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Predictions Of Further PSP Release Delay Floated

Thanks to CNN Money for its article discussing the possible further delay of Sony's PSP handheld. According to the piece: "Activision CEO Bobby Kotick told investors yesterday that his company does not expect the PSP to launch in North America until the second quarter [of 2005]." It's explained: "The PSP was originally scheduled to go on sale worldwide this holiday season. In February, Sony pushed back the U.S. launch of the system to the first quarter of 2005, but said it still planned to launch on schedule in Japan." The article also comments on possible PSP battery life issues, suggesting "...those putting games together for the system say Sony has urged them to avoid streaming game levels from the Universal Media Disk, to lengthen the system's battery life."

43 comments

  1. Skipping? by Anonymous Coward · · Score: 0

    One thing that worries me with optical media on a portable is that reading from it will be unreliable. I know my fancy MP3 CD player doesn't fare well on a bumpy subway ride, not that I'd flash my $300 PSP on their anyway. I know MD players rarely have this problem, and technology continues to advance, but it seems like a huge potential problem.

    1. Re:Skipping? by TomGroves · · Score: 1

      a) UMD has a heritage in MD. b) How likely is it that someone would want to/continue to game if the environment is rough enough to induce skipping?

    2. Re:Skipping? by bradkittenbrink · · Score: 1

      a) UMD has a heritage in MD. b) How likely is it that someone would want to/continue to game if the environment is rough enough to induce skipping?>

      What, so now we're not even reading the post we're responding to? Man, how am I supposed to make fun of people?

    3. Re:Skipping? by iocat · · Score: 2, Insightful

      Anyway, since most games probably won't be spooling off the UMD (RTA), but instead loading in chunks, it shouldn't be a major issue anyway.

      --

      Dude, I think I can see my house from here.

  2. Interesting by buffer-overflowed · · Score: 2, Interesting

    Considering the entire disc-reading assembly consumes far less power than the display.

    IMO, the PSP is sure to suck on the battery life w/o some serious revisions. Prove me wrong Sony, you have no choice.

    --
    The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    1. Re:Interesting by incubusnb · · Score: 1

      well Sony said depending on the game the battery life could be anywhere from 2-10 hours, that avefrages out to about 6 hours, i don't play games for that long unless i don't plan on moving anyways, in that situation they make a handy little device called a Power Adaptor, and i'm sure some smart company(hopefully Sony) will make a car-kit for it, hell, i'm sure you could find a car kit at Radio Shack for $15 if you looks =D

      --
      /. is overrun by bed-wetting elitist nerds
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    2. Re:Interesting by Naffer · · Score: 3, Insightful

      2 to 10 hours doesn't average out to 6 hours. It means that if you push it hard you'll get two hours, and if you hardly use it at all you'll get 10. If you're playing a video game that is powering the screen, UMD disk, audio, and processors, you can bet you won't get 6 but something closer to 4.

    3. Re:Interesting by incubusnb · · Score: 1
      "It means that if you push it hard you'll get two hours, and if you hardly use it at all you'll get 10"

      no, it means thatif the game company makes the game constantly stream load you'll get 2 and if the company makes the game grab whats needed then never touch the UMB then you'll get 10

      as for 6 being the average... the math part of my brain is shutdown for the night =D

      --
      /. is overrun by bed-wetting elitist nerds
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    4. Re:Interesting by Anonymous Coward · · Score: 0

      Wow, you have the power consumption stats for the PSP backlight and drive mechanism? Can you post them, just to prove you're not talking made-up bullshit out of your arse?

    5. Re:Interesting by Troed · · Score: 1

      10 is more probably when you play music and have the screen turned off. This comes from the comments Sony made at E3.

    6. Re:Interesting by buffer-overflowed · · Score: 1

      No, but I have a variety of other specs, and not a one of them supports the idea that reading from disc(even continously) consumes more power than either a backlit display or the lowest-power CPU we have.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
  3. Building hype... by dmayle · · Score: 3, Insightful

    Oh, come on... Everyone knows that they should just release around 1000 of them this holiday season, with plenty of copies of all the shipping titles, so that, when Christmas comes around, there will be an artificial scarcity, and people will think they are more popular than they are. This will be be a feedback cycle that will keep pushing hardware sales, and allow them to sneak into the market. Hey, it worked with the PS2, didn't it?

