[PS3] Infamous

Without wishing to go off-topic - inFamous FTW, woot etc - how does that happen? Would Sony gave gone to Sucker Punch with the idea and commissioned a game based on their IP or would have they acquired the I.P. along the development cycle, you know some Sony exec sees the game and the next thing you know a horses head turns up in somebody's bed, i.e. Sony made Sucker Punch an offer it couldn't refuse?

Soup

Sucker Punch has had their games published exclusively for the Playstation since 2000 or so I think? If they're not already owned by Sony, then they probably have a relationship with them similar to Insomniac.
 
They're not owned, Sony just seems to fully fund their games. GT has 3 pretty interesting dev diaries. In one snippet, they mention how they went up to Sony with several game ideas and Sony chose the one they found most interesting.
 
I heard that the game engine used for inFamous was actually basically a multi-platform one, not one specific to the PS3.

Interesting, I wonder if they are considering going multi platform. Would be a dramatic change for them, but there is no reason to use a multi platform engine unless they are indeed considering supporting other hardware. Maybe they are hedging their bets, so if sales of PS3 Infamous don't pay the bills then they can drop it on the other box in relatively short time.
 
Somehow I find it hard to believe their engine was created to be multiplatform without them having done any multiplatform work before.

I think some more concrete evidence would be necessary before people start making guesses and what not. Seems a bit silly to do w/out a solid statement from the horses mouth.
 
I believe they started to develop their streaming tech et al. on PC, then optimized to PS3, which is perfectly natural for any developer, exclusive or otherwise.
 
The developers mentioned that they had to learn shader programming from scratch, just like the Japanese developers. Perhaps starting and staying with the PC makes it easier to debug (since they have a reference).
 
Played the demo last night. Had a nice fluid feel to the character's motion, and jumping around the city seemed a comfortable midway between Mirror's Edge and AC. The special effects did look very tasty. Just not my cup of tea.
 
Played the demo last night. Had a nice fluid feel to the character's motion, and jumping around the city seemed a comfortable midway between Mirror's Edge and AC. The special effects did look very tasty. Just not my cup of tea.

DEATH TO YOU!!!

...no, it's totally understandable :p My brother was the same way. He loves GTA, but for whatever reason just couldn't get into inFamous. I, on the other hand, hated GTA, but love inFamous...dunno!

I think it may have to do with it being more of an open world platformer with combat, and it's a bit more on the "animated" side. It lacks some of that mature "punch" that other sandbox titles have.

I can definitely understand why it's not for everyone though. Then again, what game is :p

Anyone else hear about Tom Chick getting what he deserved? I know it's off topic, probably inappropriate, but I just felt so good reading that news.
 
Last week's 1UP podcast spent a good 20-25 minutes on inFamous (and Prototype) and one of podcasters reference the technology at around 1 hours 19 mins. Reproduced without permission but within the terms of copyright fair use I'm sure:

1UP Guy: it'll be really interesting to see what they do with Sly Cooper 4 because, ya know, when I was talking to their er.. uh.. studio.. creative guy or director or whatever, this game, it is possible it actually was built on an evolution of Sly Cooper because this game was not built on an engine optimised for PS3, it was built on a compiled language bit, it's just on C plus or whatever, but they've been working on a PS3 optimised..

Hardly conclusive, but the point is taken. Three more days til us Europeans can see if the full game lives up to the promise of the demo, lucky North Americans! However I sure hope a sequel is on the cards. I wonder if Sucker Punch will cycle new and old IP releases like Insomniac do with Ratchet & Clank and Resistance.

Soup
 
Me no comprende! Games are written in C++, PS3 and XB360 alike. It's not like PS3 has its own language and they are running C++ code through a JIT compiler. Optimisations are possible and even low-level code etc. Maybe they aren't writing effective SPU code. But to say it's not built on an optimised engine, it's built on C++, makes no sense. Unless Sucker Punch consider anything not written in assembler to be multiplatform ;)
 
I think what he's saying, badly, whether from lack of technical understanding, too much beer or poor recollection, is that the graphics engine isn't optimized for PS3 (because nothing else makes sense) and which I think is probably evident by comparing inFamous's visuals to any other game written to target the PS3 and only PS3: Heavenly Sword, Ratchet & Clank, Resistance 2, Killzone 2, Uncharted, Motorstorm, MGS4 etc.

