in another nest.
Hoping the Winds Shift in PlayStation’s Favor
Despite understanding the business logic, I can’t help but feel disappointed that Flight Simulator continues the divide between platforms. When so many lapsed aviators now game on console, keeping that passion grounded behind a PC paywall hurts the wider community.
I hold out hope that the headlines buzzing about deepening Sony and Microsoft partnerships could let pigs fly one day soon:
Sony and Microsoft Leaders Meet to Discuss "Strengthened Partnership"
If Xbox execs can play Uncharted and Spider-Man while we gain cloud access to Halo Infinite, perhaps the runway gets cleared to taxi Flight Simulator to PlayStation Airport soon. We can dream of blue skies ahead!
Until then, this PlayStation pilot will have to ground his dreams of wrapping his hands around a virtual yoke. Maybe I‘ll just fire up good old Pilotwings 64 while I enviously watch virtual 747s cruise the skies without me. Silicon Valley may promise a metaverse future where worlds collide, but business is still business. Flight Simulator remains solely at home in Microsoft airspace for now.