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PSP Devs Should Pony Up

President of development house 'Ready at Dawn' Didier Malenfant has given a short interview to GamesIndustry.biz. In the piece, he lays out his feeling that developers are to blame for the lackluster title library of Sony's handheld console. From the article: "'Everything is compromised, and it bugs the hell out of me when you hear a lot of developers saying, Well, we can't do this that way because it's a handheld game, or We can't do this because it doesn't have a second analog stick.' 'Those are all excuses,' Malenfant continued - observing that the original PSone controller didn't have any analog sticks, 'And there were great games on that.'"

99 comments

  1. PSP and Playstaion (aka PSOne) aren't the same. by raitchison · · Score: 3, Interesting

    I know that the chicken & egg argument could be applied here but it seems that the market for the PSP is a LOT smaller than the market for the foriginal Playstation.

    Plus gamers are used to completely different games and gaming experiences, I'd suspect that most people who have a PSP expect the gameplay to be similar to what they have today on the PS2.

    1. Re:PSP and Playstaion (aka PSOne) aren't the same. by 0racle · · Score: 1, Troll

      I'd suspect that most people who have a PSP expect the gameplay to be similar to what they have today on the PS2.

      Maybe if you're an idiot. Do you expect the same gameplay on the Gamecube that you do from the Gameboy Advance or the DS?

      --
      "I use a Mac because I'm just better than you are."
    2. Re:PSP and Playstaion (aka PSOne) aren't the same. by raitchison · · Score: 2, Interesting

      Price is also a factor, the GBA costs less than the GameCube, the DS costs a little bit more though.

      The PSP is $100 more than the PS2, and twice the price of the DS. People who pay that kind of mony expect a hell of a lot more from the system.

    3. Re:PSP and Playstaion (aka PSOne) aren't the same. by Jozer99 · · Score: 1

      I don't know about that. Despite the fact that the PS1 sold for the better part of a decade, video games are now a much bigger industry than they were in 1991, or whenever PS1 was released (it was earlier than you think, but it cost something like $1,000). After seeing that WWF game take 10 minutes to load, I can definitely agree that games for the PSP are a problem. Perhaps Sony needs to poach some of Nintendo DS's developers.

    4. Re:PSP and Playstaion (aka PSOne) aren't the same. by Doomstalk · · Score: 1

      You're WAY off on your facts about the PS1. The PSX was released in 1994 for the intial price of 37,000 yen (about $387).

    5. Re:PSP and Playstaion (aka PSOne) aren't the same. by Skreems · · Score: 1

      Except Sony actually WAS promoting it for a while in that vein. Yeah, they kept saying "as powerful as a PS1" rather than PS2, but with a smaller screen to render for as well, which most gamers understand means less work for the GPU. The implication was, "this is a console shrunk down to hand-size, not another top-down tile-based zelda platform". The DS never promised THAT much more than you'd come to expect from the gameboy line.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
  2. I agree with 80% of him by Dark+Paladin · · Score: 5, Interesting

    Looking at some games that have released in Europe (and not in the US) such as "Tales of Eternia" (which is a PSX port of "Tales of Destiny II" US) and "Breath of Fire III", there is the ability to bring games to the PSP without the long loading times - even ports of PSX games.

    Contrast this with games like "Ys'" and the Japanese release on the PSP of Valkyrie Profile, both of which suffer from frequent load times. The latter also appears to have bad text and graphics, where the developer didn't take the time to remake the graphics and font for the smaller system, but just stretched out the graphics and added fuzziness to hide the edges.

    Yuck.

    In the latter case, it appears to just be laziness - they didn't take the time to make the game well, and now they and gamers will suffer for it.

    On the other hand, I believe there are also some inherent design flaws with the PSP, mainly in the UMD system. Games that require data swap outs (like RPGs as you move from one area to the next) will suffer from load times. On a PSX system, that's fine - the CD is always spinning, because you're plugged into the wall.

    On a PSP, though a constantly spinning UMD means your battery is going to vanish faster than a bottle of Bawls at a LAN party. So the game has to load, spin down, spin up, load, spin down over and over again, which gives you bad load times.

    There are ways around this - better caching or compression, using a piece of the memory card (basically, you make the "save game" space at the beginning then use that to cache some data. Granted, it's not optimal, but it's an idea).

    So a wagging finger of shame to developers too lazy to update the graphics in their ports, a wagging finger of shame to the developers who haven't even bothered to give us really good original games (save for maybe "Exit" - and no, I'm not including "Lumines" - it's Dr. Mario all over again), and a wagging finger to Sony for not promising on the possibility of the PSP.

    1. Re:I agree with 80% of him by niney · · Score: 2, Insightful

      Yeah, load times are ridiculous in some games, there was a video of the PSP version of Smackdown vs. Raw where it took almost 7 minutes to load. It got removed, but there's another video where someone has time to play another game while waiting for it to load.

    2. Re:I agree with 80% of him by yuna49 · · Score: 2, Interesting

      the Japanese release on the PSP of Valkyrie Profile



      If I were SquareEnix, I'd just start selling copies of the old PSOne version of this game again. Right now it costs well over $100 for used copies on eBay, and the few available new copies sell for ~$225! I've wanted to play this game for a while, but not at these prices. And, I'm certainly not going to go out and buy a PSP just to play it.

    3. Re:I agree with 80% of him by Dark+Paladin · · Score: 1

      I've never understood that either.

      Development costs: 0 (already done).
      Costs to Sony: minimal (just printing PSX CD's and cases)

      Sell it for $20, everybody who wants it will buy it (a la "Final Fantasy Tactics"), and the company gets the game dollars and not eBay'ers.

      I mean - it's like printing money. Makes no sense why they don't.

    4. Re:I agree with 80% of him by steveo777 · · Score: 1

      I'd go buy a PSP right now if PS1 games were playable on it. Or if there was a descent Gran Turismo with online play. Hell, I'd buy some high buck, high capacity Duo's if I could throw PS1 games on it. Granted, like in the article, it doesn't have two analogs, but who cares. Lots of games didn't need both or either.

      --
      This sig isn't original enough, it's time to come up with something witty...
    5. Re:I agree with 80% of him by generic-man · · Score: 1

      I think you need a PSp, not to be confused with the PSP.

      Unfortunately only one was made, and you have to contend with a disc spinning in midair, but aside from that it looks sweet.

      --
      For more information, click here.
    6. Re:I agree with 80% of him by Anonymous Coward · · Score: 0

      > Development costs: 0 (already done).
      > Costs to Sony: minimal (just printing PSX CD's and cases)

      Creating buzz due to the scarcity-induced demand spike amongst a fan base eager to slurp up the next $50 game in the series: priceless.

  3. Huh. by RyoShin · · Score: 5, Insightful

    'Everything is compromised, and it bugs the hell out of me when you hear a lot of developers saying, Well, we can't do this that way because it's a handheld game, or We can't do this because it doesn't have a second analog stick.' 'Those are all excuses,' Malenfant continued - observing that the original PSone controller didn't have any analog sticks, 'And there were great games on that.

    This guy understands what's going on.

    The Gameboy Advance (SP) has one directional pad, two regular buttons, and two shoulder buttons. Yet, we get brilliant software for it, and it's only sold, what, a few dozen million systems?