    1. Re:Building hype... by thryllkill · · Score: 2, Insightful

      I agree with everything in your post except of course the part about the PS2 sneaking into the market. Prior to the current generation of consoles there was really only two players, Sony and Nintendo (I know I know, Sega was there too, but come on, were they ever really a threat to either Sony or Nintendo?). With the N64 and its down right dismal sales record Sony stood tall as the market leader. While the scarcity of hardware certainly did drum up not only press, but consumer ferver as well, the PS2 hardly snuck Sony into the market.

      --

      Note to self: No more arguing with the faithful.

    2. Re:Building hype... by Anonymous Coward · · Score: 1, Interesting

      I could be wrong (and please prove me wrong if you can), but prior to the PS2's release, wasn't it the other way around? Something about how more N64 units sold in the first year than PlayStation sold up until the day PS2 was released? I don't ever remember PlayStation being more popular than Nintendo until the PS2 came out, which of course blew everything out of the water.

    3. Re:Building hype... by incubusnb · · Score: 1
      actually the PSX was out just prior to the N64s release and it pulled ahead to the point where i don't think the N64 ever did catch up, most of the information i've read says that Nintendo lost by a mile but i can't seem to find actual sales figures for the time anywhere and during that time i didn't really care who was leading (still don't really, i play games i like, not games that sell the most)

      it makes sence though, PSX had Gran Turismo, Final Fantasy 7, Resedent Evil, and hoards of other killer apps at or near launch, N64 had... Mario, Mario, link, and Goldeneye. i loved both, but its the sad truth

      --
      /. is overrun by bed-wetting elitist nerds
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    4. Re:Building hype... by Mike+Hawk · · Score: 3, Informative

      I found this. The nitty gritty is that PlayStation hit 99 million installed and N64 peaked out at 33 million. Unless you are suggesting that Sony sold about 66 million PlayStation units after the PS2 came out? The trick with actually believing Nintendo's numbers is they always slyly try to state how many systems they have installed and count the wildly successful Game Boy in those numbers. And I'm the bad guy around here because I actually have this information and everyone else thinks I'm a troll because their opinions are based on a version of history that just didn't happen...whatever.

    5. Re:Building hype... by I(rispee_I(reme · · Score: 1

      'tis true, these young whippersnappers have no long term memory... why, in my day, Genesis did what Nintendidn't.

    6. Re:Building hype... by Anonymous Coward · · Score: 0

      The PS2 had massive positive hype prior to release. That hype helped kill the Dreamcast, so when the PS2 hit the shelves, it had no real competition. It wasn't until a whole year later that the GC and Xbox came out. No wonder it sold so well.

      The difference this time is that: A) Nintendo will have the DS out before the PSP can get to market, and B) There's already the GBA out there, which completely owns portable gaming. Sony does well without direct opposition; We'll see what happens when they have to compete from day one.

    7. Re:Building hype... by hal2814 · · Score: 3, Insightful

      And if anybody gets on of these scarce PSPs, please send me your box so I can sell it on Ebay for $400.

    8. Re:Building hype... by redfcat76 · · Score: 0

      Nintendo had Street Fighter 2 long before Genesis :)

      Street Fighter 2: Championship came out on Genesis, with their spiffy new 6 button controllers. That was a nice coup :)
      To this day, I have to admit those controllers
      are nice.

    9. Re:Building hype... by I(rispee_I(reme · · Score: 1

      "Genesis does what Nintendon't" was a Sega slogan back in the early days of the genesis, when it far surpassed the NES in terms of graphics (never gameplay though...)

    10. Re:Building hype... by MendicantMonkey · · Score: 1

      >Unless you are suggesting that Sony sold about 66 million PlayStation units after the PS2 came out?

      Not that I disagree you entirely, but I read recently that half of the Playstations sold were sold after the PS2 came out.

  4. How to suck eggs by Kris_J · · Score: 4, Insightful
    "...those putting games together for the system say Sony has urged them to avoid streaming game levels from the Universal Media Disk, to lengthen the system's battery life."
    Any half decent developer will have worked this out without needing any prompting by Sony. In fact, I doubt the quote is true. Instead, I'm sure that developers are busily determining how best to trade off the disc against RAM against CPU time. If CPU time is "cheaper" than reading from disc, then files will be compressed on the disc and decompressed into RAM -- unless RAM is so tight that data has to remain compressed in RAM until needed (or the SPU is so slow that decompressing data slows disc access, since power drain is related much more to the disc spinning than data actually being read). But if running the CPU at 100% impacts battery life (or the overhead affects game performance) too much, developers will still stream data off the disc. This is where real programmers shine and development houses that rely on high level development tools suffer.

