Global Game Industry News Blog

Friday, March 07, 2008

The NeXT Open Console? The iPhone SDK and Games

[Cross Posted from IShotTheCyborg]

Oh dear. XNA (and the more closed DS and PSP) might actually have a run for its money, in the form of an "open" game platform on the iPhone. Admittedly there are all sorts of less than open issues associated with the iPhone, but for $99.00 you get registered and make games for the iPhone. The same price oddly enough for full XNA tool usage on the Xbox 360.

While the development environment forces you to use Objective-C, you can use OpenGL ES and OpenAL, which is also more open than DirectX 10 on XNA. So there are some interesting aspects to this device. I've also heard people making jokes about it being a Wii that you can make phone calls on.

Gamasutra - Apple Unveils iPhone SDK with Spore, Monkey Ball

Using the iPhone SDK, “third party developers will be able to build native applications for the iPhone with a rich set of APIs, including programming interfaces for Core OS, Core Services, Media and Cocoa Touch technologies,” leveraging iPhone aspects such as its Multi-Touch user interface, animation technology, storage, three-axis accelerometer and geographical location technology.

Also important is the new store aspect. It makes it easy to get applications onto your iPhone, something that most mobile carriers still seem completely unable to comprehend. I went looking for downloads for my Motorola RAZR the other day, and after 30 minutes gave up. I was not just a potential lost sale, but a LOST sale. I was ready to buy some stuff.

John Carmack on Slashdot

Just based on the blurbs, it looks very good -- a simulator plus debugging on the native device is the best of both worlds, and a 70% royalty deal for apps over iTunes is quite good.

The iTunes distribution channel is really a more important aspect than a lot of people understand. The ability to distribute larger applications than the over-the-air limits and effectively market your title with more than a dozen character deck name, combined with the reasonable income split make this look like a very interesting market. This type of developer / customer interaction is probably the wave of the future for mobile devices, it will be interesting to see how quickly the other players can react. Based on our experiences with the carriers, I am betting not very quickly.

Also based on the early comments from developers, it appears to be a fairly powerful device, and the debugging and profiling tools that developers have access to will give them the ability to squeeze a lot out of the device.

TUAW.COM - Apple Shows of iPhone Gaming Chops

Finally, Ethan Einhorn from Sega showed off a build of Super Monkey Ball, naturally also using tilt controls. What's interesting there is they actually underestimated what the iPhone could do, and ended up having to bring in another artist to upscale the art from what they had anticipated. Again, the take home message: the iPhone is a real platform for game development.

But I really think there is potential for interesting new things with this device. Like the DS, there are just so many options available that developers can think about deploying in their games.

Gamasutra - Analyst Talks Apple's iPhone Games Strategy

With recognition of the upcoming announcement of the SDK, Williams added, "The most viable market opportunity for Apple is undoubtedly the mobile space with the iPhone and iPod touch. With hardware features such as multi-touch, tilt monitor, networking capabilities, a microphone and a camera, the iPhone has the potential to be a revolutionary mobile gaming device."

Finally, and perhaps most interesting was the introduction of a fund of $100 Million to encourage new development on the iPhone. This is something that even MS hasn't endevoured to do on XNA in any large scale fasion.

TUAW.COM - iFund: $100M for iPhone/iPod touch devs

This $100 million fund will invest in companies, large or small, that want to develop innovative apps for both the iPhone and the iPod touch.

The iFund will invest anywhere from $100,000 to $15 million in funds for iPhone development.

Coverage on Develop - Carmack Praises iPhone Development Plans

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Tuesday, October 23, 2007

Agreeing with EA?

Ok, so I was just at AoIR (Association of Internet Researchers) in Vancouver and ended up in a great conversation with Greg Lastowka who also blogs over at Terra Nova as Greg L. We chatted about the talk I gave, "The Wii-volution will not be Televised: The XNA-cution of a Business Model."

During this conversation, I mentioned one possible step towards a more sustainable game industry. A step which not moments later was being covered by the BBC, Gamasutra, and Spong.

BBC: EA Wants 'Open Gaming Platform'
"We want an open, standard platform which is much easier than having five which are not compatible," said EA's head of international publishing.

He said the web and set-top boxes would grow in importance to the industry.

"We're platform agnostic and we definitely don't want to have one platform which is a walled garden," said Mr Florin.

EA currently produces games for more than 14 different gaming systems, including consoles, portable devices and PCs.

