PS3 Strategy/Confidence Retrospective

Status
Not open for further replies.
Well except that's the thing, this thread isn't supposed to be about whether BD makes sense in a console or not. ;) The BD decision should be analyzed from the angle of Sony's business interests here, not its merits in gaming.

Since the inclusion of BluRay directly impacted time-to-market and initial cost of PS3, I think it's alright to ask the question if it was premature to include it. Since late and expensive translates directly into lower market penetration which leads to less developer support, and hence fewer titles, it does relate to gaming.

Cheers
 
Since the inclusion of BluRay directly impacted time-to-market and initial cost of PS3, I think it's alright to ask the question if it was premature to include it.

Yes; that's the business side.

Since late and expensive translates directly into lower market penetration which leads to less developer support, and hence fewer titles, it does relate to gaming.

Cheers

I don't see the connection though. What the gaming discussion concerns here at present is whether devs have use for 23GB media vs 7GB media. The market penetration/dev support/title situation seems wholly unrelated to me wrt to storage concerns, and speaks more to the 'gamble' nature of Sony's decision to include BD from a format war context.

Pages 1-9 were on point IMO (and they were also essentially about BD, but a different aspect); pages 10 onward seem to focus on whether devs can use a BD disc and what the results will be almost exclusively.
 
I'm ready to start another thread on creating art assets and on various tools; but only if the "I know better without any experience" opinions stay out...
 
Years ago EA's Tiger Woods golf had a very rich character customization system that let you morph a character. So did PES. Does that mean the technology and tools exist to create any characters in as quick and easy a way? Could Drake not be modelled through such a process?

Well in theory he could, but as I've already said, if you're going to spend your art budget anywhere, then a good place to start is with the character that will be on your screen at all times in the whole game.

And a video camera can capture people far better than a computer game can render them... :???:

Did you really miss my point completely? From what you rote below, I'm thinking that at least on a general level you don't. You just disagree with me on the current state of tools that help, as well as how complexity balances out the overall effort required to create a lot of content.

I've been a big advocate of that, going back to early discussions on procedural synthesis on this board. I don't disagree with that. What I disagree with is the idea that the degree of progress will negate development costs.

And I've already offered the economical explanation of priorities in content creation being able to shift focus to balance out complexity and development costs. This is, as I've pointed out, an ongoing process that out of pure economic necessity will have to increase in efficiency as the polygon counts, lighting and shader capabilities increase the amount of content that needs to be created.

Indeed, but what we're seeing at the moment is no speed-up of the fundamental artists methods. As tools have improved, the time spent using them has remained the same as quality increases are desired. You could sculpt a simple head in ZBrush far quicker than you could model it in Max 10 years ago, but the targets have moved so that you have to spend just as much time on ZBrush to get a good head by modern standards and you had to spend on Max creating a 'good head' for the period.

See? So we completely agree. Where we disagree is the balance. Put simply, I'm saying that yes we can afford to create enough assets to fill a BluRay disc with better looking art. I'm not even sure any of us three fully disagrees on that point. At least Laa-Yosh himself says:

MS decided against the transition not because they've believed DVD would be enough, but because the next gen media format wasn't ready at the beginning of this generation.

Back to Shifty said:
No, but his experience should be valued above much education. On paper, tools to reduce the workload of artists and content creation seem very plausible. We can even point to certain implementations in the past and say they point to the future. That's our 50,000 foot view. Now our man on the ground says 'that's all well and good but they don't develop that way. These tools or coming' or whatever our man-on-the-ground says. We have to consider those opions in conjunction with our own understanding.

The more I read back, the more I'm starting to feel we're discussing something we don't actually disagree all that much about. Basically, Laa-Yosh is pointing out that it's still a lot of hot sweat 'n tears from the artists, and wants to see some appreciation for that from the plebs. Rightfully so!

Laa-Yosh was arguing against your point and your response was 'you're blinded by your own experiences'. Surely the rationale POV is 'well from my theoretical understanding this and this is possible, and we see some developments here and here. However, someone in the field is suggesting otherwise. Perhaps the reality is some sort of middle ground?' Middle ground?! Perish the thought![/qoute]

Isn't that the whole problem though? Because I'm arguing the 'other' side of the debate, I'm coming across as someone who believes there is only the other ground. Maybe Laa-Yosh has a lot more nuanced thoughts himself, but similarly comes across as someone who only believes in the other-other ground - though I do strongly believe (little middle ground here) that he seems to be someone who formulates something very black and white (and definitley more black) than I do.