    Of course, if they'd gone with cartridges, the power draw and loading times would be significantly less.

    1. Re:How to suck eggs by incubusnb · · Score: 1
      "Of course, if they'd gone with cartridges, the power draw and loading times would be significantly less"

      but the games would be significantly smaller, something like the Direct port of GT4 onto the PSP wouldn't be possible.

      --
      /. is overrun by bed-wetting elitist nerds
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    2. Re:How to suck eggs by Kris_J · · Score: 2, Insightful
      but the games would be significantly smaller,
      I dispute that. FMV sequences are not only stupid, but increasingly pointless given the quality of realtime rendered animation. Given the relatively small amount of RAM available, I would be seriously suprised if a game with no heavy use of FMV and speech had trouble fitting on a cartridge given that re-writable flash RAM in a profile as cramped as SD is roughly A$1 a MB.

      This might have been an issue when the N64 came out, it isn't anymore.

    3. Re:How to suck eggs by incubusnb · · Score: 1

      i don't mean FMV sequences, of which a game like GT4 has maybe 2(intro and credits) i mean serious, quantity of gaming goodness, GT4: Mobile will have 500+ cars and 100+ Tracks, those numbers would not be possible on a Cartridge, not yet anyways, even large SD cards are only about 512MB, GT4 uses in the GB of space

      --
      /. is overrun by bed-wetting elitist nerds
      let it be known, for anything other than servers, a *nix OS sucks
    4. Re:How to suck eggs by Kris_J · · Score: 1
      even large SD cards are only about 512MB, GT4 uses in the GB of space
      And Sony's UMDs have the volume of at least half a dozen SD cards, so there's penty of space to play with physically. Price is an issue, but GBA games are already routinely 32MB and I doubt that A$32 of the retail price is the media. A 32MB ROM probably only costs a few dollars to produce. Sony's new UMDs probably cost them significantly to develop and to setup the factory to produce. If battery life is such an issue, then they would probably have done better to simply invest in ROM technology.
    5. Re:How to suck eggs by Anonymous Coward · · Score: 0

      You must have missed the part of the industry where FMV-heavy games sell a shit load.

    6. Re:How to suck eggs by Anonymous Coward · · Score: 0

      You had me until you brought out the old "I'm an 80s game developer and assembly language was good enough for us" attitude.

      Real programmers use high-level development tools. The others can sit and smile about how 1337 they are right until about next year, when they're all either working for the Microsoft or Sony R&D labs, or else they're pulling cables through fake ceilings.

      Or they could carry on doing PS2 and X-Box 1 games, I suppose.

      Which camp are you going to be in?

    7. Re:How to suck eggs by Anonymous Coward · · Score: 0

      While you're doubting let me fill you in.

      ROM-based games are the bane of developers and publishers alike. This is the primary reason that upstart, the PS1, did so damned well. At last we could have 700MB of content pressed for dollars and didn't have to worry about overstocking.

      On the converse side, GBA games tend to sell in the 10,000s and when the minimum production run for a mask ROM is in the 10,000s you can see how hard it is to get exactly the right number of copies made. Print 9,000 too many ROMs and that's your profits gone.

      Furthermore, a significant proportion of the retail price of a cartridge is indeed in the ROM itself. They cost a lot to produce unless you're printing millions.

      So enough with the "probably"s and "I doubt"s. You're making it up and you happen to be wrong.

      As for UMD, do the math - the area of a UMD minus a small spindle, multipied by the data density of a DVD medium, equals the data capacity of a UMD disc. It's just DVD technology, so tooling up is cheap.

      But before we say anything else, we should remember that Japan owes its economy to optical disks, so don't expect any Japanese company to come out with a media-based product that doesn't use optical discs any time soon. These guys have even tried putting them into cameras!

      We should also remember that no-one cares about battery life. The iPod has a terrible battery life, but it's still a must-have item.

      And finally, we should remember that within 1-2 years we'll have battery technology that will make all these concerns moot.

    8. Re:How to suck eggs by Kris_J · · Score: 1
      Nope, it was just before the time where everyone decided they sucked.

      Sure, FMV games were big when FMV was new, but the gameplay was so limited that FMV was quickly religated to skippable cut-scenes. Now those cutscenes are mostly rendered with the game engine.

