I sent you links to FM freaking 2013. Which came out last week. Not 2012.
Resorting to emulation or not, the Vita is seriously lacking in games!
And don't you agree that the mobile market is eating up the handheld one?
Companies treating them like separate is exactly the reason sales are abysmal. People want games, regardless of platform. And gaming on the Vita is expensive.
There's a reason the PSP is selling better than the Vita. Cost. For both developers and consumers.
I took that screencap as you refused to believe that I said the game was out for a number of years. If you're going to have a hissyfit over the smallest of details, be my guest. I only said that it had been out for a few years regardless of yearly star updates like Madden Football for everything under the sun.
Again you argue markets but at least you are LEARNING that tthere are separate markets between mobile smartphone gaming and traditional handhelds.
Here is the lowdown...
Of course it is less expensive to develop on the PSP as it already has an established userbase something that Vital owners can also access once games go live on PSN. The PSP like the PS2 are dying if not already dead in the market as not only do gamers want more engaging experiences but also do the developers want a beefier platform for more complex games without having to make so much compromise.
Mobile gaming is a fast ROI market that capitalizes on in app purchases and other ways to monitize the product. The mobile gaming experience is also rather different in many ways with limited control methods that can be rather frustrating. Crossover devices such as the Xperia Play were a failure as mobile developers had to put in custom code to support it vs. a common touch screen device. Issues with Android fragmentation were also problems as not all phones were common architecture as the iPhone (which was rather cramped to play with such a small display.
Enter the iPad, small display problems were gone but not until the iPad 2 was it powerful enough to really take advantage of more complex character models and shared a common device architecture that original iPad owners could still play a recent game, but at a loss of detail due to limited memory and the slower A4 Arm CPU.
Some games worked better for mobile than dedicated counterparts but other games with the same title were completely different. Best games I've played on my iPad were mainly exclusive titles with only touch input in mind but also worked well. The Pinball HD series is a personal favorite along with games with mobile design in mind (Dead Space) and of course the Infinity Blade series.
Im not blind to great mobile games, I enjoy them and buy those worth the money. All is not quite rosy though. A good example of a completely different game on mobile due to limitations is the latest Need For Speed game Most Wanted. The game ported to the Vita was scaled back from it's bigger console brothers but you still had the complete free roaming environment. The mobile game was stripped of that and only a straight race affair without the freedom of choosing your own route. It looks great, but the game is not even near what was done on a dedicated system. Not to mention the extra ways of fleecing you for a few bucks here and there.
The mobile market primarily focuses on in game purchases despite what a low cost entry may be. Want to get rid of them annoying ads? $1.99 etc. (you may get the picture or choose to think such things don't exist)
Even in the best mobile games such as the incredibly well made Dead Space has in game purchases. That's how the mobile market survives and is a primary focus in mobile game development regardless of platform.
That is a pure fact that you can't deny as much as you would love to. That's why the initial price of mobile games can be so low. They are developed separately and treated as a separate market.