No, but TheChefO was and that's why this thread exists. There were people suggesting the experts were making rash decisions without thinking things through. Sure, they may miss things, but you'd hope they're competent enough at their job to general be on the ball. Maybe Laa-Yosh isn't up to speed on the latest breakthroughs in facial modelling, but on the whole you expect he knows a little bit about what it takes to create game content, and how the industry has changed, rather than just fobbing him off with a 'what do you know?' attitude.

Ok, but then I'm going to let that comment slide past me and on towards TheChefO, because I did not have that comment in mind when I read your post and it confused me.

I wasn't either. I only refer to that as you seemed to suggest his position using tools would make him reluctant to consider automated alternatives. That's what I got from this...

Fair enough, but that's not what I said. Take the quote again:

Arwin said:
I think maybe you're blinded to some extent by the work that your team is hired for. Though surely even there the whole tools suite has made some progress over the last ten years ...

Now I'm sure I could have worded it more carefully. But my point stands. A programmer is going to hire an artist for things that he can't solve in a different way. If I need 100 different AI characters, I can hire an external studio to create 100 AI characters, or I can create a tool with which I or artists on my own team can create 100 different AI characters.

Depending on the platoform you work for, and depending on the type of game you are making, you are going to have different priorities here. If I'm going to design and build a house, then the bulk of the stones can be factory, some will be hand made by a craftsman, and perhaps I'll spend some more serious money on getting someone to create a few unique statues by the entrance. The computer graphics industry is really unique, and the difference between development teams and requirements for each type of project can be huge. You can argue all you like, but even within this field, Laa-Yosh is a specialist.

This is what I meant, and perhaps I should have worded it more carefully, but the real gist of it is pretty close to my original statement. Laa-Yosh is brought in for the center pieces, the statues near the entrance, not the brick and mortar stuff (and those are just two extremes of a long line of content of varying importance).

Not really possible to any technical depth. You can present existing tools and say 'these paint the future and so content development next-gen will be cheap enough to fill up big disks of content' and I can say 'although tools improve, costs still go up in there's nothing to suggest otherwise.' No-one can actually know what future technologies are going to be viable. Even experimental efforts shown now might not point a clear path. There's a long way from laboratory success to mainstream implementations.

Again, all I'm saying, and I'm not sure how anyone could disagree, is that there's a delicate balance between cost, complexity, quality and quantity. I'm willing to go so far as to state a new (though it's probably not new, but I don't read a lot of economic theory books) theory that the increase in game assets creation is directly linked to the revenue that games can generate, and there are certainly clear boundaries that when overstepped will be noticed either positively or negatively (Nintendo being an example on the postiive side, and Heavenly Sword, especially if you take it out of the context of valuable Sony PR, if sales don't pick up could well become an example of the negative side of things)

If you can off-hand ignore his comments on the principle of him being blind

Again, you're misrepresenting me and I'm trying hard not to take offense. My comment "blinded to some extent by the work that your team is hired for" is a huge distance away from "your arguments are stupid because you are a blind idiot"

You basically said he's not doing a proper job of it, ignoring the improvement going on the industry.

Listen, if this is how it comes across, then I apologise. I'm doing my best (and again, English is number 2 in a list of 5) to express myself clearly, and will at least take a hint from this that I have to keep working at it. But as I've said before, that's not how I mean it, and personally I'm a little bit shocked that you and Laa-Yosh (though he's a bit warm-blooded at times) read it like that.

I will hereby publicly apologise if I gave the wrong impression, hoping that we can then get back to the original subject (which I've tried to keep in focus all along). So coming finally to your nice summary of things:

To remind people where things are supposed to be, the topic got onto disc capacity and what it makes to fill up a 50 GB or whatever disc, looking to Sony's next-gen plans. The argument against is that to fill 50 GB is a very expensive undertaking. The counter-argument to that is that automated tools will make it much cheaper then than it is now, effectively offsetting the costs.

So, if we take Naughty Dog's 30-40% increase as an example, Jak 3 was 2.7 GB on a 32MB RAM console with DVD games. On the PS3, a 512MB RAM BluRay based system, an increase of 30-40% of production costs (where we know that art creation these days on average probably takes up more than half of the 100% budget) by virtue of the RAM to Assets relationship results in a 40GB size game.

