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  The State of PlayStation Network: John Hight Interviewed
by Brandon Sheffield [Interview, Console/PC]
5 comments Share on Twitter Share on Facebook RSS
 
 
March 4, 2008 Article Start Previous Page 6 of 6
 

How much are you doing to help these independent developers figure out how to develop on the PS3, and use the SPUs, and things like that?

JH: In first-party, we provide the hardware, and we usually give them hands-on. They get to work with our designers and our tech directors. So they get a lot of information about it. But it's not that arduous.



People try to portray the PS3 as this very difficult beast to develop for, and the reality is that Kellee and Jenova at thatgamecompany got their PS3 dev kit really early on, and within a month's time, had flOw up and running. And they'd never made a console game before. Jonathan Mak, within three weeks' time, he had Everyday Shooter running on the PS3, and he's a solo everyman.

I think that while there isn't a huge toolset that's being provided with the PS3 -- we have some very good tools now, those early developers didn't have so much, but we have some good tools now -- but I think it's more than that. There isn't any baggage. You can get right to the iron. You know what you're telling the machine to do, and for most developers, that's very liberating.

It's that last twenty percent of trying to get all the bugs worked out of the game, and of making the game look pretty and be responsive. After all, these are supposed to be real-time experiences, and not low-framerate.

If you're working through a fairly large SDK where a lot of things get included that you don't necessarily need for your game, it's going to be very confusing on what to rip out and what not to have in there. And even just for debugging, it's like, "Hey, is it my problem, or is it somewhere in this black box?"

The cool thing about the approach that we have, is that it requires you know a little bit about programming. It doesn't write the game for you. But it does give you a lot of power over the hardware. It's a different architecture. With last generation, you could kind of come up with an engine that would work across all three platforms and get reasonably good results, but now, the machine's so powerful and so different that if you really want to take advantage of it, you have to write specifically for the PS3.

I think that's mostly what those people are talking about when they say that it's difficult. Also,  how much did flOw and Everyday Shooter use the SPUs?

JH: To some degree they do, sure.

Not as much as [thatgamecompany's next game] Flower is, perhaps?

JH: They're OpenGL, and they're using our solution, which is PSGL, which is a great renderer. Flower looks awesome.

I know, from talking to them, that thatgamecompany's developers have since figured out how to use the SPUs, but I think with smaller games, it's in fact easier to develop on the PS3, because you don't necessarily have to.

JH: That was part of our strategy with them. We felt like with flOw, we'd allow them to get their feet wet, understand the mechanics of building the game. We didn't think it would be a good idea for them to take on some sort of heavy, 3D world in their first game. But now that they've got that under their belts, here we are a year later, and now they can, and the proof is in Flower. It looks great.

The thing that's just really cool for me right now is that this is kind of how I got started in games. I got started back in the early '90s. It was an era when I could make an entire game myself, or with one other person. It was an era of experimentation.

A lot of the games that you see now, the first person shooters, Castle Wolfenstein, that was [originally] an experimentation. Doom was one of the early experiments on direct distribution of games. It's neat to see this stuff happening again.

I think the outgrowth of this is that you are going to see just incredible diversity, and the things that we consider genres now -- because we're so accustomed to seeing multiple games done with the same mechanic -- we're really going to be busting genres.

You're going to see a blurring of lines and this movement, this convergence in technology and the fact that universities and other places are taking game development seriously and preparing people for doing it, is just a wonderful time to be in.

Yeah, it seems like art games are going to come more from the independent side than from the large-scale side. It certainly has started to be the case now.

Yeah, you're right. We treat our developers like artists. That's our intent. And that's the best way to treat them. This is what it's all about. You have a vision for doing something, and then it's a matter of finding the audience.

 
Article Start Previous Page 6 of 6
 
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Comments

Robert Schultz
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Sony sounds like the republican party in the United States.

Declare victory regardless of the actual reality.



XBox 360's online network is far and away the best of the three right now.

In fact Sony's whole approach is so different, I doubt that it will ever catch up.