"I am not sure how long we will have dedicated consoles - but we could be talking up to 15 years," Mr Florin added.
In some ways this taps into the "death of the console" concept. I don't really buy the idea that a generic "set-top box" is going to be the answer. I also understand that in many ways this is just EA understanding that they spend a lot trying to be platform agnostic. They support PC/OSX/Wii/DS/PS2/PS3/PSP/Xbox360. It makese sense for them to have a common foudnation for those games.

But I think the real potention of this ideal is instead to have a common core foundation of game code. I'm not saying that we need one console to rule them all. Instead, what we need are more special consoles (like the Wii's Wii-mote) that we need not re-write massive chuncks of code for.

Much like Microsoft's XNA Express, it would be great if there was an open and freely available version of an "Open Gaming Platform." This would be the basic set of libraries/SDK's/API's which developers and open source work could use as a foundation. Game companies (indy/professional/educational/hobbyist/etc) could all use this as a starting point for making games. Why re-write all the time? Math libraries, physics libraries, file I/O, networking, data-formats, Max exporters. Many things could be designed to support this base level. From that point developers could spend more time actually making the games, rather than simply working their tails off to port from one system to another.

It makes sense. But I also don't hear in EA's request a call for openness or standards. Simply they want the ability to cheaply make their games for all consoles. I want more. I want the foundations for some stability in the worlds of game developers.

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Tuesday, August 07, 2007

The Escapist: Schizophrenic on Game Development

I'm constantly wondering why The Escapist pretends to be more targeted at gamers and "not into the development side of things." Then they go and do something like this. My overall opinion at this point is that their recent web-redesign (which I was sad to see go, but understand why it did so) has also thrown them into a tumult to reach new audiences.

Regardless the recent piece is mostly about game development with an excellent piece about XNA, and Erin Hoffman weighs in on Scrum/Agile and another piece on using middleware... which I guess fits into an Agile model, but the title doesn't really help because you think you're going to read about Agile, but instead you're just reading about something else.

The Escapist - The DNA of XNA
In the world of science, DNA is a recent discovery. In the world of game development, XNA is even newer. Simply put, XNA is an easy-to-use software suite. It lets you make games for both the PC and Xbox 360. First announced as an initiative at the Game Developers Conference in 2004, the project was led by J Allard. By the end of 2005, the proof of concept was up and running. At the 2006 GDC, Microsoft released the completed XNA framework.

XNA makes game development more accessible. "It's really about providing the same tools, the same libraries, the same capabilities of both platforms," says Dave Mitchell, Director of XNA's marketing department. "So you can write your game once and have it run on both platforms. The real sweet spot is casual games."

It all started when Microsoft decided to build their technologies specifically with developers in mind. Mitchell says XNA came about when Microsoft realized the small-time developers, people new to development, were encountering "the 'country-club mentality.' You sort of have to know someone to break in [to console development]."

It's a big catch-22: Developers need at least one game under their belt to attract a publisher, but developing that first game without a publisher's substantial investment is usually impossible. "We just saw all of these complexities and challenges," Mitchell says, "among indies, hobbyists, students, university settings, in particular, of building a pipeline of creativity to come into the industry." After identifying that problem, Mitchell recalls looking across the rest of Microsoft for answers. "One of the things we take great pride in is really engaging with the hobbyist and enthusiast level with a lot of our technology and arming and equipping them." Visual Studio Express serves as one example.

"We really then set off to see what we could do to open up the Xbox 360 as a console," he says. "We were asked internally, can you make games on Windows? Sure, check. Can you do that on a console device? No, you really can't without getting thousands and thousands of dollars in equipment. And, of course, getting an agreement in order to get to that point."

So, in the beginning, the XNA team wanted to democratize game development. XNA represents the first time in the 31-year history of console gaming that retail units are also development boxes.
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As for Microsoft's competitors, Mitchell can't speak for the other console manufactures' ability to support a technology like XNA, which might allow user-created games to run on a PS3 or a Wii. "For the overall health of the industry, I certainly hope that they look to enable some of that." Considering what XNA has the potential to do, we can only hope other shops lift their licensed curtains, as well.

The Escapist - Scrumming It
It's true: making games is hard.

When it comes to finding an effective management paradigm, the game industry is still young. That youth is a double-edged sword: Game companies appear (and disappear) so rapidly that new methodologies can be fully implemented and tested in a short time-frame, leading to faster innovation and open-minded approach, while simultaneously insisting rebelliously that no previously described method from predecessor industries in either entertainment or software science could fully apply to game development. They just don't understand us, man!

To some extent this is true. Game development, especially at the AAA level, mixes some of the most difficult elements of software design and development with the uncertainty and volatile creativity that drives every other entertainment business. It doesn't help that games did not gradually or gracefully develop, they exploded.