But Jak 3 was the third game, so let's compare the first game, which was about 900MB (I'm going by ISO sizes found on the internet, so it's still very rough science). Using the same RAM to Data factor, that amounts to about 14GB.

It's a simple math, but not so far-fetched. Taking all the increase in complexity and polycon pushing capabilities, texture resolution and so on, some of those figures are likely to be even higher.

If Naughty Dog can do this for an increase of 30-40% in cost, then that should fit within the economical margin I formulated earlier (the game still has to sell of course).

Therefore, I would conclude that at least the economical argument against studios being able to make use of the BluRay that results in better looking games (in this case to be able to maintain a consistent level of graphical quality for the full duration of the 8-12 hours of the game, versus the theoretical half to a third of that which would be possibel on a 7.4GB DVD drive).
 
You can think it backward - Why were automatic generation tools unpopular? It's because the distribution media was DVD. More investment will occur in this genre.
 
You can think it backward - Why were automatic generation tools unpopular? It's because the distribution media was DVD. More investment will occur in this genre.

Huh?

Automatic content generation tools were unpopular because they produced pretty undesireable results..

It really didn't have much to do with storage medium so I'm not sure what you're trying to say one?
 
Huh?

Automatic content generation tools were unpopular because they produced pretty undesireable results..

It really didn't have much to do with storage medium so I'm not sure what you're trying to say one?
Do you believe it's inherently impossible for these tools to improve further? If you believe so then there's nothing to discuss. Also it's important to note the quality of human artists don't really improve per the same cost.

My stance is these softwares needed further investment for R&D before a breakthrough. At some point

cost to develop/buy automatic content generation tool (and modify output by hand) < pure artist salary

will be more apparent, and the market for these software will mature with more investors. With DVD, it was sustainable without these tools and the issue was not apparent. It's no different from game engines and components integrated so far.

In addition to these tools, assets will be more recycled and shared between projects along with engines in future.
 
I'm ready to start another thread on creating art assets and on various tools; but only if the "I know better without any experience" opinions stay out...

If that would be the clearly stated topic of the new thread, then I'm sure mods would have no qualm deleting any off-topic posts, especially if you place a certified-by-mod warning that any off-topic posts will be pruned. It sounds like a very valuable thread for a forum like this, and therefore a great idea. And as an expert on the field, you'd be a great guy to set it up.
 
Do you believe it's inherently impossible for these tools to improve further? If you believe so then there's nothing to discuss. Also it's important to note the quality of human artists don't really improve per the same cost.
Huh?

I said were..

Of course I don't believe such a silly idea..

My stance is these softwares needed further investment for R&D before a breakthrough. At some point
Breakthroughs are made on a regular basis (predominantly in academia) however they take a while to be picked up and incorperated into production quality tools for real world use..

cost to develop/buy automatic content generation tool (and modify output by hand) < pure artist salary
Depends on the context of the output.. If your looking for a tool to automatically generate 20 humanistically-accurate animations for a 3D model then it's going to cost a heck of alot more and take a significantly longer time to develop than it is to get one *very* talented artist to whip them out for you.. (It's also important to note that the cost disparity between developing an app to produce lower quality content compared to one that can produce higher quality content is much greater than the difference between a reasonably talented artists' salary and amn exceptionally talented artists salary (with the difference in some cases being negligible wrt the latter..)

will be more apparent, and the market for these software will mature with more investors. With DVD, it was sustainable without these tools and the issue was not apparent. It's no different from game engines and components integrated so far.
not sure what you're trying to say here? could you please elaborate?

In addition to these tools, assets will be more recycled and shared between projects along with engines in future.
Definitely not too sure about that.. Unless your company is churning out "uber-generic-FPS-with-exactly-the-same-themes-&-art-direction-as-the-last-game-#24"

:D
 
Did you really miss my point completely? From what you rote below, I'm thinking that at least on a general level you don't. You just disagree with me on the current state of tools that help, as well as how complexity balances out the overall effort required to create a lot of content.
A photo isn't a painting. Having access to a Canon DSLR isn't going to enable you to replace the contents of the Louvre. A 3D scanner can provide you with some content. I think SOCOM on PS3 is using this. I know one title for Sony's is, and it was doing an amazing job in the video I saw. But a 3D scanner isn't going to create the content for RnC or Fable 2 or anything which deviates too much from the real. There's a limit to what technology can get you. If you want a photographic likeness, a camera is far better than a painting. If you want a painting though, there's no quick solution. The artist has to be given time. A lot of games fit much more the artists painting requirements than the photorealistic-through-any-means. PGR has done a great job with photos too, but again that hasn't dropped the budget. It's only allowed them to do more within the budget.

