Isn't that what happens with all exclusives? Most start with multiplatform development until some company buys the exclusive rights for that game to be only published on one console
It seems to me it’s the opposite. They may get timed exclusivity for titles which are a decent way down the line but not full. I can’t think of any examples of that...
Otherwise the exclusivity is bought up when there’s a working prototype that hasn’t gone into full production so it never gets to the point it’s more than a multiplat concept.
I wouldn’t be happy if my management agreed to an acquisition by a company who then turned up and deleted years worth of my work and effectively told me my skills were no longer required because they happened to target the wrong piece of hardware now. Would you?
This isn’t like dumping the last hour’s worth of burgers I flipped. It’s like asking an author to burn their manuscripts or a musician their compositions. Not to mention that content has significant commercial value.
That’s what taking a title well into development (or supposedly near release as some say) would mean. Not to mention that the project was managed and built around the target audiences. So what do you tell the managers and team leaders on those projects - oh hey MS said your plans can all be canned now, replan budgets, staffing, and logistics for a different platform configuration 80% of the way through the project and make sure there’s a profit at the end! - kthxbai.
People don’t do game development for the money at least not the good ones - they do it because they’re passionate about it and they’ll put up with the low pay and crunch and other crappy conditions. If you then throw their work away over a pointless attempt to sell some hardware that MS claimed is irrelevant to success? Can’t see that myself - then again, MS has closed a lot of stuff down without much fanfare before and it cost them an entire generation and their fans no games for years. If they didn’t learn from that mistake they deserve what comes next.