For a small studio to survive, it has to stand out where there isn't a lot of competition from larger products. Originally PSP made sense from that perspective, but PSP couldn't handle the graphics we were throwing at it. So we thought, where now? And we looked at Vita, a touch device with twin joysticks with no space games on it, and thought this might be a place where we could shine. The reason we then chose PC was because, with modern engines (at least our modern engine) there's no such things as ports. Unity3d, for instance, has buttons to export to iOS, XBOX 360, Mac and PC, amongst others. Your chief concerns are adjusting for screen size, and setting up a control scheme which works. Vita can push polys so much better than any other handheld, that it can support near - PC graphics. So we make our art assets for PC first and foremost, and then downsample textures and (maybe) poly count for the Vita. But things like physics, gameplay, game modes, etc - they all go over with the touch of that switch. If doing the graphics for PC first means PC leads, then we can agree to disagree on this fact. In the old days, back at Lucas, a port really was a port. You basically had to rewrite all of your code to get it to work on other platforms, which led to compromises. We do not intend to make compromises with Starlight, and shouldn't have to.