    The DS, ignoring the touch screen, only boasts an extra two buttons. Though I guess the industry has proven that you really can't do anything with those things, huh, guys?

    I think it's more that the developers that are trying to utilize the power that the PSP possesses are too used to having all sorts of controls and control combos associated with it. It would be as if Amazon decided to boot its store and just make a book review site. Sure, they could do it, but they couldn't make just a book review site- eventually they'd turn it right back into the Amazon store, because they don't have any constraints, and are used to the bigger feel.

    But you don't need a large amount of controls to have a good game. I've been playing Wario Ware, Inc. for a few weeks now, and at any time it is using one of the regular buttons and the d-pad at most during gameplay. And it's quite a fun game.

    Another part of the problem is that too many developers may be trying to continue the "PSP is just a system to port to" thought process that seems to abound (I've seen few original games that aren't ports or rehashes). When going from a Splinter Cell game on the PS2 to the PSP, of course you're going to lose something because of the new layout. So, make a new stealth game. One that isn't Splinter Cell (yes, I know that's hard, bear with me a minute) and fashion it such that it works with the controls.

    1. Re:Huh. by Anonymous Coward · · Score: 0

      GBA? 5% SNES ports, 2.5% original and good Nintendo games, 1% cack or lackluster Nintendo, 0.5% good capcom games, 1% Poor Rockstar ports/remakes and 95% kid's show, toys and movie franchised muck. And I'm a Nintendo Fanboy.

    2. Re:Huh. by Anonymous Coward · · Score: 0

      or even 90% whoops

    3. Re:Huh. by Guppy06 · · Score: 2, Interesting

      The original Game Boy was plagued by similar issues and they persist to this day, as developers continue to publish "Console Game X: The Portable Version." Even Nintendo themselves were guilty of it (ever play Super Mario Land?).

      What pulled the Game Boy and perhaps the entire portable games industry is that Nintendo took the initiative and started to make real games for the Game Boy. Kirby stood on his own two feet (or... you know what I mean) to the extent that he even made the leap from portable to console. And where they did use a console franchise, they approached it from the angle of "Game X 2" instead of "Game X Lite," giving us games like Zelda: Link's Awakening.

      I think it took stuff like that to inspire others to stop watering down their portable games as well. Konami has given us Castlevania: Aria of Sorrow, but back in the day they gave us The Castlevania Adventure, and I suspect the jump in quality wouldn't have happened if Metroid II hadn't put Konami to shame.

      I suspect if the PSP is ever going to escape from the flood of "GTA Gaiden" games, they're going to have to find a Nintendo-esque company to come along and make real, immersive games for the system. Otherwise, comparisons to the Game Gear will persist.

      Original Game Boy franchises continue to be successful enough to make the jump from portable to console. Something similar will have to happen to a PSP game if it's going to be a viable platform in the long term.

  4. I'm a little biased, however ... by Frag-A-Muffin · · Score: 4, Insightful

    I am a Nintendo fanboi .. so I thought I'd get that out of the way. That doesn't, however, preclude me from making observations.

    I was at Futureshop the other day, just checking out the GCN and DS titles and stuff, and walked by what I tought was a HUGE rack of PSP games. I thought, wow, WTF? I didn't know they had that many games. Then I looked a little closer ... "Oh ... stupid UMD movies"

    I don't think I ever saw any PSP games actually (not that I was looking for them or anything).

    So here's the thing, if you don't blame the devs, who else can you blame for the poor showing of PSP games? Sony? Maybe. Perhaps if they weren't pre-occupied with trying to re-sell movies they've already sold to people in a more usuable form (aka DVDs) then they might perhaps be a little more focused on something that might actually sell the system. GAMES! From what I've obvserved, there are 3 kinds of people that have purchased the PSP. 1) The pissed off kind that thought they'd get some games. 2) The people who bought this solely for home brew purposes. 3) The pissed off people who conceded defeat and now only use it for home brew stuff.

    There are a lot of nice things about the PSP (admittedly). The device itself is a quite sexy. The screen is pretty nice. My complaints would be that it's a little large, UMDs suck, Memory Sticks suck, analog stick isn't in a good position for long term play, battery life (it's not as bad as some people claim, but I expect a little more from a portable gaming machine. Just look at the past machines that sold well. Hmmm .. all Nintendo machines, all with very good battery life.)

    Again, yes, I am a Nintendo whore, but these were just my observations/opinions.

    --

    AirSpeak - http://itunes.com/apps/AirSpeak
    1. Re:I'm a little biased, however ... by MmmmAqua · · Score: 2, Interesting

      From what I've obvserved, there are 3 kinds of people that have purchased the PSP.

      Four kinds. Believe it or not, there are people who are actually *happy* with the PSP. I have about twenty games for it right now. The PSP has its fair share of crap games (Ghost in the Shell, or Generation of Chaos, which is perhaps the most terrible game ever made) but it also has plenty of titles which are a lot of fun, like SSX, Legend of Heroes, Ys, Rengoku, Tokobot, and a few others.

      That said, my wife has a DS, and haven't (yet) played a game on it that I haven't really enjoyed - way to go, Nintendo. Here's the thing, though - as much as I usually dislike the idea of "convergence" gadgets (do one thing, and do it well, please - like the DS, or GBA) it's sometimes really, really nice to have all the extra abilities. It's a hassle to put MP3s and movies onto Memory Sticks sometimes, but the extra complexity of the device is compensated for by my not having to carry multiple devices when travelling or suffering through family affairs at my mom's place.

      I think Sony's problem is that they just don't know how to market the PSP. They have definitely undersold the gaming capabilities of the device in favor of pushing UMDs (which I agree are a big "f-you" to consumers from Sony) on us.

      Just my $0.02, but I'm a 360 fanboy, so my opinion isn't worth much here on /.

      --
      Arr! The laws of physics be a harsh mistress!
    2. Re:I'm a little biased, however ... by Anonymous Coward · · Score: 0

      "who else can you blame for the poor showing of PSP games? Sony?"

      Yes! It is difficult to get them to even respond to emails requesting
      developers kits. Sony demonstrates no desire to allow independent development.

    3. Re:I'm a little biased, however ... by thedletterman · · Score: 1
      I'm pretty happy with my PSP as well. I've got about half a dozen games for it, but I only play it leisurely.. like when I travel. Going to be sitting around at the airport? Grab my PSP with Tiger Woods or Need for Speed Underground and I'm set. I was an avid PC gamer up until the age of the DMCA, and I drifted away until the Xbox. Microsoft really brought me back to gaming, with that homebrew hardware setup :D

      What I'm looking forward to is the PSP's integration with the PS3 to rejuvinate developer interest, as it has pretty much fizzled along with the consumer. The movie capability is also nice, but screw UMD. I rip my DVDs and convert them onto the memory stick. If they ever got rid of my ability to put my own content onto the PSP I would stick it in a drawer.

      --
      Any fool can criticise, condemn, and complain, and most fools do. - Benjamin Franklin
  5. Open Development for PSP by zariok · · Score: 5, Insightful

    Sony needs to open up the development on the PSP.

    1. Make development kits available.
    2. Allow PSP's to run homebrew. Now I don't mean stolen ISOs or the like.
    3. Start a community site so players can upload games.
        3a. Offer the ability for a homebrew(r) to charge for their game ($1 here, $1 there).
        3b. Sony can get a cut, profit for everyone!