This isn't a problem if you listen to Sony however, they kind of admit that and say 'Well our approach is better'.



XBox 360's indie game approach with the XNA toolkit and being able to develop a game on the PC and then just move it over to XBox is amazing power.

Sony's approach of 'well we have more power, so you have to do more work to develop on our platform' is just backwards thinking.



I find it amusing that Microsoft with it's Live Arcade and XNA toolkit is embracing the openness that has allowed Open Source and Linux to trounce Windows products.

It's like Microsoft has learned a lesson and is reaping the rewards on their XBox 360.



Sony meanwhile holds on to old concepts of control, control, control. Complexity is king.



Sigh. If I were a Sony investor, I would be VERY worried.



Ahhh well, at least Sony has Blu-Ray to keep it alive :)

Chad Thomas
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Robert, did you read the article?



Sony talks about how they work with independent developers instead of just throwing them an SDK and leaving them to fend for themselves. They are interested in growing products and careers; XNA Studio is interested in becoming the YouTube of games. So far, the XNA Studio games are incredibly underwhelming; they play like unfinished Flash-games. I can't see paying $5-$10 to actually buy one. Jelly Car is not the next Everyday Shooter.



Microsoft is not embracing openness on Arcade, which is why Epic has been unable to get permission to allow user-created content on UTIII. XNA Studio games still have to be peer-reviewed before they are allowed to be posted. You may see more bite-sized games as a result of XNA Studio, but I'm not sure you'll see more quality games.



The statement on page 1 kind of says it all: "We're very careful about how too much quantity could kill us, because it's more about having really well-selected, cool experiences." That's a different stance from their competitors. It is not necessarily wrong. There's so much I dislike about XBL that I welcome a different approach.



JET

Robert Schultz
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@Chad



I suppose your right. A lot of good indie games come out on the PC platform all the time. Being able to easily download XNA and develop games that can work on the XBox, with it being so easy for 'anyone' to do, I see a HUGE potential for some amazing games to surface on the X360.



YouTube may have hundreds of thousands of total junk videos, but there are a large number of very good videos that drive insane amounts of traffic and profit (through ads) to the site. I can easily see this sort of scenario surfacing on the X360 with indie games. Some awesome games are sure to arrise, games that will only exist on the X360. As the months and years roll by the number of great games on the X360 will continue to rise and the PS3 may look far less attractive to the gamer consumer.



I guess that's OK with Sony. They are going after the more 'grown up' market I suppose. They also have Blu-Ray and other 'features' to help sell units too.



The PC indie game movement is growing and growing. Very high quality games are being created by very small teams usually numbering in the single digits.



I suppose the huge, complex, massive budget, multi-year, mega games that Sony is going after will still exist, I just question whether or not it's wise for Sony to be betting so much on it.



Maybe I'm just looking at things wrong...

Joseph Hight
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I actually think the Nintendo Store on Wii is well positioned for digital downloads for the casual to med core gamer. You can currently purchase (via credit card or Wii card) retro games but I think the indie games and full scale games are close behind once the consumer gets educated. For the hard core gamer, I think X360 and Microsoft will be tough to beat. Sony has not even figured out how to get their licensed music and movies in a live on demand service. They had the opportunity to be one of the early adapters with a connect service to their PSP and failed miserably. I worked for Sony before and as great as they are, the last time they were truly innovative was the transistor.



And tell John Hight to quit using my name... :)

Anonymous
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I think that it's a really smart article, a lot different from Reggie's bluster or some other PR people(including Sony's) are, and it makes a lot of good points, and although they are beating a zombie horse to death again with acting like this is news, the fact is, the PS3 has vastly more potential than the 360, and Wii as a piece of hardware. I hope Sony continues with their strategy of sticking with their console until its had its run, because the PS3 could easily wind up in the lead again in the end if they can get some actual exclusive killer apps and super ambitious developers like Bioware to build titles specifically to take advantage of the Cell processor.

It's still funny to me how much shouldve been obvious by now, like having a comprehensive online service around launch, but its also kinda ironic to call Sony the republicans when all ms does is buy studios they like outright.


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