    9. Re:How to suck eggs by Kris_J · · Score: 1

      The people that build ground-breaking titles on limited platforms are people that are both artistic and damn good programmers with a real feel for the hardware. Sure there are plenty of programmers out there pumping out cookie-cutter titles with high-level tools, but you're going to have a hard time standing out of the pack if you're using the same drag 'n drop editor that any idiot can buy.

    10. Re:How to suck eggs by Kris_J · · Score: 2, Insightful
      We should also remember that no-one cares about battery life.
      Actually, the /. article itself indicates that Sony cares about battery life. Also, the history of the Gameboy vs the Lynx vs the GameGear shows that battery life is a make or break issue.
      It's just DVD technology,
      I thought it was this new blue laser technology or something. Even if it is DVD, 8cm CDs went away because of the overhead required to keep two sizes going in the factories, so the cost is obviously more significant than you make out.
      But before we say anything else, we should remember that Japan owes its economy to optical disks,
      Which is why the Nintendo used carts for three generations of consoles (and all their portables), the PC Engine used cards and the Neo Geo was effectively a daughterboard in a plasic case. And why Sega Japan's demands to fast-track the Saturn as the expence of the 32X and the planned Jupiter were so successful.

      Sure 700MB was a nice lot of room, but everyone seems to forget the voices complaining about those loading times. I distinctly recall someone describing the PSX as "The platform for RPGs with massive Loading... times." I've got a pinball game for my PSX where the urge to play it has gone away by the time a table has loaded.

      Everything is a compromise. If you want to go disc, you're sacrificing battery life and loading speed. If you want to go cart you're sacrificing a cheap production process and capacity. If you forget this you risk making a significant mis-step in the marketplace.

    11. Re:How to suck eggs by i64X · · Score: 1

      The Saturn didn't fail just because of it's media type if that's what you're saying. The 32X and Jupiter sucked period. The games wren't any better looking than Super NES games, infact many of them were MUCH worse than a lot of the SNES games. All of Sega's consoles after the Genesis were doomed to fail independent of their media type. 32X was cart based and it sucked, Saturn was CD based and a complex hardware confiruation made the system impossible to program for by anyone but Sega's AM2. Those consoles, and the Dreamcast, failed because Sega of America was taking orders from Sega of Japan, and SoJ had their business and marketing heads up virtual asses.

      As far as battery times being dwindled by optical media as opposed to carts, I'm going to call BS. I can get over 60 hours of continuous play time out of my Sony MD player on a single AA battery, and the MD disc is constantly spinning and streaming. They could put 4 AA's in the PSP and dedicate 1/4 of the total power to the optical drive and it'd be a 60+ hour run. If anything, the huge color screen (of which the Nintendo DS has TWO of) is going to eat away at battery life, not the optical drive.

    12. Re:How to suck eggs by Anonymous Coward · · Score: 0

      You are completely wrong.

      Two of the most critically acclaimed games of last year are Grand Theft Auto 3 Vice City and Splinter Cell.

      I'll have you know Grand Theft Auto and damn near every other top game uses Criterion's Renderware while Splinter Cell and all the other games use the Unreal Engine .

      Last time I checked, those two titles stood out from the pack about... as much as you possibly could. Top reviews, Splinter Cell 2 got top awards at E3, and top sales across all platforms. Oh yeah, that's right, ACROSS ALL PLATFORMS as in their development tools practically port from one platform to the other at the click of a button. No more shitty ports written by half-ass developers that take two years to come out.

      You, sir, are completely wrong. Even companies that make their own engine don't do one for a single game and then scrap it anymore. They usually make an engine and use it several times such as Final Fantasy X, X-2, XII which is basically the same as using middleware.

      Wrong. Wrong. Wrong. Wrong.... Wrong.

    13. Re:How to suck eggs by Anonymous Coward · · Score: 0

      As far as battery times being dwindled by optical media as opposed to carts, I'm going to call BS. I can get over 60 hours of continuous play time out of my Sony MD player on a single AA battery, and the MD disc is constantly spinning and streaming.

      Streaming takes far less energy than seeking, as anyone who has ever tried to change tracks on a CD player with a low battery can attest. Intelligent placement of data on the UMDs will help, but ultimately not spinning the disc at all will save even more energy.

