The blog post itself mentions they had to make compromises to make the game run on the Vita, which is fine given the difference in platforms.What's the lie?
What were the main challenges you met during development?
Matt Webster: You just run across performance challenges. Some of those are fundamental, which you learn to overcome as development progresses, and others you have to make some compromises.
What kind of compromises are we talking about exactly?
Matt Webster: It is exactly the same game [as the PlayStation 3 version] apart from traffic density and number of players online. But I think that the asynchronous play is actually going to be more important.