IGN: What about PS3? Does the PS3 also provide online co-op play?
Jonathan Zamkoff: Yes. To give you a sense, we are trying to give feature parity for the 360 and the PS3. We have no intention to provide one feature for one system that the other one doesn't have. So, yes, both consoles will have cooperative multiplayer -- online cooperative multiplayer.
System Differences, Similarities
IGN: Let's talk about the differences between the various versions. The PC, Xbox 360, and PS3 are very different beasts. I'm not a designer or a programmer, but I know enough from the developers I have spoken with that the PS3 and Xbox 360 are very different to design and program for. What kind of technical obstacles have you come up against and how are you solving them?
Jonathan Zamkoff: They are just very different development environments. I'm not an engineer, so I can only talk about this from knowing what my engineers have been through, but the asymmetrical architecture on the Cell on PS3 is really quite a challenge. I think it will unlock a lot of power for us, but for first generation games, it's been a complex process. Still, we're really happy with the progress of both consoles. They're both fully up and running right now. Most of our lighting and graphical features are in right now. There is a ton of memory on these boxes, which obviously gives us the ability to have much higher resolution and assets. The processors are incredibly powerful, which allows for great physics and world simulations. There is a lot of AI. You know, you are really just able to push the boundaries of what you were able to do in games before.
I can't get too deep into the complexities and difficulties of each. But I will say that both of them were really quite a challenge. We started from scratch to program for the multiprocessors on both machines. They were both in mind when we were writing the text, so we didn't want to create a PS3 engine, which was and has been, and is, our lead SKU, but we didn't want to ignore the Xbox 360. Even though we're just now announcing the 360 version, we have been working on it for quite some time. Really, for development processes, we wanted to make sure one didn't lap the other. And we didn't want to be scrambling in the last few months of the project to port over the games. So, it's been an important mandate for us to get the PS3 version up and running, and it's the lead SKU, but the 360 version is up and running fine. It's really important to have the game running with feature parity on both consoles.
IGN: Do you have two different teams working on each SKU, or one team working on both?
Jonathan Zamkoff: We have a lead, a graphics lead, for each console, who's also responsible for making sure the code works on both systems, but you'll also have a lot of platform agnostic code. So I wouldn't say we have separate teams, we have separate tasks forces or pods, but there is a lot of integration between the two of them -- and, especially when new features come online, they'll need to be ported over to each console. So you have a 360 and a PS3 lead, but they basically sit right next to each other almost constantly. In terms of timing, both games are within a week of each other in development.