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If I were a developer, I would...(... Actually, let's just get rid of that 'if'; I'm gonna be learning things when I can. =P)
1) Look at what's leading right then. Like, is it Apple, Android; long games, short games; stuff like that.
2) Likely ignore all that.
3) Work on the game.
4) Make it work in one thing, pitch it to whatever platform I made it on/for.
5) Unless it's gonna be exclusive, start work on either learning or coding it for another platform.
Why cross-platform? Simple; it's the same reason Capcom does anything...
For money.

More people who can potentially buy things, more of a profit when they do. =P Strangely enough, I think that might be how Angry Birds does so well. Still not fully certain how they attracted the people to start, but I guess in a way it does help things, since it proves that cartoon graphics things indeed can sell in this day and age... Now if only people who don't target 'niche' markets could realize that we don't want constant uber-realistic games.

MTM: I think anything would trump this. =P But I'm waiting 'til the end of the year before deciding about anything. I mean, there's always the possibility of nothing happening, but I can't rule out the fact of getting
something... especially since I have my birthday and such in the next two months alone.