    --
    -zariok-
    1. Re:Open Development for PSP by Spy+der+Mann · · Score: 4, Funny

      Sony needs to open up the development on the PSP.

      Sorry, but I think you mispelled a word. Here, let me fix it for you.

      The cheap RIAA-member b*stards who won't give up a peny and hired some goons to make a rootkit need to open up the development on the PSP.

      There! :)

      Wait, something's not right... o.O

    2. Re:Open Development for PSP by Flamekebab · · Score: 0

      For some reason, I don't really see homebrew games taking off for mainstream PSP owners. Sure, they would probably be popular, but not so much with the majority of the Playstation brand's usual audience.

    3. Re:Open Development for PSP by Clockwurk · · Score: 1

      Nice post, but it can be summarized like this:

      "Let me run emulators on my PSP so I can play SNES ROMS (that I downloaded from the internet for free) instead of your new $50 titles."

      Sony realizes this and has no intention of supporting unofficial apps. Ever.

    4. Re:Open Development for PSP by ggambett · · Score: 1

      They should really open it up. As an independent game developer, I'd love to port some of our games to the PSP, but the barriers to entry and publish don't justify the risk. If dev kits were cheap and you were allowed to sell your games directly (shareware as we do or anything else), there would be a HUGE library of games - some of them good, some of them bad, but customers are used to that risk (which the shareware model greatly reduces anyway). As a result, more PSPs would be sold and people wouldn't complain about the lack of games. The PSP would get some innovative and original games that they wouldn't get otherwise. Microsoft recognizes this and has done more or less this with the XBLA. Sony should do the same.

    5. Re:Open Development for PSP by DrXym · · Score: 1
      1. Make development kits available.

      Potentially this would piss off the commercial game makers greatly. But I can think of an obvious way that they could do this and keep the commercial / homebrew crowds happy. Sell Linux on a UMD and provide some cross-compiler tools that enable people to hack it, running code that they download to a memory stick. The PS2 had Linux so it must be possible. Unlike PS2 where a harddrive was required, the PSP has enough memory on a stick that it could work just as well.

      This has many advantages. a) The PSP becomes a fantastic hacker toy (Linux in your pocket etc.) b) the homebrew people have an outlet and will release some great apps of their own which increase the value of owning a PSP, c) the game makers don't feel threatened since any homebrew requires you run the Linux UMD and possibly don't gain full access to the hardware anyway.

      It's a win for everyone. Sony would even make money from it if they sold Linux like they do their other titles.

    6. Re:Open Development for PSP by neelm · · Score: 1

      That is exactly what I though when I read the title. If you want rapid innovation, you can't run a closed system. This isn't just Sony though, the consol market as a whole is a closed shop. I guess they look to all the damage open development caused the pc gamaing market... I mean, all those free games out there, how can anyone make a profit on pc gaming?

    7. Re:Open Development for PSP by Anonymous Coward · · Score: 0
      Sorry, but I think you mispelled a word!
      ...cheap RIAA-member bastards who won't give up a peny and...

      There 8)
    8. Re:Open Development for PSP by Stevyn · · Score: 1
      Sorry, but I think you mispelled a word!

      ....cheap RIAA-member bastards who won't give up a penny and...

      There 8)

  6. Pony up? by Threni · · Score: 1

    That means `pay for` doesn't it? What should they be paying for? The article doesn't make this clear.

  7. Symptom of too many ports by LordZardoz · · Score: 4, Interesting

    When you port any game to a system that cannot give you the exact same sort of input as the originating system, you will run into problems. If a game used 2 analog sticks originally, you cannot make the exact same game on a system with only one analog stick.

    You can make a game that has a close resemblance, but thats about it.

    Now, I think that one of the big reasons that the PSP may be suffering is that too many developers and publishers are porting games to that system rather then writing entirely new games. specifically for it.

    The Nintendo DS does not suffer as much from this problem for two reasons. One is that most direct port type games from earlier systems have already shown up on the Gameboy Advance. The other reason is that the new interface pretty much demands new types of games.

    END COMMUNICATION

    1. Re:Symptom of too many ports by Anonymous Coward · · Score: 0
      I think that one of the big reasons that the PSP may be suffering is that too many developers and publishers are porting games to that system rather then writing entirely new games. specifically for it.

      That's a good point, but there's a bigger issue here. All the top developers who earned their turns writing PS2 engines for the past 6 years ARE making entirely new games... for the PS3!

      Not only are games simply being ported to a slower platform, they're being ported by someone who didn't learn the mistakes from writing the original engine, and probably have neither a great understanding of the PS2 nor the PSP.

      Still... the platform is young. But it's disconcerting that between the 2 early games that defined the PS2-- Gran Turismo 3 and SSX, GT PSP seems to have been canceled and SSX PSP launched to very mild fanfare. It's a good sign that top developers have bigger fish to fry.

    2. Re:Symptom of too many ports by skreeech · · Score: 1

      GTmobile was one of the things that made me go and get a psp when it was new. I was thinking well eventually I'll get gran turismo and that'll be worth the purchase price alone. Of course now I feel jipped. Between Tourist Trophy(i think this is what the motorbike game is called) and GT4online I don't see GTmobile having much of a time to be worked on or come out.

      --
      [20:36] wwwdot/.dotorg
    3. Re:Symptom of too many ports by Anonymous Coward · · Score: 0

      I thought I'd add that the ports to Gameboy SP are also all SNES or NES games. The advantage of porting them is that you can't buy them or the system any more.

      The other nice thing about the ports (including Mario 64 DS) is that instead of just taking the original game and sticking it on the system, they rethought some controls and added gameplay to improve upon the original in a way that doesn't take away anything from it.

      PS. I'm a lifelong Nintendo Whore

  8. The main problem with PSP... by tlhIngan · · Score: 4, Informative

    are the AWFUL UMD load times! There is nothing more infuriating than the bloody load times in practically all the PSP games I have.

    One of the reasons why I keep my PSP at 1.5 is to use UMD Emulator and Fastloader. Guess what? The PSP is MUCH MORE ENJOYABLE because loading off memory stick (or the hard drive accessory) is way faster. (Off memory stick, it's really quick. Hard drive is perhaps 2-4x slower, but UMD is probably 10x slower than the hard drive). Sony could make a killing if they made it possible to cache UMDs on memory sticks and have games load from there rather than the UMD itself.

    Also, I do believe all the excuses are just that - excuses. Lack of buttons? Lack of analog sticks? Well, it means that one has to be a lot more intelligent in writing their games! Take Nintendo's Mario and Luigi: Partners in Time - you have 4 characters you have to control, each mapped to 1 button. That only leaves the shoulder buttons to do stuff with. It works, and is plenty fun for an RPG, and the trick to playing it is to realize that it's not what the buttons do, but combinations of characters and button pushing.

    1. Re:The main problem with PSP... by Stevyn · · Score: 1

      One thing they could do is start loading data into a faster cache while in game play. They could offload this to a dedicated piece of hardware so it doesn't slow the game play down. I'm thinking along the lines of when level 3 is being played, level 4 should be cached since this might be typical in most games.

  9. The lack of gaming innovation is down to the PSP. by ciw42 · · Score: 5, Interesting

    Lack of innovation is always going to be much more obvious on a handheld system which effectively offers nothing new beyond improved graphics capabilities and a shiny, and it must be said, rather lovely casing.