In the earliest days of game development, the average team was 2.5 people, and most of the early games for the Atari 2600 were one-man bands. Some of the earliest mid-'80s hits by familiar names such as Namco boasted development teams of four or five.

By 1988, teams expanded; Sierra's King's Quest IV had 17 names on its credits, many appearing more than once. A transition in a single decade from teams of five to teams of 20 doesn't seem like much, with single developers still covering multiple bases, but it was the first critical step in differentiating between old-style development - work designers like Howard Scott Warshaw called "authorship" - and modern development, where people management and communication became essential not just to the success of a game, but to its basic completion.
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Neither Scrum nor any new production methodology provides a complete recipe for a successful game; there is no such thing. Making games is hard. What these new methodologies do, and perhaps more importantly, what they indicate, is responsiveness to the development process, and working smart as well as working hard. Ultimately, what remains fascinating about Scrum is its simplicity and common-sense approach as a toolbox for managers, the same way compilers and libraries are tools for programmers. Scrum, in addition to being its own method, in recent years has become the gold standard for attentive process. That there is great interest in this new batch of tools, and great interest in advancing process in the way we advance technology, may be a sign we're growing up.

The Escapist - The Small And Agile Approach
For decades, every game was a unique snowflake. Teams started from scratch every time, reinventing the wheel with every game, as each one required a new engine, new art, new everything, and that all had to happen before the designers got to the part where they made a fun game. Times are changing, though, and the craft has advanced enough that third-party developers can specialize in art, physics or engine design, and enterprising game companies can focus entirely on the hard part: actually making a good game.
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The rise of middleware means Remedy can stay small and agile, while making a game that might be better than one they could make in-house. "I think Havok is a perfect example," he says. "Today, it would be crazy ... to write your own physics module." While it was common several years ago to write your own physics, today it's unlikely you'll compete with the top packages, and you'll have to fund a much larger team to build out your own physics engine. He also called NaturalMotion's Euphoria system "very interesting," adding, "We are not using it at the moment, but that's something I can clearly see is the way of the future," partly because it's a good engine, and partly because something like Euphoria can replace a lot of animators. This seems to be a natural progression for the industry, he says, and while he wasn't authorized to tell me exactly what middleware Remedy was licensing, he was adept at discussing the various packages and how they fit into their overall development strategy.

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Monday, April 23, 2007

Sony, Homebrew, and the PSP/PS3 - A Dose of REALITY CALL

Everyone seems to be picking up on some of Phil Harrison's comments on Slashdot the other day. Oddly he comments on precisely the issue that I pitched to "The Escapist Magazine" a few months back, which they declined...

Anyway, hopefully he doesn't regret the comment, which was relatively brief, but has spurred a firestorm of media reaction. Most of it has been positive, but picked up on the differentiation of "Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition." This was exactly what I was getting at when I pitched to The Escapist that emulation and the frequent homebrew emphasis of getting emulators up and running on homebrew systems as a process that tends to hinder rather then enable the homebrew scene.

I think one important difference that should be made and seems to be getting conflated in the coverage of this is that Sony has yet to actually announce anything here. The comparison to Microsoft and XNA has been made, but XNA Express is actually available to developers right now. Today. Not some vague plan in the future. We hear rumblings like this all the time from Sony and Nintendo, but as of now we haven't seen a single indicator that something will be released even in the next six months. By that time XNA Express will have been available for nearly a year.

That being said, Nintendo and Sony could benefit from releasing tools that don't require developers to be locked into a proprietary language like C#, which Microsoft has done. It would also be nice if they were interested in supporting open standards like OpenGL, Cg, or any of the other various standards, in favor of Microsoft's DX10 thrust.

All in all it is nice to hear executives at Sony thinking about this.

I'll actually be giving a talk at MiT5 (Media in Transition) at MIT this weekend in Boston on this very topic.

Slashdot - Phil Harrison Answers Your Questions
4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?

Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.

I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.

Gamasutra - Sony's Harrison Embraces Homebrew Development
Harrison prefaced his answer to the question of whether firmware updates would prevent the running of homebrew software by stating that he would “exclude pirates and hackers with illegal intentions” from the definition of homebrew.

Although the phrase homebrew has never commonly been understood to include such activities, Harrison’s implication that it might could explain Sony’s continual aggressive attempts to lock out unlicensed software from use on the PSP.

In regards to the PlayStation 3, Harrison appears more sympathetic, saying, "I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS one. It's a vital, crucial aspect of the future growth of our industry."
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"The process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed", he admitted.

"So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent", stated Harrison.