Isn't that the whole problem though? Because I'm arguing the 'other' side of the debate, I'm coming across as someone who believes there is only the other ground.
No. At least for me. My beef comes down entirely to...

Again, you're misrepresenting me and I'm trying hard not to take offense. My comment "blinded to some extent by the work that your team is hired for" is a huge distance away from "your arguments are stupid because you are a blind idiot"...Listen, if this is how it comes across, then I apologise...
It did come down this phrasing, and if that was just a poor choice of words on your part, I can appreciate it as unmeant and we can move on to discussing the meat! Where I'm not sure I agree with your economic argument. For me the obvious economic consideration is 'how have average costs been increasing' which isn't limited to best-case scenarios and will be more indicative of what 'average' studios experience. The other consideration is what are tools like and how are they changing, again for the mainstream rather than what some exclusive studios can manage. For BRD to be worth it, it needs to be something that more than a choice few games can make use of. If every third party development could add BRD content at little extra cost, it'd make sense, but as long as the cost is still there then BRD isn't any advantage. I doubt anyone wants to argue the worth of BRD's inclusion for games on the strength of only a handful of games (BTW - I like the idea of BRD inclusion and I'd have gone with it myself. Who wants old outdated technology! I'm sure some games will benefit to good effect. Whether it was the best economical choice from a games only perspective is a different matter).

Also to complicate matters is that as technology progresses and we hope and expect art tools to improve to make content creation easier to fill those discs, we also have other technology in the form of in-game procedural synthesis that solves the same problem but using CPU cycles instead of disc capacity. I'm not sure we can discuss the worth of disc capacity and its future costs without regard for potential algorithmic technologies too.
 
I said were..
I know, but this is a chicken and egg problem. CD -> DVD transition and DVD -> Blu-ray transition are different in terms of quality because of the transition to HD. So the breakthrough didn't occur before DVD, hence softwares were poor, and unpopular. As long as you hide behind DVD you can postpone a solution just like Nintendo backed out of HD. I don't think technologies that enable automatic generation tools are a rocket science, just have been lacking proper investment because there was no prospect of payback for these ventures. Outsourcing to China may be OK for a while, but the problem will come back soon.
 
I'll get into detail later tonight about why most automated tools aren't sufficient... There are several very different issues.
 
I know, but this is a chicken and egg problem. CD -> DVD transition and DVD -> Blu-ray transition are different in terms of quality because of the transition to HD. So the breakthrough didn't occur before DVD, hence softwares were poor, and unpopular. As long as you hide behind DVD you can postpone a solution just like Nintendo backed out of HD. I don't think technologies that enable automatic generation tools are a rocket science, just have been lacking proper investment because there was no prospect of payback for these ventures. Outsourcing to China may be OK for a while, but the problem will come back soon.

But what you need to understand is that much of the technoloy that goes into automated content generation tools (in the broader sense..) becomes mandatory when storage becomes a limiting factor (think, compression mechanisms, procedural textures etc).. & this scenario predates the DVD to Blu-Ray transition since many of these technologies were pioneered outside of the game-space as forms of compression to deal with things like network bandwidth limitations across the internet for example..

(Now in view of the other arg..)

Sure auto-gen content isn't perfect today & has seen improvements over the years.. but in my view you have to put things into context to understand where the economical scales of such technologies lie..

For example, you could procedurally generate 3D clouds + dynamics a heck of alot quicker than it would take an artist to meticulously create them by hand.. However trying to realise something much more stylised using some automated tool provides very little quality in terms of artistic value without sufficient artistic input into the generation process (to the point where it basically stops being an auto-generated process and becomes more of an augmentation tool for the artists work..)
 
Your metaphors are amusing. Since you seem to enjoy them so much, I can only give you Bob Ross. Or, the modern day equivalent, SpeedTree. Hey wait, the latter fully integrates with Unreal Engine 3. And happens to also be used in Ratchett & Clank (and Resistance, and Call of Duty 3, etc.). Coincidence?


