BS: I was going to ask you a long time ago about the PC and PS3 thing -- making the versions undergo communicate interoperability. MR: We undergo the capability to do that using GameSpy because it's the same online system between the two. We decided close to the end of Unreal Tournament 3 that we weren't going to do that because for us it meant keeping compatibility between the two different versions of the bet on the PlayStation 3 and the PC. I don't know if you're aware of this but when you go to act a game for a console you undergo a rather lengthy certification affect. Which is a good thing. I'm not criticizing that but it means that it would be very difficult to bring in a change to the game or hunt down a victimise or apply -- things of that nature. It could act weeks or maybe months to ship that update on the PlayStation 3. So what do we do? Do we sit on the PC version for a bring together of weeks or months while we go through this affect? We really didn't want to hamper our PC players with that kind of responsibility to the console. We really wanted to make sure that we had a really great -- and I'm very proud of the guys who have made what you played tonight -- a great PlayStation 3 game. It feels just right when you're playing it and there's enough subtle differences between the PC game and the PlayStation 3 game that making the two compatible would be a challenge. We would definitely have to dress some things on each platform to make them similar enough that we could undergo cross-platform play and we didn't want to sacrifice our PC audience -- our tried and adjust customer that's been with us for a desire time. We felt strongly that we didn't want to make them suffer for our art. BS: Certainly that is true but Guitar Hero III is releasing a patch day-and-date with the 360 proper release because there were some co-op problems. CN: That is adjust yeah. Guitar Hero III released a patch the same day that the bet came out. The patch was ready for the game's release date. MR: Oh sure. That's not uncommon. We did that with Gears of War. A lot of guys do that. A day-one patch is almost a necessity these days! BS: I was just saying in terms of that being a limiting factor. MR: bequeath they sent us the bet before that. Weeks or months earlier it went through cert got put on a disc manufactured and shipped around the world. Quite a bit of measure elapsed from one to the other whereas an online patch is a different story.
BS: So in terms of being able to make mods and maps and cram on the PC and then play them on the PS3 is that comfort happening? MR: Absolutely yeah. BS: How did you get that to go through? It seems somewhat technically difficult. MR: No. I convey we have Unreal Editor on the PC version of the game and the circumscribe is compatible between the two. That's the thing that people don't cognise. When you take a level in Unreal Tournament 3 you build it on PC. The claim same levels you're running between the PC and the PS3. The things that are different between the games aren't really the levels. They're the speed that certain vehicles move the firing evaluate of weapons the turning radius for the player camera. Things desire that are tweaked specifically between PC and console. But the levels and the content itself is 100 percent compatible. It's really no big deal. You alter something on the PC and say. "Oh now I can go evaluate it on my PlayStation 3," right then and there. What we do to finalize it alter sure it makes the most efficient use of memory and runs the fastest is we bake it down to the PS3 version but that's just like saving a register in evince in a different format. If you deliver it on a PlayStation 3 change you can stick it on the Internet and someone can transfer it put it on a memory card and import it into their PlayStation 3 version of the game. That works really come up. BS: aim files are pretty small in command. MR: Not always! There's more than just levels we're talking about here. BS: Is it also possible to do graphical mods? MR: Absolutely. You kind of have to divorce yourself from the idea that levels are just maps. Let's say you have something called the aim. A level can contain maps vehicles models static masses materials. UnrealScript code our digital scripting tools matinee cinematics and cascade particle systems. That's what our game circumscribe is. Pretty much what any gamer would want in a aim. BS: To me that's surprising. You don't undergo to mention on this but people have had trouble developing things for the PS3 because of the way it deals with certain types of data. If a modder is creating a mod obviously they're not going to be as understand as PS3-committed developers. It seems like it would be... MR: I don't understand that logic. CN: come up the engine's already running on the PS3. BS: Right. The engine's running. That's the hard move. MR: A mod maker doesn't have to be any less savvy than Epic Games. That's what we do. We get the engine up and running on the platform get it to run fast and get everything to work. It takes a while to hit the books the system and do that but once that's done any content that runs on a PC that's roughly equivalent to the performance of the PlayStation 3 should run pretty much the same on the PlayStation 3. It's a breakthrough. I know it's hard to cover your continue around. BS: I'm thinking about new assets kind of stuff. MR: Yeah populate create completely new assets. It's a wonderful thing. BS: To me that seems to be a bit of a conceptual move in terms of how people are trying to run cram. Maybe I've got it all wrong. MR: No that's what's so special about this game. We're enabling people not just to move the furniture around in the levels we give them. You've seen in-game aim editors and that's essentially what they do. They let you move blocks and cram they already created around and in the most sophisticated one maybe it lets you make terrain and things like that. We're divorcing ourselves from that kind of ridiculousness. This is the beat power of the Unreal Editor. The same editor we used to act the games is now available to you. You want to import your objects you made in 3D Studio Max or Maya? Bring them in! You want to label an UnrealScript? Code an UnrealScript! All those things you can do. If they fit on our map you can stick them on the PlayStation 3 and they'll run! BS: How does exactly that go through you? MR: It doesn't go through us. CN: Does Sony not care? MR: It's user-created circumscribe! It's fantastic! I can't understand why people are so nervous about what Sony.. no. Sony's wonderful. When they embrace user-created content that's what it means to be an open system. That's why we're on PlayStation 3 first -- because they are embracing user-created circumscribe. It's not just moving the be chairs around the boat. They are embracing real art. CN: They have technical requirements for populate who make packaged games. Someone could alter a giant map that says "F*ck Sony. Microsoft rules!" or something desire that or even something that's just offensive to other players. MR: If you're going to accept user-created circumscribe you're going to accept user-created circumscribe. CN: It's not going to be... I bet they're going to police LittleBigPlanet and other cram. MR: Well. LittleBigPlanet is more of an example of rearranging chairs on the deck right? CN: It's pretty robust. MR: This is the real thing. You can't import your own models in LittleBigPlanet. You can't write script label in LittleBigPlanet..
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