GameDaily.BIZ - Harrison: Homebrew Development Vital to Future Growth of Industry
Harrison also talked a bit about his own vision for the future of the industry. "I want to see the audience of people who play videogames, of any type, on any device, include practically anyone on the planet. Whether it be an immersive action game that appeals primarily to young adults, or a casual game that is enjoyed by the entire family, I hope that videogames and electronic forms of interactive entertainment continue to expand to new audiences, all the time. Linked to that, I want to see videogames given more credibility as a mainstream form of entertainment through appropriate cultural commentary and criticism," he said.

"What I hope is that 20 years from now... videogames as a pastime will be given the same cultural and social currency as a book, a film, a TV show or a piece of architecture," he added. "After all, the popular culture creators of 20 years from now will all, largely, have grown up playing, or at least being intimately aware of, videogames. The writers and commentators on those same popular culture creators will all have had the same experience playing videogames growing up - at which point the circle is complete. I don't think there is a culmination to this overall vision - it will be a constant process. Each successive platform brings new technology to the experience of games and helps expand the audience still further. I hope PS3 will be seen 20 years from now as a crucial influence in the growth of our industry."

GamesIndustry.BIZ - Harrison hints at PlayStation 3 homebrew plans
"I fully support the notion of game development at home using powerful tools available to anyone," Harrison said in an interview with Slashdot.

"We were one of the first companies to recognise this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry."
...
But he admits that these days the doors into the industry that might be opened by going through that process "are largely closed by the nature of the videogame systems themselves being closed".

"So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent," he added.

While Sony has encouraged legitimate independent development in some areas - notably with Net Yaroze with, in this generation, Beyond Playstation - it has been accused of adopting a heavy-handed strategy in its dealings with PSP developers, with legitimate or at least non-threatening projects often struck down by firmware updates designed to lock out pirates and the hackers who facilitate piracy.

Harrison's interest in allowing for homebrew development puts Sony on a similar path to Microsoft, which recently launched its XNA package of tools. XNA offers the ability to develop games on both PC and Xbox 360, with a complementary educational focus that will plug game development modules into a number of university courses.

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Tuesday, April 10, 2007

Yes, Yes, XNA Express is Cool

This is an interesting discussion from the Microsoft camp about the differences between Sony's Home and XNA Express. There is also some interesting discussion about the differences in how MS and Sony approaches their developers. I certainly think MS has an edge in that respect.

Either way it's an interesting read and insight into the worlds of developers and those that make tools for them.

Microsoft on Lowering the Barriers of Creativity
With XNA Game Studio Express, it is a different approach. It's not just about modding a game that somebody's made; it's about making your own game. I definitely take your point [because] you need some skill to do it. Now I do think we've made it much easier with XNA Game Studio Express than it's ever been before, but when you add our partner products on top—like what we've done with Garage Games—then you actually have systems like Torque GameBuilder (TGB), which is drag and drop game development. You literally drag pieces in and you drop them. And then we have starter kits, so if you just want to mod an experience you can do that... So imagine if you take TGB and load up a pack and there's all the cool animated things—you just drag and drop them in, say what behavior you want and can start playing a game. And we actually licensed that from Garage Games so if you're a member of the Creator's Club in XNA you get that in your subscription.
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And XNA is attracting a lot of professionals as well. A lot are doing this in their spare time because they're like, "I've got a great idea and I just want to make a real fun, simple game and I don't get to do that at work anymore." I think what you'll mostly see is lots of smaller games.
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The thing that we do at Microsoft is we're a software and services company. We build tools to build software and we build software; that's at our core. We're very passionate about enabling developers and we've been working on things like visual studio for the last ten years... So I am very confident that we provide the very best tools in the industry, and if you talk to developers they will back that up. And we have the best services that we put around it – our consulting services and developer support services. I mean, when I used to do PS2 development I still used Microsoft technologies like for debugging and for the IDE for the compiler because it was the best you could use. It's great for developers that Sony is bringing these new components out, but we've already got that in our SDK. PIX, our profiling tool, is probably one of the most favored tools in the developer industry. So I feel very good [about our tools]. That's why now 3 out of 4 are leading on our platforms because it's just the most productive environment.
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It's also questionable that in their keynote they spent about 30 seconds talking about their tools. It's like one slide; they're checking off a box.

The other thing is what we're doing with Game Studio and XNA Express is, no one else is doing in the industry – we are really, truly democratizing game development. 250,000 people have downloaded this, and there's only 20-25 thousand professional developers in the industry. So we're going well beyond that audience. And this is our commitment to the industry, with computer science enrollments being down, high-definition game development budgets rising, people needing more teams... that pipeline has to be filled. We want to make sure that the 15-year-old girls that are thinking about what they want to study, that they have programs where they can get involved in the sciences and gaming. It's an investment for us. The 'community arcade' ... We don't make any money off this. It's part of our responsibility to the industry.
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There's nothing free about a $600 console. Once you've spent $600 the online is free, but you still have to spend $600 to get out of the gate, before you have any games.