    Yeah, it's got a nice screen, and whilst it's bigger than that of the Gameboy SP, and a more conventional format that that of the DS, it's too small to allow full console titles to be ported to it, so from a developers point of view, it's as much of a burden as an advantage. People are expecting better graphics and use of the screen real estate, but in the industry it's seen just another platform on which to release your games, and moving away from a conventional screen size is a real pain in the arse.

    As I had been expecting from well before the PSP and DS were released, we're seeing some pretty innovative ideas using the dual screens, touch screen and microphone inputs on the Nintendo DS. These are all features which can be used to enhance gameplay, and bring a whole new experience to gamers, and they're even being used to enhancing more established genres. Developers love that kind of thing. New toys, bells and whistles to play with are always going to get the creative juices flowing, especially if using them is optional. You don't hear developers crying out with joy that they've come up with a groundbreaking game idea that uses the extra half inch of screen space available on the PSP.

    The PSP just isn't groundbreaking at all. It certainly does what it does well enough, and as a piece of consumer electronics, it looks stunning, but underneath it all, it's just, well, a rather uninspiring, fairly boring handheld gaming machine.

    I can easily see the same thing happening once all three next-gen consoles are on sale. Sony and Microsoft will be fighting each other purely on hardware performance and the odd exclusive title, but it'll all just be first person shooters, sports and driving games. There'll have to be some pretty sever price drops to ensure that they shift the number of units they have planned. The games will probably all look stunning, but will offer very little new.

    Meanwhile, Nintendo will be happily shifting the Revolution, selling plenty of downloaded legacy titles, and showing the world truly innovative games. Having a full developer's kit priced at only $2K is going to bring many more developers to the party as well. I can't wait.

  10. Re:Open Letter by Anonymous Coward · · Score: 1, Funny

    I have a lot of support.

    No, no you don't.

  11. Re:something i've always wondered,... by __aaclcg7560 · · Score: 1

    Normally you need to have the dev kit, which is special version of the console without copy protection (allows burning games to regular media) and special debug features. I don't remember exactly off the top of my head, but I think dev kits are usually between $2,000 to $4,000 USD each a few years ago. If got you 10 people working directly on the dev kit, you got $20,000 to $40,000 USD invested before you even start.

    Visual Studio C++ is probably the most common programming environment across the different platforms. The PS2 uses Linux and GCC that comes with the dev kit. You can easily spend a small fortune in development tools for programmers and artists before you even start.

    You gotta to love the per-unit licensing fee. One-third of the selling price for each unit will go straight to the console makers. Most game publishers would love to have a runaway PC title since all of the money is going to straight to their bottom line. The only reason they put up with this highway robbery is that a good console game can make more money than a PC title because of the volume of units being sold.

    Finally, your game still needs to be approved by the console maker before hitting the stores. No approval, no game. No game, no money. By the time you reach this stage, you might've sunk in at least $200,000 USD to develop a game that won't go anywhere if it doesn't get approval. As an independent game developer, if the money issues doesn't kill you in the beginning, it will kill you in the end if you don't get approval.

    If you seen the movie "Grandma's Boy", where the lead QA tester is developing an XBox title at home, that's pure fantasy. When I was a lead tester at Atari, I only made $16/hour so I couldn't afford to make console games and I certainly didn't have the time to work on my own Quake 2 levels much less a console game. (Granted I was going to school part-time to learn programming to get out of the video game industry.) If he was using company's property and/or time to develop the game, he would be sued silly so many different ways. Unless you have a rich sugar daddy, stay way from the developing console games. I heard selling small Java games at $20 USD a pop off of a website is the way to go these days.

  12. It's the gameplay stupid! by Belgand · · Score: 4, Insightful

    The DS has been selling pretty damn well compared to the PSP. Now, part of this is due to the fact that Nintendo has a very strong fanbase and I'm certain that a large part of it is also because the DS is much cheaper, but the main reason it's been selling so many units is because it has some great games. I know that's the reason I bought one. Last year during E3 I kept hearing about the new games on the way for the DS and I realized that I seriously needed to own one. Sure, none of the games out at the time were really that good, but the first wave of greatness was just about to drop.

    That said, let's look at some of the top games for the DS and see why the PSP couldn't have done them as well (ignoring such things as licenses, we're concentrating on gameplay).

    First up is Mario Kart DS... lots of people are pointing to this as one of the killer apps for the system and considering it introduced the wi-fi connection it was perfectly positioned. At it's core it's a racing game with an online component. The PSP would have no problems producing an excellent racing game along the same lines and also have the same wi-fi access built in. Yes, it sold largely due to the strength of the franchise, but every franchise has to start somewhere once people start innovating. No excuse here.

    Next up is Advance Wars: Dual Strike. Turn-based strategy game that's the direct sequel to the same franchise on the GBA and which started earlier, but was only released in Japan. Considering it ran on the GBA there's no reason the PSP can't have something like this. It uses simple graphics, but that's part of the charm. The deep and involving gameplay is the reason people have become hooked on the series. If it was a PSP title it probably would have had online multiplayer as well, but Nintendo launched it before the WFC. Again, no excuses.

    Next up is Nintendogs. Ok, it's not one I personally own (unlike the previous two titles) and it doesn't really appeal to me, but it does appeal to a lot of people out there. Admittedly it relies pretty heavily on the unique features (touch input, microphone) of the DS so it's not really an option on the PSP. I'm also willing to bet that they wouldn't want to try it even if it was possible because it would make the PSP look less "hardcore". Still... they have a valid excuse for not making a game of this type.

    Our next title is Mario & Luigi: Partners in Time. Again, sequel to a GBA game, but with features that take specific advantage of the DS (4 buttons, two screens). The fact that it's a sequel of a GBA game means it's still possible on the PSP, it would just be a tad different. As it is it's a unique twist on the traditional Japanese-style CRPG. Again, no reason why the PSP can't do it.

    Moving right along and we have Castlevania: Dawn of Sorrow. Ignoring the nicety of having a second screen for status and map info the only thing that makes it DS-specific is the seal system. Most people agreed that the game would have been better without it. Would the pretty graphics of the PSP have been cool if we had the same gameplay though? Certainly.

    Kirby: Canvas Curse is our next game and one that makes specific use of the touch screen. It's a creative and interesting way to use the technology and that means that the PSP couldn't have done it. Sometimes that's just how things are and you can't blame PSP devs for not trying it.

    Meteos. Well, it's a puzzle game by the same guy who did Lumines. Sure it uses the touch-screen in a pretty important way (the game is too fast to really play with the gamepad), but the point is that the PSP can and has made a puzzle game of a reasonably similar nature. Even more it's one of the top titles for the PSP. Way to go.

    Moving into upcoming games we have the hotly-anticipated Metroid Prime: Hunters. From the First Hunt demo it's pretty apparent how useful the touch screen is to replicate using a mouse, but first-person shooters have come out for the PSP so it's entirely possible to do it. I have to say I'd think there woul

    1. Re:It's the gameplay stupid! by G-funk · · Score: 1

      People like to say that "Mario kart sells because of its franchise" and it's partly true. But not because we're attached to driving around as mario. It's because nintendo actually cares about its franchises. Not the chracters, they get passed around. But the games don't. There's been no lousy mario kart game, ever. Same for official mario bros games. Same for zelda, and Metroid. They're always excellent quality. Polished, top shelf games. You don't have to read reviews or have a test drive when theres a new mario bros game, or mario kart. You know what to expect, and you're never disappointed.

