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BS: Have you had to do anything
specific for Sixaxis motion control
on the PS3?
MR: That's pretty safe and easy to
do. On Unreal Tournament 3, we have two primary uses for the
Sixaxis. One of them is to control the hoverboard. It actually works
surprisingly well once you get used to it. The other is for the control
of the Redeemer rockets, which you fly in 3D space. You bank and curve,
and again, that's another pretty good use for it. We didn't make it
part of the regular controls for running and shooting and things like
that, because it just didn't make sense.
BS: Do you have the rumble built-in
already?
MR: You know, I do not know the answer.
I played a build of the game with rumble support in it, but I have no
idea if the shipping version of the game has it in it or not. If it's
not in there now, it will be in a future patch. We have have come out
and said that we'll support it, and we have it working. I don't know
if they felt that it was developed far enough to commit the shipping
version or not. In fact, I was going to ask the programmer that question
just yesterday, and I never got around to asking.
CN: The DualShock 3 doesn't ship
in North America until next year, anyway, so it's not like...
MR: Yeah. It's the same thing with
the Home support. You know us -- we support our games for a long
time, so I'm sure these are things we will add.
BS: You're supporting these mods
for however long, so I'm guessing you'll be supporting the game.
CN: Speaking of
Home, have you talked to Sony about any of the limitations of
your stuff in Home, or are you theorizing that
Home stuff will be coming down the road because
Home's going to be big?
MR: We're planning that you'll be able
to get a party together in Home and then file into the game from
an Unreal space. Home's pretty cool, so we're planning to do
that. That'll make it easy for... what I like about that is that you'll
be able to form without us having to build a party system. It won't
be as detailed as a real party system, but the idea is that we could
all meet up in a room and go together in the game.
I think it's really smart that eventually
if everybody does that, each company doesn't have to develop its own
way to all meet up somewhere and all go into a game. I think that's
a very smart way to do it, and I kind of wish Xbox 360 would do that,
and I'm hoping that they will at some point. In other words, all these
games have these different systems for getting together and then traveling
into the games together or playing as teams or whatever. I expect that
to be a dashboard functionality at some point in the future for the
Xbox 360, and I think Sony's already thinking that way with Home.
BS: That's interesting, because
in a way, the 360 has a slightly more streamlined process in at least
finding and meeting your friends and that sort of thing. But I guess
it's true that within each game, you have...
MR: Well, Halo's got a completely
custom system for that. It's not something to do with Xbox Live. It's
their own system for that. That will be a great feature to have on the
service. That's the kind of thing that down the road if they want to
attract a lot more subscribers to Games for Windows Live -- again, that's
the kind of service that people pay money for. They are paying money
for it on Xbox Live, and they could pay money for it on Windows. That's
the job of the operating system company, which in the Xbox 360's case
is Microsoft. I think to build those things is the kind of stuff to
make it easy for games to provide that functionality.
BS: Some of the PS3 stuff seems
more bolted-on, earlier on. It's funny, it sounds like it's going to
be more streamlined than it is now.
MR: I think it's pretty smart what
they're doing with Home -- the idea that you can go into Home
and get a group of guys together and saddle into the game. I think that's
smart, and I think more and more companies making games for the PlayStation
3 Network will adopt that, because it's hard and painful and difficult
to write, and why [do it] if the operating system is going to group
these eight people together or however many people it is and just give
them to you, why not just take it? That's a good thing.
That's how things have worked on the
PC for a long time. Years ago, there were things like GameSpy and Xfire,
and they all worked that way. Group a bunch of people and send them
all to the same server. It makes your life easier as a developer, not
having to build that functionality, and it takes a console to make that
level of functionality the way Xbox Live has done things more consistently
across multiple games.
BS: I didn't really realize, I guess,
that Sony was actually building that capability in.
MR: It's one of the great features
of Home.
CN: I think what's great about
Home is the physical metaphor of "Everyone come to my room
and we'll all go play what we want to play," whereas with Xbox,
you're juggling between chatting with people in and out of games and
dropping in and out.
BS: They're trying to do this virtual
world, too.
MR: I don't know that one is all that
much better than the other. That remains to be seen.
CN: That remains to be seen, but
for me personally, I feel like that's a useful thing to me.
MR: I think they're both going to have
their place. It'll be great to sit back as a spectator of the consoles
and watch what people do. I think the future's pretty bright. It's great
that the consoles are embracing networking and online and this whole
idea of having groups together with voice chat and things like that.
It's nice, because with those systems you get to put your disc in and
you play.
On the PC, we're used to having Ventrilo
and TeamSpeak and all these different methodologies of people doing
things. We've always built our own in Unreal Tournament. When
you press the B key, you just talk.
But at the same point in time, it's
nice to have these kinds of standards, and have games operate the same
way so that game design is constant on gameplay and ideas and designs,
instead of "How do we implement a party system? How do we implement
multiplayer chatting? How do we implement teams and clans? How do we
do this and that?" It's great that there's going to be unified
interfaces for those kinds of things, because it means that gamers will
benefit from them.
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