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Monday, December 18, 2006

Dude, I so called this one (another XNA Post)...

Well, I called this one way back when the XNA Game Studio Express was first announced, or at least said it would be the smartest thing ever if every year Microsoft sponsors a game development competition. Now MS is going to have just about every hobbiest game developer or industry hopeful aiming to for Xbox Live Arcade based on content created in XNA GSE. Surely they're not going to guarantee Xbox Live Arcade inclusion based on the contest, but you can bet that if the winners do live up to the kind of content quality standards they're hoping for, they'll be showing up.

I really think that this platform could be an interesting boon for the Indy Games world. While I don't think it's the only thing the game industry needs to be doing to foster innovation, it's a great idea, and its really based on the model movie studios have been using for a while. Let the hobbiest's and hopefuls play. It behooves you have more people involved in creating things rather than fewer (which current licensing regimes do).

XNA Game Studio Express: Dream-Build-Play Competition
"Create an original game using XNA Game Studio Express. You could win fantastic prizes and global envy! The contest doesn't start till January, but get a head start and download XNA Game Studio Express for free today.

UPDATE:


Ok, then someone has to go and make a stupid comment, as well as some smart ones...

So there is a lot here to comment on, but let me say a couple of things.
  1. Not allowing people to use C++ and being forced to use C# is stupid. It's not about "productivity" in this case, it's about getting more people to use an MS run language.
  2. I think YouTube is a bad example, there are a few more barriers to entry into this market other than a computer and a webcam or video camera.
  3. We should also be asking professionals to make some contribution to pushing their work to be "edgier", which isn't to say it should be about "[s]hoot-em-ups with political characters," that's a pretty weak concept of edginess. As a matter of fact, that is edgily unedgy.
  4. (last one) CS programs have bigger problems than games can solve. Part of it is their curriculum. The other thing that needs to be made clearer is that the "recruitment crisis" has to do with design, art, and management as well. For some reason code is the focus for the game industry.
Done.

XNA Express will start YouTube for games, says Microsoft's Satchell // Gamesindustry.biz

"Where our vision's really heading is taking that YouTube concept and bringing it into games. Think about a Community Arcade, being able to share your own games with the whole community on Xbox Live."
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Satchell went on to claim that a vibrant amateur development community would help head off the recruitment crisis threatening the videogame industry, citing "disturbing" admissions figures for computer science courses in the US - which are falling by 30 per cent year on year.

"If you can give people a way to communicate, to talk about content, to rate it and express what's cool, then you start a virtuous cycle, because more people want to get involved, more people create content and more people comment on it," he said.

"I absolutely believe we will find new stars in this industry from that community. I know publishers will be watching for what's cool and who's doing it."

According to Satchell, users will be free to create edgy videogame content that professionals couldn't because it would be "too risky".
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Commenting on the decision to use C#'s managed code, as opposed to the native code used by most professional developers, Satchell noted that with ballooning budgets and team sizes, priorities in game development were changing.

"We're all concerned about performance in gaming, but in the future, in five to ten years' time, productivity is going to be more important than performance," he observed.

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Thursday, November 16, 2006

User Created Content vs. User Created GAMES

I saw the following post, and thought two main things.
  1. User created content is WAAAY different than what Microsoft has done with XNA Express. [and]
  2. Anyone that compares Second Life or any other user created content with actually opening up the development environments for consoles needs to have their web-publishing privileges revoked.
While it is exciting to see Sony considering the value of users being able to create content and work with and within games to make their own worlds, art, etc. is powerful, it is nothing compared to the ability to create new games. I think it has been obvious thus far on Sony's stance on "home brew" games with their treatment of it on the PSP. At the same time I suppose there is some trouble there, because a lot of the "home brew" interest actually comes from people wanting to run MAME on their PSP rather than making new games.

Harrison Predicts Major Role for User Created Content on the PS3:
"I have to be really careful not to give the game away because we're keeping this secret, but don't think about it in terms of maps, think of it in terms of behaviours, environments, physics, rules... All the tools that you could want, but in a very consumer friendly way."
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News that Sony is considering how to make use of content creation facilities is likely to draw comparison to Microsoft's XNA Studio Express suite, which is already up and running in beta, and will soon allow users to make their own playable Xbox 360 games using simple tools - albeit for the cost of a subscription fee.

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