      --
      Send lawyers, guns, and money!
    2. Re:It's the gameplay stupid! by Anonymous Coward · · Score: 0

      There's been no lousy mario kart game, ever. Same for official mario bros games. Same for zelda

      You clearly never had a CDi... that had not just one lousy Zelda game, but two!

    3. Re:It's the gameplay stupid! by Anonymous Coward · · Score: 0

      Mario Sunshine didn't suck per se, it just didn't grab my attention like other Mario games.

    4. Re:It's the gameplay stupid! by Belgand · · Score: 1

      I agree with you 100%. That's part of the reason, I feel, that Nintendo does franchises so well. When I play a Legend of Zelda game I know that I'm going to be dealing with a fantasy setting and that it will be an adventure of some type, but that's about all that you can reliably say (thanks to Zelda II).

      When I play Mario Kart I know that I'm going to be playing an excellent kart racer, not just some second-rate racing game with Mario slapped into it. As much as I prefer Super Metroid and the other 2D games to Metroid Prime I still respect the quality of the game and the fact that they didn't just churn out some 3D Metroid game, but worked hard to integrate the style and feel of the series into a new type of game.

      This a major part of the reason why I like Nintendo so much. Sure they might not always have quite as many games as other systems and they have had spotty third-party support for the Gamecube, but thier first-party titles are almost always excellent and I know I'll never be able to play them anywhere else.

      Mario Kart sells for the same reason I feel that Civilization sells: we know that we're going to get a fantastic game as we always have. If someone else made a better kart racer then I'd play it, but so far I'm not aware of anyone who has.

      On a smaller secondary note I'd also like to add the various Mario RPGs (Paper Mario, Mario & Luigi, etc.) to the list. They've all been top-notch games. Super Smash Bros. is only on it's second game, but considering how well they've done with both of those the Revolution title seems like a can't-miss as well.

    5. Re:It's the gameplay stupid! by Belgand · · Score: 1

      Frankly I wasn't too big on Mario 64 either. It just didn't really feel like a platformer anymore and seemed too far removed from the classic gameplay. I personally feel that the move to 3D really ruined the franchise and turned it into something I have far less interest in. On the other hand I own Mario 64 DS and Mario Sunshine. Sunshine was really more of the same, but with newer, better graphics. I could say it didn't grab my attention that much, which is true, but I also can't deny that I stayed up all night playing it once and have sunk many hours into it on occasion.

    6. Re:It's the gameplay stupid! by G-funk · · Score: 1

      I've got mario 64 (on ds), and I think it's ok.. But I don't count it as a "mario bros" game. As far as I'm concerned, the one that's coming out on ds in a few weeks is the first one since the snes mario bros got ported to gba a few years ago.

      --
      Send lawyers, guns, and money!
  13. Lesser franchises? by Flamekebab · · Score: 0

    It'd be nice to see some less used franchises, such as Jet Set Radio or one of the old Oddworld titles, I think both would be fantastic on the PSP, but maybe that's just me.

    I'm just kinda fed up of all these popular, well-whored franchises. I don't *want* another Metal Gear title, or another Gran Turismo!

    1. Re:Lesser franchises? by Anonymous Coward · · Score: 0

      I'd like to see those games too, along with remakes or clones of Civilization and the Elite games, but all these games fit into pretty obscure catagories and don't appeal to the typical jarhead gamer.

  14. Re:something i've always wondered,... by Dance_Dance_Karnov · · Score: 1

    Modern dev kits are NOT 2k - 4k(execpting the revolution at 2k) the PS2 dev kit costs 20K, a xbox(not 360) dev kit costs 10k, a psp dev kit runs 25k as does a GCN kit.

  15. I don't know whats more pathetic by technoextreme · · Score: 2, Funny
    Yeah, load times are ridiculous in some games, there was a video of the PSP version of Smackdown vs. Raw where it took almost 7 minutes to load. It got removed, but there's another video where someone has time to play another game while waiting for it to load.

    The game loading for 7 minutes or me watching a video of a game load for seven minutes.
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
  16. Re:something i've always wondered,... by __aaclcg7560 · · Score: 1

    Maybe the prices I quoted was for the test boxes that I used in the QA department. Still, you're in the hole long before you even start programming.

  17. A Bit Off-Topic by rsmith-mac · · Score: 3, Interesting
    Something I've always wondered about the PSP is why Grand Theft Auto, the game you'd assume would be the killer app of the console(ala MKDS on the DS) hasn't been very successful itself or moved very many PSPs. The series as a whole is simply a blockbuster, especially with San Andreas 2 years ago, but I've never seen even a fraction of the buzz for the PSP game as for any of the console games. I would have assumed that everyone would be jumping at the chance to play a portable GTA game, but obviously this hasn't been happening.

    So, why is it that GTA has done so poorly on/for the PSP?

    1. Re:A Bit Off-Topic by skreeech · · Score: 1

      Probably because of how poor the psp did. Maybe not enough psp's are out there in use for a blockbuster psp game. The game itself is good. Although it is abit of a let down that it is:

      the art assets of GTA3 put into the vice city engine(without flying) with some new missions and item placement. It's really just a updated GTA3.

      --
      [20:36] wwwdot/.dotorg
    2. Re:A Bit Off-Topic by KDR_11k · · Score: 2, Insightful

      Perhaps it's because people think "I love GTA and I'd love to play that game but I'm not dropping 250$ on a handheld just to play it, I'll rather stay with my console GTAs". A killer app isn't really a killer app if an acceptable substitute is available on another platform many people own already. Of course all market predictions assume that what has worked as a killer app in the past will work as a killer app in the future but I have my doubts. It may work for Zelda but that's only because there's been quite some time since the last Zelda incarnation that was deemed a killer app (OOT, Wind Waker wasn't as popular). GTA San Andreas wasn't very old when GTA LCS got released so people didn't have enough of a craving for GTA to buy a new system over it.

      I think that's also why the GC didn't perform as well as the N64, it simply didn't deliver as many unique killer apps and just offered last gen's killer apps with updated graphics (but weaker gameplay). With the exception of Metroid Prime it had no truly unique experiences that people wanted. MP3 might work if the Revolution's controller makes enough of a difference but otherwise it won't be a system seller either.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:A Bit Off-Topic by AlexMax2742 · · Score: 1
      Perhaps it's because people think "I love GTA and I'd love to play that game but I'm not dropping 250$ on a handheld just to play it, I'll rather stay with my console GTAs"

      And then, to the few fanatics who did get it, Sony's "We're releaing it on the PS2 too" a few months later couldn't have helped. The guys who didn't get one but wanted one now have no need to get one, and the ones who did now probably feel burned.

      --
      I'm the guy with the unpopular opinion
    4. Re:A Bit Off-Topic by Anonymous Coward · · Score: 0
      1) The GTA series is losing steam. Traditionally, in the game world, this would be analogous to a commercial software product being EOL'ed. GTA:LCS can be described as a "last ditch effort".

      2) They're porting it to the PS2, so the price drops from $300 to $50-or-less.