What about the coincidence that tools for quicker content generation have been around for along time. In fact the first, and still most effective one is the Flail.
images
 
No, but TheChefO was and that's why this thread exists. There were people suggesting the experts were making rash decisions without thinking things through.

I've never INTENDED to paint the entire corporation with all it's employees as Dumb, Arrogant, or Incapable.

The DECISION MAKERS though, overule all. As is seen in virtually any corporation. When your boss tells you to do something, you do your best to complete the task at hand. Even if you suggest otherwise against what has been decided, if your boss takes that info and tosses it aside or contemplates it heavily, yet redirects you to disregard your suggestion and carry on with the original assignment, your boss makes the final say on what actions are taken.

Sony's decisions for ps3 ALL leaned toward a characterization I would call arrogant.

Standard HDD
xb1 had it and it killed component costs til the bitter end.

Standard BRD
Not only was this media/hw expesive while being new to market, it wasn't even on the market yet so timing was up in the air as well. A console has NEVER introduced a new media and carried it. In this case, they also had a new rival hd optical technology to worry about as well.

Cell
New experimental architechture heavily emphasizing parallel processing and consequently, programming difficulties. Additional time would be needed.

These base choices dictated a relatively high cost (regardless of 65nm availability).
They also dictated a timeline as BRD was still under development.

History has shown a few things about the console industry:
1) High priced (>$500) consoles don't sell well compared to low cost alternatives.
2) Late consoles have difficulty catching up to their competition as early sales dictate userbase and userbase dictates available software. (the cycle continues)



In order to combat these limitations, Sony had only one card to play: software.

Sony's internal dev team is twice as large as either MS or N. They also had the strongest support from 3rd party devs on ps2. Instead of putting their full weight behind ps3 development (which already had a few things going against it), Sony decided to milk ps2 profits. Odd, considering they would still get ps2 royalties/licensing fees from 3rd party devs regardless of their own internal efforts.

Further, instead of leaving themselves with a "plan B" (BRD-less ps3), they went full on with BRD mandated games. For contrast, many early ps2 games were produced on cd.




Obviously, in hindsight at this point, Sony did make rash decisions and didn't think things through. No reasonably thinking corporation would say: we can be successful selling a console higher than has ever been accepted, introduce radical architecture, be a year late in comparison to our strongest competition, and all without giving our full effort on software creation, or securing exclusives.

Dev tools is debatable, but internal dev priority is not.
 
Last edited by a moderator:
I've never painted the entire corporation with all it's employees as Dumb, Arrogant, or Incapable.

The DECISION MAKERS though, overule all. As is seen in virtually any corporation.
You'll still saying thought that the decisions they ruled on were the result of arrogance rather than what seemed the best idea at the time of making them.

Standard HDD
xb1 had it and it killed component costs til the bitter end.
It was the hardware licensing contract mess that killed XB. They tied themselves into nasty contracts. $30 HDD wasn't the back breaker - it was the lack of cost reduction options and the paying of nVidia.

Standard BRD
Not only was this media/hw expesive while being new to market, it wasn't even on the market yet so timing was up in the air as well. A console has NEVER introduced a new media and carried it. In this case, they also had a new rival hd optical technology to worry about as well.
Even though a console has never carried a media before, there hasn't really been much chance to establish a precedent for success. If their forecasts for the technology said they could get a $400 by December '06, it wasn't necessarily a bad decision to include it. If 3 months before launch you find that the cost is gonna be sky high for anything like 3-12 months afterwards, you're faced with another decision. And the 'grin and bear it' one is common practice that late in the game.

I don't know this happened, but there's some evidence to support the view that Sony weren't intending to launch at $600 straight away.
Cell
New experimental architechture heavily emphasizing parallel processing and consequently, programming difficulties. Additional time would be needed.
It's not possible to quantify how much time though. What we do know is Sony had Cell enable dev-kits at the earliest opportunity, and were rolling out tools as the became available. They even surpassed Microsoft in terms of providing developers with suitable hardware to work on. Can they do any better than that?

In order to combat these limitations, Sony had only one card to play: software.
I agree with that sentiment, but without real figures I don't know that I can agree with this...

