While you're at it, ask them about that water effect that didn't make it in Uncharted 1 and if they are planning to use it in Uncharted 2.
You mean 3D water (rather than just surface) that can be used in puzzles?
While you're at it, ask them about that water effect that didn't make it in Uncharted 1 and if they are planning to use it in Uncharted 2.
I think that's true. I expect a highly tuned full-screen engine will not readily scale back to split-screen. You're in essence doubling the graphical requirements, drawing two viewpoints. There's a resolution drop for each view and associated rendering savings, but the whole geometry setup, shadowing, any SSAO etc, are being doubled.
No, I'm not arguing that Ostepop's POV is wrong, I just don't think it's necessarily applicable to Uncharted 2's situation.
I find it hard to believe that Uncharted 2, being developed by a 1st party developer set for release during the biggest selling time of the year, has significant budget limitations.
While I'm sure they are there, I think the reasons for leaving Split-screen out of the game have more to do with time constraints and design choices, rather than funding.
You mean 3D water (rather than just surface) that can be used in puzzles?
From the making of Uncharted extras, I recall one of the guy mentioned how they wanted a full fluid dynamic system for water and they didn't get it quite right the first time, they were hoping to get it in in the sequel. I assume it is taking place now is it?
I am 100% positive that money has nothing to do with it what so ever. Naughty Dog has pools of Money from Sony.
It has everything to do with them trying to appropriately splitting up their staff to work on features that they think are important to the game. Money could certainly be a factor, but I don't think it's the biggest issue. Time and resources (man power) are probably the biggest reasons behind the decision.
I think Oste, your description is a copout - because it just doesn't explain anything.
All you're saying is that "developer doesn't put feature in, because it costs money" - it doesn't explain why they chose one thing over another. Your analysis is only the question, not the answer.
What WE want to know, is why they'd decide to put resources into co-op and multiplayer, rather than splitscreen.
Far from true, my description explans plenty, your either not understanding it, or not willing to understand it. (again perhaps im wording my self poorly)
My answer is not just "because it costs money", my answer is because the devs value the resources needed to create splitscreen, to be better used at something else. (oppurtunity cost).
This is perhaps what you want to know now, in your initial post, you allready had an explanation which was "because Naughty Dog doesn't want to downgrade graphics". I proved with simple business logic, that this was a ridiculous explanation.
I agree, that it would be intereting to know why they focus on the areas that they do (one would also need a full breakdown of all costs needed for each feature, as they require different inputs),
My description however, contrary to what you say, explain plenty.
It just has unknown variables (we dont know what ND thinks possible future gains and costs are for each trade off they have to do, i agree that this is interesting), however, the process of deciding what should be in and out, is ultimately decided in a similar fashion to my post above.
I think what my point could also be is that the technicians are working hard at producing new effects for their engine - which also includes refining the engine. However, it would take them a hell of a lot more effort for them to refine the engine for split-screen and would take them away from making all the new additions and refinements they want to make for the graphics.
I don't believe it's as easy as lowering the quality for split-screen - Evolution had to completely redo their engine for splitscreen. Moreover, I don't believe it's in ND's constitution to reduce graphical fidelity even for split-screen.
That's my point. I'll ask them - it's very interesting!
That's what I think. But it's also that it'll take technicians away from pushing the graphical quality of the SP. That is, Naughty Dog have had to hire new people for the gameplay of the co-op and multiplayer, but they are generally sticking to their graphical wizzards for the game - and they have huge targets for surpassing effects in U1. Targeting split-screen would take their technicians away from this.
I think what my point could also be is that the technicians are working hard at producing new effects for their engine - which also includes refining the engine. However, it would take them a hell of a lot more effort for them to refine the engine for split-screen and would take them away from making all the new additions and refinements they want to make for the graphics.
Moreover, I don't believe it's in ND's constitution to reduce graphical fidelity even for split-screen.
That's what I think. But it's also that it'll take technicians away from pushing the graphical quality of the SP. That is, Naughty Dog have had to hire new people for the gameplay of the co-op and multiplayer, but they are generally sticking to their graphical wizzards for the game - and they have huge targets for surpassing effects in U1. Targeting split-screen would take their technicians away from this.
but not everything a developer and creative team thinks about is money
Well you conveniently ignored my second and third explanations that added to my original theory. Both of which I believe to be the case (and Shifty agrees).
This statement is proven in the number of developers that go under, producing games people don't want to buy. They have an idea they want to create, without first proving the financial sense in executing that idea, and they either get lucky or fail. This is reflected in other creative industries. JK Rowling wrote Harry Potter not because she evaluated the time required and potential earnings and determined it a likely profitable venture, but because she wanted to write the book. A proper, professional games developer won't be that naive, but at the same time as artists they have a passion to create their art, rather than to pursue a purely utilitarian occupation. And indeed, plenty of people take jobs with some non-fiscal reward. That aspect to humanity is going to permeate the businesses they create to some degree or other.Developers can have an artistic vision, can have artistic integrity...
Even David Jaffe expressed it in his video blog. He basically said that if he was given the option to earn twice as much money but not have creative freedom, he'd take the lower salary and creative freedom any day.This statement is proven in the number of developers that go under, producing games people don't want to buy. They have an idea they want to create, without first proving the financial sense in executing that idea, and they either get lucky or fail. This is reflected in other creative industries. JK Rowling wrote Harry Potter not because she evaluated the time required and potential earnings and determined it a likely profitable venture, but because she wanted to write the book. A proper, professional games developer won't be that naive, but at the same time as artists they have a passion to create their art, rather than to pursue a purely utilitarian occupation. And indeed, plenty of people take jobs with some non-fiscal reward. That aspect to humanity is going to permeate the businesses they create to some degree or other.
Even David Jaffe expressed it in his video blog. He basically said that if he was given the option to earn twice as much money but not have creative freedom, he'd take the lower salary and creative freedom any day.