    5. Re:A Bit Off-Topic by Anonymous Coward · · Score: 0

      Er, GTA:LCS has been selling really well, having shifted around 900k units in the US until the end of Feb 06. This means about 1 in 5 PSP owners in the US has purchased the title which is a pretty high attach rate.

      In other words, it has been selling really, really well.

    6. Re:A Bit Off-Topic by DrXym · · Score: 1
      I'd say that GTA has shifted a lot of PSPs but one thing I noticed when I bought mine was the retailers tried to fuck the consumer with a 10 euro price hike for GTA over other games. Perhaps they had to for some reason, but it could hardly have helped sales. Fortunately (gawd bless 'em) the Argos catalogue had GTA selling for 40 euros at the time (already 5 euros cheaper than most places sell PSP titles) so I snapped up a copy.

      Anyway GTA on the PSP demonstrates that the UMD can produce games that play, look and perform virtually the same as their PS2 cousins. Loading time for GTA is plenty fast on the PSP. The only annoyance was the camera control which was more awkward due to the single analogue stick on the device. If Rockstar can cram the GTA III world with new content and vehicles into a PSP then no other game maker has an excuse for poor loading or content.

    7. Re:A Bit Off-Topic by AcidLacedPenguiN · · Score: 1

      "virtually the same as their PS2 cousins." personally, I think that's where it dies. To me the PS2 really doesn't look all that great anyway, I mean sure pre-rendered cutscenes look nice but then you get into the game and the visuals are balls. Don't get me wrong though, I love some games for the PS2. Just not the graphics.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    8. Re:A Bit Off-Topic by DrXym · · Score: 1

      The cutscenes aren't pre-rendered (they're rendered with the game engine) but neither are they in-game as some modern game engines deliver. Anyway as mentioned elsewhere on another part of this topic, I think the GTA engine is getting very tired and it desperately needs a revamp. GTA's ability to render an entire city is stunning, the physics are great, but the AI is brain dead, peds & vehicles materialise out of thin air and there is precious few interiors or interaction with the environement. Even a diehard GTA'er like myself is going to steer clear of the next game if it doesn't undergo radical upgrade.

    9. Re:A Bit Off-Topic by AcidLacedPenguiN · · Score: 1

      Oh, sorry I didn't mean to confuse but I meant PS games in general, not GTA.

      to be fair I enjoyed the GTA games, but I too have grown tired of the GTA series.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  18. Great video ...Re:The main problem with PSP... by redwoodtree · · Score: 1

    I'm sure you've seen the WWE video on this topic..

    http://www.joystiq.com/2006/02/24/load-time-from-h ell-psp-game-takes-its-sweet-time/

    1. Re:Great video ...Re:The main problem with PSP... by Anonymous Coward · · Score: 0

      Here is another video based on the above which proves not all PSP games are slow loading -> http://www.youtube.com/watch?v=dYyDkwIZbTA

      In fact, when you compare how much gameplay is packed in with the game depicted (GripShift) compared to the WWE Smackdown port, its clear there is a lot of potential on PSP for games which are coded from the ground up for the system if you can nail the usability issues.

  19. Everyone thought they'd be getting a portable PS2 by Anonymous Coward · · Score: 0

    ....and that turned out to be a load of crap. The devs, game players, media, etc. were all duped by the hype. I think Sony themselves bought into it too, thinking the PSP would usher in a new UMD age in the same way that they THOUGHT the PS2 brought about the DVD age. (Hint, you geniuses at Sony: The PS2 brought the collective baseline price of all DVD players down, which brought about the DVD age....the PS2 itself didn't popularize the format. The PSP has been the only UMD-enabled device on the face of the earth for over a year now, and it's still prohibitively expensive.)

    The PSP is nowhere near a portable PS2, but all the devs are still acting as if that's what it is. That's why your games aren't selling. It all went to hell when Sony claimed porta-PS2 power. What beautiful 10-gauge footshot that was.

    To cut a long rant off before it gets longer, I'll say this: If Sony had gone with a less complex, cheaper hardware design with a more wisely designed media format, AND had marketed the PSP as a system capable of playing GBA-style and PSone-style games at near-PS2 level graphics on a nice big screen with no disc load times, instead of a flat-out portable PS2 and ultimo-PMP-deluxo, right now they would have developers that aren't scratching their heads, and that (coupled with the lower prices) would have led to better sales. Way to ignore over 16 years of what's already been proven to work, chumps. (You ain't faring too well against Apple, either, and YOU'RE the old man of the portable audio industry, not them. Shape up already, you're a mess!)

  20. What you want is a GP2X by tepples · · Score: 1

    The only thing about GPH's GP2X handheld system that doesn't fit your description is that it isn't available at brick-and-mortar retail chains in North America.

  21. Talent costs money by tepples · · Score: 1

    What should they be paying for?

    Producers who care.

  22. Not even close. by Corngood · · Score: 1

    Xbox kits (green ones) are _way_ cheaper than that, or at least have been for the last couple years. I'm not sure about PS2 as we haven't bought any in ages, but PSP kits are also a lot less than your figure. If you want to show some proof, fine, but I'm not going to bother if you won't.

    1. Re:Not even close. by Tim+Browse · · Score: 2, Informative
      If he produced proof, then knowing most console manufacturers he'd probably be breaking an NDA. I think the truth lies somewhere between his high figures and the $2-4k figures. His high figures are not that outlandish though.

      For instance, I 'hear' that the PS2 devkits were 30k euros originally. No, I'm not going to offer proof either.

      As an aside, in addition to this financial outlay, another point is that you can't even buy a devkit until the console manufacturer has approved your game design (unless you're EA or a company of that size). It's not like going out and buying a PC.

      To clarify: by 'devkit', I mean a debug devkit, not a test devkit - as the QA guy said, these are generally much cheaper, and a lot simpler. e.g. a PS2 'tool' devkit and a PS2 teststation are quite different beasts.

  23. PSP's library... by Kittie+Rose · · Score: 1

    One of the main problems with the PSP is that compared to the DS, it really isn't that appealing. Graphics aren't something you look for from your handheld. The only serious thing the PSP has over the DS is the analog stick - and I believe that the DS truly needs one. There is the screen, but it's too easy to loose the thumb thingie. From a consumeristic point of view, the PSP isn't attractive to anyone but the kind of people that stand next to the "beautiful people" on the beach for a few minutes playing Wipeout and GTA, then move onto the next crowd when they loose interest. It's not really a gamers console, despite it having more released for it than the DS. It's a fashion accessory, and dare I say, a gimmick?

    --
    EpiAdv - if you like Pokey the Penguin, try this comic!
    1. Re:PSP's library... by tepples · · Score: 1

      The only serious thing the PSP has over the DS is the analog stick - and I believe that the DS truly needs one. There is the screen, but it's too easy to loose the thumb thingie.

      Not if it's attached to the DS through the strap bar in the back of the system.

  24. I blame the developers for a different reason. by justchris · · Score: 4, Interesting
    The problem with the PSP is who is developing the games for it. All the PSP games are being developed by teams that worked on the PS2, when they should be developed by teams who worked on the GBA (I'm looking directly at you Konami, and you, too, Capcom).

    The simple fact of the matter is that gameplay on a handheld is inherently different from gameplay on a home console. This is a known fact, has been known for years, as the gameboy has outlasted every other handheld that has entered the market. The main reason being, the other handhelds were structured just as portable home consoles, and therefore they ignored several important issues involving battery life, short learning curve and gameplay that's easy to get into and out of quickly.

