Dreams : create, share & play [PS4, PS5]

http://www.wired.co.uk/news/archive/2015-10/28/dreams-media-molecule-ps4


Wow


But crucially, MM says, their work won't be stuck in their walled garden. Everything players make in Dreams can be exported -- to the game development platform Unity, for instance, or to 3D printers. If this works, Dreams (and the PS4) could instantly become one of the most creative tools in digital arts. If hints at other companion software, perhaps for Apple's iPad, are realised, Dreams might be much more than a video game. Full-length animated movies, for instance, could be created in Dreams -- and MM really hopes that artists will pick up that challenge.

Also, some more on VR:

"Let's just say there are dev kits on our desks," Evans said. "We haven't actually focused on it yet, so I can't announce VR in Dreams, but we joke that it could be the defining game in VR. When we're feeling bold. I do think that sculpting and creating in VR is just the most empowering feeling. You're in this world, immersed, and can create and change it. We're got to try it."
 
I happen to think this game looks beautiful, but after watching the live demo, I wonder how easy it'll be to actually play. It didn't look all that straight forward to me.

If they're targetting children for this, they'll definitely need to simplify the game. I can imagine my boys being excited for it but giving up if it's just too difficult. I hope they consider that most people probably won't make stuff.

The power is in your hands to make something that your kids will like or they can find new games online that they might like.
 
The power is in your hands to make something that your kids will like...
Although that'll typically entail hours and hours of creating for five minutes play. The only reason games can justify the investment of hours is because the investment is shared across hundreds of thousands or millions of users.

The core experience will define the market. It has to have enough to attract people to play the game. You can't rely on UGC to provide people an experience to play at launch, even if that comes later.
 
Although that'll typically entail hours and hours of creating for five minutes play. The only reason games can justify the investment of hours is because the investment is shared across hundreds of thousands or millions of users.

The core experience will define the market. It has to have enough to attract people to play the game. You can't rely on UGC to provide people an experience to play at launch, even if that comes later.

They will have Dreams for people to play when the game is released I'm just saying that you're not limited to what comes standard.

Plus DS4/Move using the IMU will make it fun & easy to make stuff which can be a game in it self.
 
Current generation of kids is growing up with Minecraft. I put a PS4 owning kid onto LBP3 in a store because he was lamenting he couldn't play Super Mario Maker.
 
They will have Dreams for people to play when the game is released I'm just saying that you're not limited to what comes standard.
Sure, but ThePissartist was saying he needs gameplay out of the box that his kids can enjoy. That either has to come from UGC, which can't be relied upon, or made himself which is an unrealistic ask, or part of the game as supplied. What has been shown was a very small part though, and hopefully the exploration has value to children. If interspersed with more actiony-arcadey stuff, it might broaden their horizons a bit more.

I was very pleased Alex said creation is part of the gameplay as LBP was going to be. I hope that remains quite versatile. The cake example showed building as a player plays, so I could envision ThePissartist playing as his boys build means for him to progress, which'd be the sort of fun you can only have with realtime in-game create.

From that vid, it sounds like characters are bipedal. You start with a wooden manikin and built it on from there.
 
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I think that building a dream "with you kids" rather than "for you kids" can be a way to experience/enjoy the game as well.

My concerns about Dreams come from the "fact" that I find the dualshock, and in a lesser way the PS Move, incredibly inadequate tools to sculpt or make assets.
This is one of those game that IMO would shine with VR gloves, the DualShock isn't it IMO an adequate peripheral.
 
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Sure, but ThePissartist was saying he needs gameplay out of the box that his kids can enjoy. That either has to come from UGC, which can't be relied upon, or made himself which is an unrealistic ask, or part of the game as supplied. What has been shown was a very small part though, and hopefully the exploration has value to children. If interspersed with more actiony-arcadey stuff, it might broaden their horizons a bit more.

I was very pleased Alex said creation is part of the gameplay as LBP was going to be. I hope that remains quite versatile. The cake example showed building as a player plays, so I could envision ThePissartist playing as his boys build means for him to progress, which'd be the sort of fun you can only have with realtime in-game create.

From that vid, it sounds like characters are bipedal. You start with a wooden manikin and built it on from there.


Luckily they are using the DS4/Move as a 3D pointer so kids can easily pick up & play simple games. They could easily have a playroom just filled with small toys & objects for kids to just move around, stack , toss & so on.

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I think that building a dream "with you kids" rather than "for you kids" can be a way to experience/enjoy the game as well.

