Yes, yes, I get the point about not having to write a huge amount of code to account for multiple platforms because of, say, differing levels of OpenGL support.<p>But IMHO this is a pretty narrow definition of cross-platform success. In this case shipping this wonderful cross-platform package on multiple phones results in many customers being <i>unable to play</i> - either due to excessive poor performance or just plain lack of input devices.<p>So, what's a dev to do at this point? Well, that's easy, start writing device-specific code. That phone has a convoluted direction pad that doesn't work for the game? Well, switch to something else. This one has a poor graphics chip? Let's gracefully degrade quality to get some speed.<p>But wait, we just nuked the primary benefit of standardization!<p>This is my original point: when you standardize it can't just be half-assed, and that's what I see on Android right now.