    People are calling PSP the King of Ports because that's all that's being made, console ports you can carry with you. And, unfortunately, that just doesn't sell a portable system, because while the system is portable, the game is not. Most of these companies have development groups within them that have worked on GBC & GBA and produced hits, some have even produced hits on the DS. If those same teams were working on the PSP, instead of teams who've only really worked with the PS2, and maybe the Xbox or GCN, you'd see better, more interesting PSP games.

    But with things being the way they are, it's very unlikely. It seems as if the PSP is going to suffer the same fate the GCN suffered. It's not selling well compared to it's competition, and so it will lose developer support, meaning even fewer people will purchase it.

    --
    just some guy
    1. Re:I blame the developers for a different reason. by KDR_11k · · Score: 1

      I think the biggest hurdle is that the GBA teams don't have the tools and experience for making 3d games and they're mostly busy with DS or GBA games already. So you'd have to mix a home console team and a portable team together to make it work. That'd mean having two half teams surplus, quite a cost for such a risky proposition. Doesn't help that the DS and GBA have a bigger userbase (especially a bigger game-buying userbase, noone deciding not to buy new games because that would break his emulators or something) and noone sees a reason to tear apart established teams that could be serving platforms with bigger userbases. The PSP is costier to develop for so there's even less incentive for making games for it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  25. Re:PlayStation by skreeech · · Score: 1

    While there was and is a lot of "shovelware" to sum that up as all playstation had is fucking retarded.

    --
    [20:36] wwwdot/.dotorg
  26. Re:PlayStation by jobbleberry · · Score: 1

    The AC does make an interesting point though. At the moment alot of the development that is going on tends to ask the question "How do we port this?". Which is understandable given the infancy of the system. Don't forget that it took a while for the PS2 to get rolling development wise. However once devs got more experienced with the 'uniqueness' of the architecture some excelent things were done, and are still being done. Give it time and we will see this system used it great ways, for example load times are getting faster as devs work out how to lay out the data on disk to decrease random access, this also has the benefit of added batery life, eventually they will get a grip on the other bits. Patience.

  27. Re:PlayStation by Anonymous Coward · · Score: 0

    "Infancy" is NOT "A year after release." That's High School. The PSP should be learning to drive and having illegal sex already. Okay, yes, I know there's a GTA title out for it, but that totally breaks my analogy.

  28. Re:PlayStation by ciw42 · · Score: 1

    The problem is, that unlike the DS, from a developers point of view, the PSP doesn't really have any "uniqueness" at all. It's the same thing as we had before, just smaller, faster and in a nicer box, which is why all we're seeing is the same old games over and over.

    The gaming world is getting pretty tired of that sort of thing, and is crying out for innovation. The PSP is very much a fashion accessory, and simply another platform to port your games to, not a new platform which is going to encourage innovation.

    When it came out, everyone went "Wooh, that thing looks amazing, the screen's brilliant!", but then they took a look at the games, and saw the often absurd loading times and decided not to bother buying one until there was something special released. So far, it hasn't happened, and I can't really see it happening either.

  29. Re: Why not GTA? by Unassuming+Puppy · · Score: 2, Informative

    I can tell you the reasons I didn't buy it, after looking forward to it a lot:

      * I already know Liberty City. The excitement of discovering a new city is half the point.
      * Reviews agreed that the missions were bland. Yuck.
      * The graphics are not appealing, even considering the limitations of the PSP.

    Sub-standard warmed-over original GTA3? No thank you, I've got nicer things to do.

    Luckily, Take Two are trying a second time. Here's to hoping!

  30. Bad design choices by cerelib · · Score: 1

    Here is the contrast of design 2 choices made for the DS and PSP:

    1.Controller
              PSP:Slim down what people are now used to(i.e. no analog stick)
              DS:Innovate by adding a touchscreen
    2.Media
              PSP:Spinning UMD discs, cause high loading time
              DS:Solid state cartridges, fast loading and highly durable

    Basically Sony did not think things through and did not used sensible moderation. They thought if they made it look cooler with a much nicer screen and better graphics than the competitor, everybody would want one. I think the only thing that has been keeping the PSP afloat is its music and video capabilities, but is it really competing in the handheld gaming market anymore?

    1. Re:Bad design choices by pant · · Score: 1

      While I can agree with your second point your first one is not quite accurate. While its not a stick, there is an analog control device on my PSP; its more like an analog pad. Its on the left side directly below the d-pad.

  31. It's all about money by grahamwest · · Score: 1

    Better graphics and optimised loading times mean more developers working for more time on the game. If publishers feel the game will sell X more units at retail because of the extra polish, they'll pay for it but usually it doesn't make a difference - especially now when PSP titles are thin on the ground. The system itself doesn't help this because, paradoxically, it's powerful enough that you need a larger, more expensive team to make a competitive game on PSP. Look at Wipeout Pure - 10 programmers and 13 artists.

    If Sony make the business side easier you'll see more games and there'll be more competitive pressure to deal with loading times, to do ports properly, to make more original games and to build up a technology base to make it easier to make games on the system. Right now the lacklustre market is just dragging all of these issues.

    --
    Graham
  32. Re:something i've always wondered,... by Brantano · · Score: 1

    You obviously dont know what your talking about if you think -every- single person working on the game needs a development kit. If you have one hundred people working on a game, are you going to need 100 dev kits? No, usually you only need a few, and people work on normal computers and load the data on the dev kit when they need too.

  33. What is in a name? by Anonymous Coward · · Score: 0

    The whiner's name is "Malenfant". It's french for "bad child".

  34. What does approval entail? by tepples · · Score: 1

    another point is that you can't even buy a devkit until the console manufacturer has approved your game design (unless you're EA or a company of that size).

    How detailed does a developer's first console game design have to be before a console maker will approve the developer and the game? Does it have to be a 90 percent complete PC game (for PS2, Game Boy Advance, Xbox, GameCube, PSP, Xbox 360) or Tablet PC game (for Nintendo DS) which shall be ported to the target system? And does the developer have to have already sold one or more profitable PC titles?

    1. Re:What does approval entail? by Tim+Browse · · Score: 1
      How detailed does a developer's first console game design have to be before a console maker will approve the developer and the game?

      Sadly, that's a bit of a 'how long is a piece of string?' question. It varies between manufacturers, and even experienced console devs often don't know if their title design will be approved.

      It could be anything from a 2 page Word document to a hastily kludged together game demo - or more usually, a technology demo. Such demos often include a lot of work that has to be thrown away/re-done, and sadly some games never make it past the tech demo stage simply because the developer gets messed about so much (or the developer does some messing about of their own, or some combination of the two).

      For example, remember Malice on the Xbox? No, didn't think so. But it was the next big thing at one point. It did ship eventually at least - many games don't.

      Anyway, I don't really trust myself to answer in any more detail without getting cross and saying something I'll regret. :-)

  35. Re:something i've always wondered,... by ptlis · · Score: 1

    I don't know about the official PS2 Dev kit, but one of my housemates and myself purchased the PS2 linux development kit for something in the region of ~200GBP and it's great - sure you need a grounding in GNU/Linux (I've got some experience with GNUU/Linux so helped my housemate who while being an excellent programmer had been strictly Windows only). It's good enough for us to tinker with in our spare time and to make some (admittedly) primitive games.

