Bossa Studios dev argues the console had "turned out to be an albatross around the next of production."
Microsoft’s entry-level console Xbox Series S is limiting the potential of new-gen games, a developer at indie studio Bossa Studios has argued.
VFX artist Ian Maclure made the claim on Twitter in response to a comment from veteran games journalist Jeff Gerstmann, who said he thinks the whole ‘Series S is holding back next-gen games’ argument doesn’t hold up.
“Most of these games also come to PC and already have to cover a wide variety of configs,” Gerstmann pointed out.
Maclure, who worked on last year’s Xbox Series X/S and PC game I Am Fish at Bossa, which also develops and publishes the Surgeon Simulator series, responded: “It might sound broken, but the reason you are hearing it a lot right now is because MANY developers have been sitting in meetings for the past year desperately trying to get Series S launch requirements dropped.
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The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil
In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in.
Its easy they called the die hard fans people in their nerd caves who will buy anything and then went woke to reach modern audiences....insulting the nerds in their caves along the way showing utter contempt for their fan base. very hapy it failed and any company who insults their fan base and treat their customers with contempt and insults, in future, i also hope fail.
It’s disappointing but not surprising to see what's happening with Dragon Age: The Veilguard and the broader situation at BioWare. The layoffs are tragic — no one wants to see talented developers lose their jobs. But when studios repeatedly create games that alienate their own fanbase, outcomes like this become unfortunately predictable.
There’s a pattern we’re seeing far too often: beloved franchises are revived, only to be reshaped into something almost unrecognizable. Changes are made that no one asked for, often at the expense of what originally made these games special. Then, when long-time fans express concern or lose interest, they’re told, “This game might not be for you.” But when those same fans heed that advice and don’t buy the game, suddenly they're labeled as toxic, sexist, bigoted, or worse.
Let’s be clear: the overwhelming majority of gamers have no issue with diversity, LGBTQ+ representation, or strong female leads. In fact, some of the most iconic characters in gaming — like Aloy, Ellie, or FemShep — are proof that inclusivity and excellent storytelling can and do go hand in hand. The issue arises when diversity feels performative, forced, or disconnected from the narrative — when characters or themes are inserted not to serve the story, but to satisfy a corporate DEI checklist. Audiences can tell the difference.
When studios chase approval from a vocal minority that often doesn’t even buy games — while simultaneously dismissing loyal fans who actually do — they risk not just the success of individual titles, but the health of their entire studio. Telling your core customers “don’t buy it if you don’t like it” is not a viable business strategy. Because guess what? Many of us won’t. And when the game fails commercially, blaming those very fans for not supporting it is both unfair and self-defeating.
Gamers aren’t asking for less diversity or less progress. We’re asking for better writing, thoughtful character development, and a respect for the franchises we’ve supported for decades. When you give people great games that speak to them — whether they’re old fans or new players — they will show up. But if you keep making games for people who don’t play them, don’t be surprised when those who do stop showing up
You want to know what's anti-consumer? Crippling a generation of games because the only way your hardware can chart is if it's below $300.
If true, it says a lot that some devs are willing to lose money to avoid having to develop for the S and dealing with its memory constraints.
I've always felt that MS should have just made a Series X Digital Edition like the PS5. All of the stock would have sold out either way.
The series S was a mistake imo Microsoft change this soon.
Maybe someone should tell these devs about scalability.