Sony's internal dev team is twice as large as either MS or N. They also had the strongest support from 3rd party devs on ps2. Instead of putting their full weight behind ps3 development (which already had a few things going against it), Sony decided to milk ps2 profits. Odd, considering they would still get ps2 royalties/licensing fees from 3rd party devs regardless of their own internal efforts.
Do you have stats to show that Sony weren't investing a substantial part of their budget into PS3? Do you also think that it'd be wise to spend even more than they did seeing as the gaming division has been deeply in the red for a while now?

Further, instead of leaving themselves with a "plan B" (BRD-less ps3), they went full on with BRD mandated games. For contrast, many early ps2 games were produced on cd.
Not for a chance to bail out on DVD though, but as a cost saving I'd imagine. If any game was released on DVD, it'd make the option of a CD only PS2 very difficult. The choice to stick with BRD all depends on forecasts. If the returns are potentially that big, then as the time draw closer and the choice was to drop it or not, deciding to stick with it and hope the BRD price drops quickly enough isn't a no-brainer. It's a 'he who dares wins, or loses' moment. The choice they made will prove excellent or poor, but only in the coming years. As I've said before, it was never a consideration as a race to the most sales in 1 year. Sony's eye is on long-term profits. We can speculate whether they manage that or not all we like, but until we know whether it's worked or not, we can't say whether Sony were foolish or bold.




Obviously, in hindsight at this point, Sony did make rash decisions and didn't think things through. No reasonably thinking corporation would say: we can be successful selling a console higher than has ever been accepted, introduce radical architecture, be a year late in comparison to our strongest competition, and all without giving our full effort on software creation, or securing exclusives.

Dev tools is debatable, but internal dev priority is not.[/quote]
 
From my understanding the choice to mandate BD was done to help lower replication cost. Of course I am not sure how many games they press per month on BD, so I can't be too sure on that. I also wonder if licensing has been increased to cover the cost to press disc. Do publishers usually find any place to press disc or do they always go to the console maker to get it done?
 
It was the hardware licensing contract mess that killed XB. They tied themselves into nasty contracts. $30 HDD wasn't the back breaker - it was the lack of cost reduction options and the paying of nVidia.

$30 is the difference between 200 and 170 or 150 and 120. At each intervall, you'll notice sales spiked for ps2. Also, these smaller 2.5" drives are more expensive.

Even though a console has never carried a media before, there hasn't really been much chance to establish a precedent for success.

Doesn't change the fact it hasn't been done before. In doing so, one should realize that caution should be used in other areas in order to achieve success.

I don't know this happened, but there's some evidence to support the view that Sony weren't intending to launch at $600 straight away.

Regardless, the price would be high introducing new optical technology, it always has been.

They even surpassed Microsoft in terms of providing developers with suitable hardware to work on. Can they do any better than that?

They did great in that regard, but they are a HW co. It's expected. SW tools is where they dropped the ball here.

I agree with that sentiment, but without real figures I don't know that I can agree with this...

I have no figures, but I do know they only had two launch games developed in-house:
RFoM
Motorstorm

MS had 2 a year prior and 3 (pgr) if you include 2nd party.

Twice the man power, less output over a longer period of time.

What's worse, a year later and the situation hasn't shown any significant shift in internal development policy.

Do you also think that it'd be wise to spend even more than they did seeing as the gaming division has been deeply in the red for a while now?

I'll tell you what isn't wise; thinking you can sell a product for twice what your competition is doing with less content and in many cases, inferior content, while coming to market a year later.

The investment priority switch wasn't a question of should it be done, but when. IMO, as soon as Sony knew they likely would have difficulty shipping next to MS (~6mo) and knew their msrp would have to be quite high with BRD (early), they had two choices, either dump BRD, or fully switch dev priority to ps3.

Sony's eye is on long-term profits...

Indeed. In the meantime, they're risking losing their once healthy cash cow in the games sector.
 
Last edited by a moderator:
You'll still saying thought that the decisions they ruled on were the result of arrogance rather than what seemed the best idea at the time of making them.

I don't want to get too involved with all the details, i think you guys are doing a perfectly good job covering both sides of the argument on your own, however I did want to just cover this one point. In a similar way to the phrase 'history is written by the winners' surely many actions later perceived of as arrogant were simply the 'best idea at the time of making them.' What differentiates an arrogant action and an inspired one is the relative success of that action. Where I think the difference of opinion lies is that Chef and others who have similar beliefs already see the current events (slow sales etc) as proof of the failure, and therefore arrogance, of Sony's choices. Others see the situation in a far longer term way, and feel it can't be arrogance, because the condition for arrogance, failure, has not yet been met.
 
