
onPause writes:
In years past exclusive games were a hot ticket to sell consoles but if the last cycle is any indication we may not see this sort of thing continue. Some examples of current game series of course are Halo and Gran Turismo which are locked down but we all know that games like Splinter Cell, Dead Rising made it from Xbox to PlayStation and titles like GTA and Final Fantasy the other way around.
The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

Before Control Resonant launches, you need to play Remedy's mind-bending Quantum Break, one of the best third-person shooters around.
Notice how most Former Playstion Exclusives usually start to die out once they go multi-plat.
Example: Spyro,Crash Bandicoot,Tomb Raider,Final Fantasy,Tekken etc....
Exclusives are a nice way to sell machines at least.