  5. Rich man's toy... by sammaffei · · Score: 0, Redundant

    This has the feel of Sony knows that the PSP is initially going to be quite exspensive ($300+ range). So, they are delaying until:

    1. Some required PSP components drop in price (to bring it in as cheap as possible)
    2. Get lots of "Gotta Have" titles at launch to drive sales.
    3. Build up a feverish demand so that avid gamers will pay the outrageously high price.

    I'm voting for 3 personally.

    Sony is not going to win the handheld war if the DS can debut at around half the PSP price. Parents are not going to buy the kiddies an expensive handheld that will be destroyed in a matter of weeks. And, right now, kids are the majority buyers in the handheld market.

    --

    Political correctness is the newest form of slavery.

    1. Re:Rich man's toy... by mausmalone · · Score: 2, Insightful
      Just 2 things:
      • (a) I really didn't even expect the PSP as early as Q1 2005, so it kind of surpises me that it's being pushed back to then.
      • (b) since when did Sony ever release anything on time. It's a marketing tactic they use to prevent you from buying something else that's already out. Like, if you were gonna buy a GBA SP right now, you might say "well, I'll hold off and see what the PSP is like." As long as the launch is always right around the corner, they can squeeze a few more sales out.
      That being said, GT4 portable is a very cool idea.
      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  6. Re: Real developers... use Renderware by Anonymous Coward · · Score: 1, Informative

    I don't know where you've been for the past 15 years, but nobody does low level programming for games anymore.

    Everyone uses Renderware . Just look, over 500 titles released or in development use Renderware and it's not that old. That's 1 in 4 titles (I'm reading this from the site). Grand Theft Auto 3 Vice City uses Renderware. Peter Molyneux's The Movies uses Renderware. Broken Sword 3 Sleeping Dragon uses Renderware. Everyone friggin' uses Renderware. And you know what? They aren't all the same game. Hell, even SEGA, Sony, and Konami and featured clients of Renderware.

    Oh, and lets not forget Epic Games or id Software . And don't forget, these are not just for first person shooters. It's a 3D engine with underlying network code. I don't even want to think about how many games used the Quake engines over the years.

    To say these development-houses-that-rely-on-high-level-develop ment-tools are suffering would be laughable. I'm laughing right now even. They are the highest profit games companies on the planet you fool!

  7. A delay!? Oh nos! by Anonymous Coward · · Score: 0

    But not in Japan of course. I guess it just falls in line with Sony's record of making non-Japanese and non-importers wait about 6-9 months before the system gets released outside of Japan.

  8. Re: Real developers... use Renderware by Kris_J · · Score: 1

    I'm sorry, but all the games you mention, and all the games listed on the Renderware site would fall into my category of uninspired cookie-cutter games. To be fair, as would 90% of the titles on offer at the moment. Britney Spears' music sells particularly well too, doesn't mean it's not pap. Slick advertising and well managed licenses does not an innovative game make.

  9. Re: Real developers... use Renderware by DeadScreenSky · · Score: 1

    You originally talked about "half-decent" dev houses - innovative games weren't even mentioned. What is your complaint exactly?

    (And why would Renderware be advertising all the niche games that their engine is used for? They are trying to sell their engine to developers as a product that can be used to make successful games in a variety of genres. The existing list does that perfectly. Sports games, action games, adventure games, strategy games, platforming games... They don't mention racing games, but hopefully any serious dev would already know about GTA3 and the awesome Burnout 2. Besides, it is obvious that most development houses using Renderware don't seem to allow their games being used for this PR, or games like GTA3 would be at the top of the list.)

    Regardless, most innovative games leverage either some kind of existing technology (a modified previous game engine perhaps) or a design with the ability for lots of higher level game editing (various Brian Reynolds games like Alpha Centauri do this well). Those are really the only reasonable ways to do iterative (and hence innovative) development nowadays.

    And I would love to know what your standards are for an inspired, original game. If something like The Movies doesn't fit them, I can't imagine a game that could.

    --
    There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  10. Re: Real developers... use Renderware by Kris_J · · Score: 1
    I would love to know what your standards are for an inspired
    "Sonic and Knuckles" is high on the list. A console game that not only stands on it's own, but lets you replay two previous games with a new character. Another example would be "Boktai: The Sun is in Your Hand", where a light sensor means that the game plays differently if you're out in the sun rather than inside. Mostly, my view of innovative surrounds hardware integrated with software. The games that were released for the Mega Drive and SNES with extra processors in the cartridge (Virtua Racer, Doom, Starfox), while typically ports, were very impressive when it came to what they could do on such a lowly base console.