Shifty, you have to be more careful with the quote blocks. Now you end with a paragraph that is TheChefO's, but especially in this case it's easy to mistake it for a line of yours.

Anyway, on to your post:

A photo isn't a painting. Having access to a Canon DSLR isn't going to enable you to replace the contents of the Louvre.

No, but what now if you wanted to have the contents of the Louvre embedded on this page? Or what if you wanted a virtual louvre in a game? What would you do? And, given your budget, what can you do? Those are the two important questions, and in different contexts (budgets, art requirements, and so on), you are going to get different answers. If you're in a hurry or you want to do a whole lot, then photo textures in 3d frames are going to be the most efficient. If you need something that looks good in the style of the game, then you could redo the painting in that style as well (think the Simpsons for a simple example where it comes up). If you want to have just one of them done really, really well, then having an expensive artist making a 3d model of not just the painting but the actual paint may be more effective. If it needs to be 100% accurate, then maybe a 3d scanner can help the artist out. If you need to create a 3D digital encyclopedia of the future and you have 3000 paintings you want to get in there, then maybe the latest and most expensive 3d scanner is your best option. Etc. etc. etc. etc. etc.

A 3D scanner can provide you with some content. I think SOCOM on PS3 is using this. I know one title for Sony's is, and it was doing an amazing job in the video I saw. But a 3D scanner isn't going to create the content for RnC or Fable 2 or anything which deviates too much from the real. There's a limit to what technology can get you.

Why do you feel you need to stress this point? Can you point out in which post I'm saying that there isn't a limit to what technology can get you? But there are also limits to what humans can do. It's a matter of choosing your battles wisely.

To give an example from Uncharted's art team:

Evan Wells said:
IGN AU: In terms of the art design, how much were you focused on realism versus a slightly stylised aesthetic?

Evan Wells: Yeah, I mean we knew that we wanted to stop short of photo realism. We didn't do any scans or photos for our textures or our character maps - everything's been hand painted. We wanted to make sure that our characters didn't fall into the uncanny valley; our character modellers got down to amazing detail, making sure the eyelashes were right, I mean, I just had to stop myself, check myself - I can't believe I'm talking about the eyelashes in a videogame! It's just mind boggling. We really focused early on on the mouth, making sure that we could express the emotion through when they're talking or smiling or grimacing, but then we really quickly realised that it was the eyes we had to focus, almost more than anything, because the human eye is drawn to looking at other humans eyes, and we actually convey a lot of emotion and expression through the eyes.
source: http://ps3.ign.com/articles/830/830514p2.html

If you want a photographic likeness, a camera is far better than a painting. If you want a painting though, there's no quick solution. The artist has to be given time. A lot of games fit much more the artists painting requirements than the photorealistic-through-any-means. PGR has done a great job with photos too, but again that hasn't dropped the budget. It's only allowed them to do more within the budget.

Budget's don't drop. You go over them or stay under, but typically, you spend it all. In PGR's case, they had a budget, and using photos managed to do more with their budget. So they got more per dollar using photos. How obvious a case do you need?

But on the other side of the story, Heavenly Sword, has some beautiful hand-drawn character art and environments, that were then lovingly recreated in 3D by hand. You can unlock them in the game and some of them are stunningly beautiful. It's an effective technique, and the results in the game too are absolutely beautiful. And they require some very talented and dedicated artists, I'm sure. Still, even with this part of the work, surely both artists get better and faster at their jobs as time goes on, and part of that is getting to grips with the tools better, and part of it is getting better tools. Even if this is for now almost evenly matched in terms of what they can now do with the tools, and how many different texture layers they can apply, and what kind of different materials/shaders they can apply to each surface, and all the work that goes into deciding where to use pre-baked shadows and where to use realtime lights, and so on and so forth, the end result will not be that future games will get shorter and shorter. Even if there's been a trend towards this, there's a line somewhere and a solution will be found if art content alone is going to be responsible for games lasting a mere 4 hours, or 2 hours, and so on.

For BRD to be worth it, it needs to be something that more than a choice few games can make use of. If every third party development could add BRD content at little extra cost, it'd make sense, but as long as the cost is still there then BRD isn't any advantage.