    --
    There's mischief and malarkies but no queers or yids or darkies within this bastard's carnival, this vicious cabaret.
  36. Development costs are to blame by Junks+Jerzey · · Score: 1

    There are two conflicting issues:

    1. PSP games are generally expected to sell at lower prices than PS2 games.
    2. The PSP is more or less a PS2, so it's not substantially cheaper to develop a 3D PSP game as opposed to a 3D PS2 game.

    On Game Boy, for example, developers can get away with games that are less tech heavy, games that don't require teams of modellers and texturers and animators. Not so on the PSP. A PSP game is essentially a PS2 game from the developer's point of view, shovelware puzzle games excepted.

  37. Might help by Karem+Lore · · Score: 1
    If consumers didn't have to fork out £30-£40 for a new title. That is a ridiculous price considering most are just repackages PSOne games...Please lower the cost, more people will buy and developers will much prefer being able to sell 500,000 copies that 100,000 because of price. Sony, I am sure, are charging huge amounts for the UMD format.

    Karem

    --
    When all is said and done, nothing changes...
  38. Separately for each manufacturer then by tepples · · Score: 1

    Sadly, that's a bit of a 'how long is a piece of string?' question.

    OK, "How long is the median piece of string expected by a manufacturer from a rookie development firm?"

    It varies between manufacturers

    OK, I'll fork it into three separate questions to address each element of the oligopoly:

    • Given a proposal to port and complete a PC game that has reached a playable demo stage, what reasons has Nintendo given to reject a title?
    • Given a proposal to port and complete a PC game that has reached a playable demo stage, what reasons has Sony given to reject a title?
    • Given a proposal to port and complete a PC game that has reached a playable demo stage, what reasons has Microsoft given to reject a title?
    1. Re:Separately for each manufacturer then by Tim+Browse · · Score: 1

      You misinterpret my vagueness as being unable to answer your stated question. That is not the reason. Giving me more specific questions about the approval/development process of console games just makes me less likely to answer the questions, not more likely.

      Console development usually involves very restrictive NDAs. Console manufacturers are very secretive - often ludicrously so.

      For example, when talking to Sega about Dreamcast development a few years ago, we asked for some general tech info about the hardware - the question we asked first was, does the 3D hardware have a z-buffer? Fairly basic info, you would have thought. We were told we would need to sign a technical NDA to get information like that - we didn't bother asking any more questions.

      To me, this seemed ridiculous. (Side note: this wasn't when the DC was new and shiny; this was when it was being totally outsold by PS2, and Sega were basically dead in the water, but they still wouldn't give developers useful info, or even try to be nice to us in any way. I'm not surprised at the fate of the DC, to be honest.)

      Sega aren't alone in this behaviour. Why is it like this? I'm not really sure. I could offer some reasons, but like I said, I'd just end up saying something I'll regret. The only thing I'd feel safe saying is that I think some of it is down to a feeling of "Well, everyone else is really secretive, so we probably ought to be too, as that might be a key to success."

      Developers sometimes aren't much better. I once went to an interview where I had signed an NDA, but they wouldn't tell me what project I was being interviewed for. As I have a limited threshold for bullshit, I told them what the project was :-). Clearly shocked, they asked me how I knew. I said I'd mentioned the interview to a few friends in the industry, and they'd all said "Oh yeah, that will be for <Game Title> on <platform>." The interviewers actually wanted to know the names of the people who had told me that. They didn't get that it was common knowledge.

      A friend of mine went to another UK developer, notorious for their secrecy and paranoia, and basically had his interview conducted in reception because they didn't believe he was a genuine candidate, and they thought he'd come to spy on them.

      In short, some companies take themselves way too seriously, but most people could do without the legal hassle of breaking the relevant NDAs, even if the nature of the information seems relatively mundane (e.g. 'What would cause Sony to reject a game design?', etc).

    2. Re:Separately for each manufacturer then by tepples · · Score: 1

      If it is as secretive as you claim, then how can any developer know enough about the market to write a business plan that doesn't have uncertainties between zero and infinity?

    3. Re:Separately for each manufacturer then by Tim+Browse · · Score: 1

      Exactly. Next question.

  39. Patents slow down our society by stephaniesexton · · Score: 1

    I think alot of patents are alowing hte release of alot of great software an dhardware and it hurts our economy and the overall societies pschie.

  40. Re: Why not GTA? by DrXym · · Score: 1
    GTA: LCS was a very good game. A few missions were pretty boring, but personally I think its a symptom of the moulding GTA engine than the platform. GTA is getting long in the tooth and the novelty wears off a bit if you've played GTA before.

    Even so, I thought that the game had excellent graphics (indistinguishable from the PS2), the missions were generally quite involving, there was a hell of lot of content, it was extremely well produced and the game was well suited to the handheld. The only gripe I had were occasional camera control problems caused by the lack of a second analogue controller. Otherwise the game is a classic and a recommended title.

    It's just too bad that other makers don't put as much effort into their ports as Rockstar did.

  41. Re:PlayStation by Anonymous Coward · · Score: 0

    Since I have been working on the PSP for the past year, let me say that IMNSHO, porting from PS2 to PSP is going to get you at best mediocre games. The PSP is a fairly nice piece of hardware, but what works for the PSP isn't what works on the PS2.

    On paper, the PSP can look equivelant to the PS2 in a bunch of catagories. But there are significant differences. The PSP has more memory, but that memory is slower to access. PSP as a scratchpad just like the PS2, but it is more like a manual L2 cache, because it is slower to access. THe PSP has a really awesome vector floating point unit, but it is a co-processor, not a sister processor like the VU0 on the PS2. The PSP is supposedly 333MHz, but in truth it only runs at 222MHz. And then there are the two that really hurt: there is no programable VU1 on the PSP, and the PSP doesn't have hit-under-miss.

    Then there are some other bugaboos. The compilers for the PSP are not anywhere near as mature as the PS2 compilers (well duh). That hurts ports especially since you are cramming end of generation games onto a new peice of hardwear that is less capable, AND you have to do without some of the cool stuff a really mature compiler can do.

    And then there is Sony trying to be "nice and helpful" with the PSP libraries and APIs. Sweet jeebus but Sony can do no right when it comes to software support. I wept with frustration when I found out the only way I could use the DMA controller to push memory around was in a _synchornous_ API call. Yeah, that sure as hell made the API simpler and easier to understand, but it also made it frigging pointless. Thanks Sony!

    Okay, so I bitched for a while. But you turn around and look at what is there and you have a perfectly viable platform for making cool games. It just isn't a PS2! You port a PS2 game/engine and you get crap. You start out to make a game for the PSP and you'll get something cool. The problem is that most publishers see the PSP as a bonus platform to help bolster current gen sales. No one wants to through down the cash for a PSP sepcific title when they can simply demand studios make a PSP SKU for whatever game is in development. The studio isn't going to want to through their preciousl little money at reworking a title/engine for the PSP, so they'll patch it up, slap it on the butt ans send it out the door.

  42. Getting one's foot in the door? by tepples · · Score: 1

    I did not intend my question to be rhetorical. But anyway, next question: If my question was in fact interpretable only rhetorically, then I cannot start my own firm. If I cannot start my a firm, then how do I get a job in the video game industry?