The C reference is a bit bewildering, but I wonder if he is implying that there is no powerful scripting language akin to Unreal's Kismet or PS2 Ratchet & Clank's GOAL. I've only played the the demo but its short on clever, adaptable scripted events that litter GTA. inFamous enemies appear to spawn based on locale triggers and attack based on proximity, everything else feels very much on rails.

Again, hardly conclusive - it would be nice to get it from the horse's mouth. I blame beer, from what little I've seen from game journos, they like their beer :) Still, at 37 I thought I was long past being desperately keen to play a game, guess I was wrong!

WANT! NOW!

Soup
 
graphics engine isn't optimized for PS3 (because nothing else makes sense) and which I think is probably evident by comparing inFamous's visuals to any other game written to target the PS3 and only PS3: Heavenly Sword, Ratchet & Clank, Resistance 2, Killzone 2, Uncharted, Motorstorm, MGS4 etc.

You are comparing corridor shooters(etc) to a open world game. Not exactly the best comparison.
 
Ah, I think Sucker Punch meant they didn't optimize the code using SPU assembly and intrinsics. However they may optimize it at the algorithm and design level.

Actually... both Guerilla Games and Insomniac mentioned that they don't encourage optimizing the code too much for the SPUs (because it's time consuming and error prone). GG in particular prefers to make the algorithm scalable -- then just throw more SPUs at the problem -- unless the final performance is still inadequate.
 
You are comparing corridor shooters(etc) to a open world game. Not exactly the best comparison.
I was thinking GTA IV but I really should have said. Have you played the inFamous demo? Let me give you an example about inflexible scripting. About the third or forth demo mission is the protect the crate of medical supplies from the reapers (maniacs). During this mission a number of in-game cut scenes kick in, but there is one particular script where a reaper (maniac) with a chaingun spawns on the roof of a building overlooking the area where the game assumes you will be. However, if you are anywhere but where the game assumes you will be, including being on that or any other roof (because tactically the higher ground is the best place to be!), the game will relocate you on the ground where you should be - bad, player, BAD!.

Contrast this to GTA IV where this, to the best of my knowledge, never happens. The game never assumes you are anywhere during any mission and so the mission scripts are, as far as I can tell, scripted entirely dynamically around the environment you happen to be in at any given point.

Soup
 
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Me no comprende! Games are written in C++, PS3 and XB360 alike. It's not like PS3 has its own language and they are running C++ code through a JIT compiler. Optimisations are possible and even low-level code etc. Maybe they aren't writing effective SPU code. But to say it's not built on an optimised engine, it's built on C++, makes no sense. Unless Sucker Punch consider anything not written in assembler to be multiplatform ;)

I think the whole multiplatform thing is a comment stretched and taken out of context. You know how people are. If they hear a developer say "well, the interesting thing about inFamous is that we didn't optimize specifically for PS3, so the engine could very well work on nearly any platofrm" they take that to mean "OMG MUTLIPLATFORM!!! YES!!!".

The reality is, the game was created like any other game, however, the engine doesn't make very specific use of PS3 hardware like other titles might, therefore, it would technically be possible to move it to other platforms without significant changes to the engine.

I think the reason they made the game this way has a lot to do with their size, and with their methodology. They do a lot of prototyping, and I think with that sort of development structure, you need an engine that is primarly made at the assembly level (I think I'm saying this right). This way, they can see changes, make them easily, and don't necessarily have to worry about reoptimizing constantly for changes in the visual engine, physics, animation, etc.

Sure, they would still have to optimize, but they can prototype and polish much easier with general code, however, the end result may not be as "pretty" as a game that takes specific advantage of the hardware available to it.


....hopefully some of that incoherent rant made sense?
 
This game is all kinds of fun, i prefer this kind of freedom of movement and easy controls over the way AC was done. Seems very natural, i might end up buying this.
 
They do a lot of prototyping, and I think with that sort of development structure, you need an engine that is primarly made at the assembly level (I think I'm saying this right).

When you say that, I think low-level which makes me think optimization. Were you trying to state the opposite?
 
I think by 'assembly level' tha_con means 'assembling parts on a production line' rather than 'assembly language'. And I think that's a fair explanation - Sucker Punch aren't into extreme hardware use as ND are, and instead are working to a higher level using general methods that are fairly cross-platform in approach (going by his explanation anyway ;))
 
The more likely explanation might just be a time and money issue. Optimization's require time which require money.

A smaller studio without a large budget may not be able to afford to do optimizations. If presented with a choice between polishing/finishing their game and optimizing certain parts of it, the choice becomes obvious.

Regards,
SB
 
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