There are different ways of adding content. Multi-platform game development, as I've frequently said, is going to be a bottleneck. That is partly because of Microsoft's choice to go early and DVD only, and in that sense it's to Microsoft's advantage. Eventually though, as is the nature of competition, the even some multi-platform games will spill Some parts may end up coming out on PS3 on disc, but being downloadable on the 360. Then maybe the 360 game on multiple discs, and so on. Perhaps, for multi-platform games, we will never see a 50GB game at all, and that will then be Microsoft's gain and Sony's loss (and ours!).

I doubt anyone wants to argue the worth of BRD's inclusion for games on the strength of only a handful of games (BTW - I like the idea of BRD inclusion and I'd have gone with it myself.

Isn't that just it though? Doesn't it sometimes just take a handful of games to make all the difference? What if the Wii didn't have Wii Play? What if Xbox didn't have Gears? Etc.

Who wants old outdated technology! I'm sure some games will benefit to good effect. Whether it was the best economical choice from a games only perspective is a different matter).

Of course. The question is, is BluRay an advantage that we will see? And of course the answer is going to depend on the software we will see. It will take more than Ratchett & Clank probably, but the real question is how much more? And there's no easy answer to that, or we wouldn't still be having this discussion.

Also to complicate matters is that as technology progresses and we hope and expect art tools to improve to make content creation easier to fill those discs, we also have other technology in the form of in-game procedural synthesis that solves the same problem but using CPU cycles instead of disc capacity. I'm not sure we can discuss the worth of disc capacity and its future costs without regard for potential algorithmic technologies too.

Absolutely. So far, I've been working on a common assumption that compression efficiency is a linear factor - i.e. every bit that compression gains, is lost to increasing complexity and efficiency at the core, i.e. graphics cards that can work with compressed textures and so on reduce the advantage of being able to keep the textures compressed on your disc in the first place, and so on.

For every new form of compression, there are other forms of compression that have reached their maximum efficiency. If compression had been more efficient, then we wouldn't have needed to upgrade our media in the first place. And there have been huge incentives to use good compression methods in the previous generation, because the read-speeds of DVDs (particularly on ye olde PS2) were a huge bottleneck and loading times were quite a pain. So the desire and drive to use better compression techniques has always been there already. Now I will never exclude the possibility of another breakthrough, but for now, it's not really there yet, and so probably belongs with the set of arguments stored on the shelf with the value of content creation tools that make content creation easier in ways that do not yet exist today. ;)

While being on the subject of PGR and their use of photos, it reminds me of the Sony GTA clone London tech demo. They were taking similar approaches. If they felt they were being held back by the limits of DVD, it could be interesting to see if they will attempt something that uses a full BD. Maybe not, but it's not impossible at all. But while I enjoy fantasizing about what studios may be able to do with 50GB (a GTA game for this generation should really be able to use it to good effect, imho, even if it just means you'll have a year's worth of unique radio in the game :p), I think the energy is probably better spent on keeping track of the here and now.

All I need to do is think of the best way of setting this up properly. Should I open a 'examples of BluRay use in games' thread here? Or maybe create a Wiki? I'm not sure.

One other example I've forgot to mention is user created content. With LBP and Unreal coming up, a 50GB yearly compilation of the best user created levels and such could really work. Ditto with the Sing Star HD video uploads. I'm thinking with those kinds of developments, current console HDDs will be too small far too quickly (though external HDDs are a good alternative of course). Well, I'm just throwing it out there because both LBP guys and Epic mentioned this option themselves.

So maybe create a current use section, announced use section, and suggested uses section. ;)

@Chef: the HDD was also essential for building up to what Live is now. Without the HDD, Live would never have become as good a service (downloadable demos, online content, expansion packs, etc). Also very popular then but because of this even better known now, is custom in-game music, for which the HDD has been essential too.

So at least part of what it cost them in the previous generation has helped them in this generation. Additionally, the fact that Halo 2 was the only game that actually used the HDD for more than savegames says a lot both ways. On the one hand it's been Microsoft's most important game so far, and on the other hand it shows that perhaps they missed some big opportunities by not releasing more games that used the HDD for more than savegames (and online content).

Also, your examples of in-house are actually flawed (possibly on both sides though). They were games paid for by Sony perhaps, but Insomniac is still an independent company, and Motorstorm's guys have only recently been acquired by Sony.
 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top