I've read many great editorials that suggest the way to make a great game is to make a game, and then make it again with everything you couldn't do before, tuned to perfection, and with a greater, clearer vision than you had the first time around. This is a great freedom afforded to indie developers, and one they should take if they feel inspired to.
Also, from following FuturLab and talking to them a lot early on, they really were getting their feet wet during the entire first year of Vita in the mini and PSM world, and he learned a lot working on PSM games like Surge... then he staffed up with an art team and whatnot, and became a studio. Now he's made a perfect learning experience out of better realizing his own vision, to his own specifications.
It's really a great point to make; the Iterative release process served games VERY well back in the past, with Arcade releases being succeded by multiple ports, to a wide variety of platforms, all with unique developments made to maximize the game's features on the specific system.
But along the way, developers got to refine their base ideas, and also sometimes make totally new ones; Strider Arcade VS NES is always one of my favorite examples of this. Or, to a different extent, the yearly King of Fighters series.
It's one of the best things about oldschool gaming; the developers truly were able to work out every function and idea of a product (with smaller, concise teams, no less), and even re-iterate for years and years on remakes and expansion-like releases.
I figure this will have greater visibility and be more enjoyable to the people who buy it, further establish his name, and serve as a base for a now improved skillset and insight into working with Vita - best to make something new and original when you've mastered your medium, rather than when you don't entirely know what you're doing yet. Otherwise you just end up creating another new game that leaves something to be desired, is easy to be self-critical of as a loose end that hasn't been tied, and needs be revamped and remade a second time to realize the potential it had as an idea/concept.
No harm done. It's off the bucket list, and now he can do something new.
It's great to see new developers able to begin improving their releases in something similar to the Atari 2600-to-32 bit growth of the 80s and 90's. The demand to jump right in to where gaming is at now (full HD 3D, with online implementation, DLC, ridiculously expansive in content, etc) is something consumers desire, but the only reason commercial games even got this big, is because of the refinement (and studio growth) of gaming companies over the past 30+ years.
It's really nice to see a company like FuturLab take advantage of all aspects of Sony's platforms, and release games on each outlet. A few years back, many of these developers wouldn't have had a single way to release their games on anything beyond PC.
Now we're seeing waves and waves of Indies making it to portables, phones & tablets, and even onto next-gen consoles, before they're even released. And so many of them will end up as feature rich games, and cost a fraction of the price of a full retail release.
Quite an interesting time in gaming, to be sure.