My concerns about Dreams come from the "fact" that I find the dualshock, and in a lesser way the PS Move, incredibly inadequate tools to sculpt or make assets.
This is one of those game that IMO would shine with VR gloves, the DualShock isn't it IMO an adequate peripheral.


It's just as adequate for sculpting as a mouse.
 
Certainly a lot better than a mouse, being 3D spatial and across any axis. Just can't turn it quite as far as say a Move controller but then it has a touchpad, analog sticks and more triggers to more than compensate.
 
My concerns about Dreams come from the "fact" that I find the dualshock, and in a lesser way the PS Move, incredibly inadequate tools to sculpt or make assets
How many games/apps have had Move based 3D sculpting? If the scale is large enough, it should be quite easy to use. OnQ's linked vid describes behind-the-scene modelling and it looked intuitive to the presenters.

Luckily they are using the DS4/Move as a 3D pointer so kids can easily pick up & play simple games. They could easily have a playroom just filled with small toys & objects for kids to just move around, stack , toss & so on.
That's nice for a novelty, but has no long term appeal. It wouldn't be the basis for many shoppers to drop $60 on a game that offers little more for the kids than a bunch of virtual bricks to throw around. Kinda like the DS4 Playroom being worth a nose, but nothing kids are going to fire up time after time for thrills.

I expect the experiences to be very diverse. It may need someone older to help with some levels to progress to more fun ones, but that's the best way to play with younger kids anyway. :p
 
It's just as adequate for sculpting as a mouse.

No.
Mouse is a superior "working tool" compared to controllers and it's sill very inadequate for "3D sculpting" anyway.

How many games/apps have had Move based 3D sculpting? If the scale is large enough, it should be quite easy to use. OnQ's linked vid describes behind-the-scene modelling and it looked intuitive to the presenters.

Tearaway on PS4 is the closest thing we have to a game that used DS4 motion control in full and intelligently but I still find DS4 very inaccurate for drawing so I can't imagine it being good for 3D sculpting.
The touchpad is really not accurate as PC touch pads and the motion controls work well for very simple gesture but not much more.
Dreams probably will do a lot of gesture interpretation to help the player and facilitate/ease the sculpting process to compensate for the DS4 inaccuracy

PS Move is another story but I fear Dreams won't 'come with a PS Move included.
 
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Tearaway on PS4 is the closest thing we have to a game that used DS4 motion control in full and intelligently but I still find DS4 very inaccurate for drawing so I can't imagine it being good for 3D sculpting.
The 2D drawing is very 'small'. Small angular motions to direct an invisible pointer. Motion sculpting is 'large', with large spatial changes to pull/push/cut/add volumes. Zooming in scales these motions.

You can see the sculpting in action in OnQ's vid, and it's clearly pretty simple. Drawing of faces is kinda ropey, and producing fine detail may be tricky. But it's possible somehow because we see the content in game all created in game. Basically model large and shrink, I suppose.

PS Move is another story but I fear Dreams won't 'come with a PS Move included.
I'm sure it won't come with a Move included! But serious Dreamers will no doubt get one.
 
No.
Mouse is a superior "working tool" compared to controllers and it's sill very inadequate for "3D sculpting" anyway.



Tearaway on PS4 is the closest thing we have to a game that used DS4 motion control in full and intelligently but I still find DS4 very inaccurate for drawing so I can't imagine it being good for 3D sculpting.
The touchpad is really not accurate as PC touch pads and the motion controls work well for very simple gesture but not much more.
Dreams probably will do a lot of gesture interpretation to help the player and facilitate/ease the sculpting process to compensate for the DS4 inaccuracy

PS Move is another story but I fear Dreams won't 'come with a PS Move included.


DS4 IMU is basically the same if not better than the IMU in the Move controller so it can be used like a Move ( without PSEye).

http://dreambubble.me/forums/index.php?attachments/dreams-ps4-create-sculpt-gif.152/
 
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That's nice for a novelty, but has no long term appeal. It wouldn't be the basis for many shoppers to drop $60 on a game that offers little more for the kids than a bunch of virtual bricks to throw around. Kinda like the DS4 Playroom being worth a nose, but nothing kids are going to fire up time after time for thrills.

I expect the experiences to be very diverse. It may need someone older to help with some levels to progress to more fun ones, but that's the best way to play with younger kids anyway. :p

You have to pay attention to the types of games kids are playing nowadays, young boys 6 -12 are into games like Minecraft & Roblox these games are built around UGC & have no story. If Dreams give kids their own playroom to fix up & make mini games & so on they will keep coming back to fix up their playroom just so they can invite other kids to check out their room or they will just have fun playing other people Dreams.


 
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