>> See, GCM is the PS3 graphics API. It replaced PSGL.

Ugh really? PSGL is on top of libGCM. No, you can still use PSGL (higher level) or libGCM (lower level) in PS3, we used the latter as it was recommended. I didn't work directly on the graphics layer, more on gameplay and network but it was a big topic at the studio. You are proving my point on custom graphics libs with your dx9 comments a well. My point on dx9 and yes it is a slightly different version because that is what consoles do, is that it is another change and platform lockin, it also made PC ports worse because you couldn't easily justify the cost of making Dx10 or Dx11 apis and most just used the more easily port of Dx9 games on PC. That is a side effect of console first was my point. I think you are just trolling now.

PSGL is a 3D computer graphics API based on OpenGL ES[1] and Nvidia's CG for Sony's PlayStation 3. A previous version of PSGL was available for the PlayStation 2 but was largely unused. http://en.wikipedia.org/wiki/PSGL + http://en.wikipedia.org/wiki/PlayStation_3_system_software + http://beyond3d.com/showthread.php?t=48490 or even a comment from HN News on this outside of me: https://news.ycombinator.com/item?id=2315066 just to name a few. libgcm is lower level and the way most hardcode console games go but it takes lots of tech investment, both part of the same graphic library and PSGL is build on top of libGCM but more like OGL ES. Every console developer had to pick which to use really. The PSGL idea was it was meant to be more consistent with Sony's handhelds as well for easier porting there but most console games are libGCM for graphics libs. Sony also had incomplete software support for utilizing their powerful architecture and SPUs.

>>It depends on genre. If I'd been making cowclickers - I'd target web

This says alot about your hardcore high horse mentality. Quake live much? http://www.quakelive.com/ or battlefield heroes http://www.battlefieldheroes.com/en/ or
http://www.joystiq.com/2013/05/02/unreal-engine-3-powered-ep... just to name a few.
The web is going to get real with asm.js/emscripten and Unity has made some pretty nice games. Just because you like hardcore doesn't mean all games have to be hardcore. Also games like NOVA, Dead Trigger, Gun Bros, Real Racing 3. and others do show mobile has some hardcore titles. As well as fun titles like Jetpack Joyride, Age of Zombies, Monster Dash that are top notch games with 'pure play' as Carmack puts it.

I'll leave you with this from Mark Cerny on the PS4 on the troubles of the last generation of consoles (simplicity was not there, too much time spent on tech):

...
That situation led directly to the PS4's design philosophy: "The hope with PlayStation 4 was to have a powerful architecture, but also an architecture that would be a very familiar architecture in many ways."

In fact, this is something Cerny returned to again and again during the conversation. "We want to make sure that the hardware is easy to use. And so having the familiar CPU and the familiar GPU definitely makes it easier to use," he said.
Later, when asked about whether Sony considers the fact that many third party developers will also have to create versions of their games for the next Xbox, his response was, "when I say that our goal is not to create puzzles that the developers have to solve, that is how we do well in a multi-platform world." http://www.gamasutra.com/view/feature/191007/inside_the_play...

But we have to agree to disagree, btw what were those PS3 titles you worked on? Didn't see anything in your bio game related and just wondering. I only worked on one Xbox and one PS3 but strongly prefer mobile, web, desktop game development. After Cheyenne Mountain went under I don't like working on games for multiple years not to see a game launch. The open markets seem to allow better liability and more games and don't kill as many companies if there is one failure.