Sony Gamescom 2013 conference

I ask you, which are the exclusive games that are you looking to play in the next year and half on PS4?

1.5 years? Well those games are not announced. My most anticipated game on any platform is Second Son in Feb, in addition to various the launch window games I will play either from PS+, buying them or F2P.



Which are the exclusive AAA games that makes you dream and that will push you in the next 3 month to spend 399 euros just to purchase the new system?

What a strange loaded question. I am looking forward to many titles, "AAA", "Excluisive" or otherwise. Driveclub and Killzone are pre-ordered along with some multi-platform games like Swapforce and Lego Marvel. I will have to wait and see on the DD games, there are to many for me to keep track of. I also want to get back to my DCUO chars from my PS3 account.

My answer, at the moment, maybe, is just "The Order", a game for which I have seen only an in-game cutscene trailer!!! Nothing more!
And even further, (I really hope I am wrong) but also "The Order" seems more a games for late 2014...

Is this worry exclusive to the PS4 or do you freak out about every announced game that is not out in a few months? "Oh no I saw a CG trailer for Sunset Overdrive!!!! When is coming?!!"


I remember clearly at the time of PS3 launch we have a pile of titles announced (many never released to be honest...). But at least at the time of PS3 launch we had something to dream of... Something for the future...

Again, to me, it seems that 2014 will be a disappointing year for me as a PS4 owner.

In truth, I was expecting more from Sony, for sure, not to find myself 2 month before launch to say "where are my AAA games, where are my new AAA core IPs????"

PS3 had CG trailers for games that were two years out like KZ2. Is that what you want, you seem to contradict yourself with the Order rant. Sony has many 1st party developers working on games, they have said this. Why announce them when they are not coming out soon? They don't want to talk up UC4 when they have games coming out in a few months that need the push. They have next year to announce Fall 2014 games.
 
What are the AAA exclusive games on PC ? [confused]

[size=-2]May be I just need to go for an early lunch...[/size]
 
I remember clearly at the time of PS3 launch we have a pile of titles announced (many never released to be honest...). But at least at the time of PS3 launch we had something to dream of... Something for the future...

Again, to me, it seems that 2014 will be a disappointing year for me as a PS4 owner.

Why would 2014 be disappointing? Just because nothing that far out has been shown, doesn't mean nothing is in development. In fact all first party's are said to be working on PS4 games. If you liked what they did on PS3, can't you trust that you'll probably also like what they bring to PS4?
 
Well, thank you all for all your suggestions, comfort and so on...:LOL:

But this topic is not about me, and my choices.

It is about Sony Gamescom, and I come here just to express my disapointment with Sony about the lack of AAA exclusive games and the lack of AAA exclusive New IPs and the lack of info about future games. I was expecting more by them during Gamescom as they even hyped me with "Gamescom will be an all PS4 show"!

It is just my opinion, it is just my disappointment! I suppose many Sony supporters will pick PS4 even it they have just one exclusive in one year. The same can be said for Xone supporters.

I am older, way older, and I can express my judgment more freely (but not more correctly, as english is not my main idiom..).
I really feel that the commitment of Sony for the launch of PS4 is minor to the one for PS2 & PS3. I really feel the lack of AAA games and the anticipation for future AAA titles. Especially in a head to head platforms launch!

It is just my personal opinion.
And I honestly feel myself free to express my sincere disappointment to Sony, because even if better, PS4 launch will be similar to the one of PS2 & PS3.
 
Honestly, can there be any doubt that both nextgen consoles are going to sell out for at least the first 3-6 months?
 
I really feel that the commitment of Sony for the launch of PS4 is minor to the one for PS2 & PS3. I really feel the lack of AAA games and the anticipation for future AAA titles. Especially in a head to head platforms launch!
In that I think you are wrong. Neither PS3 certainly didn't have an amazing launch lineup. It had plenty of previs concept renders at E3, but few games at launch. That's true for most consoles. Beyond Gears and Kameo, what exactly did 360 have so great? The major difference this hardware cycle is that Sony have stuck to showing what's available and being released, rather than a grand future vision. You don't have to be a Sony fanboy to know that the software library will be enriched by a slew of Sony exclusives from Sony's first parties just as every PS has.

As your coming from the perspective of a PC gamer, that's probably giving you a different perception to many consumers. If you're already used to decent modern graphics and aren't getting the graphical upgrade on the staple AAA cross-platform titles, there's not as much to excite you. Did you get a PS3 at launch? Did have a decent PC gaming rig when PS3 was shown and how did that interest you?
 
Laa-Yosh, my man. Any change in your job scope for this upcoming generation ?

Will any of your team's modeling and trailer work _ever_ get used in the real games ?
 
My character team and myself are already modeling stuff for E3 :D

Not sure how much I can talk about our experiences so far, as it'd probably involve giving away confidential info. I've obviously also seen some unannounced nextgen stuff and obviously I can't talk about that at all.
But I'm fairly sure that we'll have some behind the scenes article or something about it once the movies are released. The scripts and concepts feel pretty strong to me, it's only a question of being able to deliver. I guess it's no surprise that the expectations are pretty damn high... and yes our job is getting a bit different, but not that much.


As for our stuff getting used in real games, you've probably already seen that happen. Sometimes schedules work out in a way that we need to complete something in high res well before the development team gets there, and then we deliver the asset and they use it to build the ingame model on top of it and extract normal and color maps.

A 1:1 transfer is unlikely to ever happen, because we'll always have more memory and computing power, just based on the power draw of a single system vs. an entire render farm.
For example, by the time a realtime game can use our 50-500K polygon base models with subdivision and displacement mapping and such, we'll probably be forfeiting that tech and just use the 10-50 million Zbrush sculpted meshes as they are, to get better accuracy and speed up the workflow even further. See, the current gen consoles may last for at least 8 but perhaps 10 years - who knows what the heck will be possible in offline at that time...

The more important aspect IMHO is that the artistic elements can and will be transferred. Again, you've probably seen an ingame character by now that was sculpted and painted by one of our guys/girls, it just went through a different kind of compression and rendering that had to make more trade-offs.
 
Presumably the lighting approaches are starting to see synergy too? Physically based lighting models should allow the same scene setup to be imported in game and rendered with suitable approximations, no? Or is the effort of stripping down content from the rendered scenes to game assets going to be more than building game assets from scratch? Take AC, for example. Are we at a point where the same core city models used in the rendered cutscenes can be refactored down to game assets with the same light setups and used in game?
 
What are the AAA exclusive games on PC ? [confused]

[size=-2]May be I just need to go for an early lunch...[/size]

Off the top of my head...

DoTA 2 (right now at least)
StarCraft 2
SimCity 4 :p
Sims (much better versions than consoles)
Natural Selection 2
Torchlight 2
Civilization V
Prison Architect
Total War: Rome II

There's more, but basically many cool RTS games and a few FPS, and also the 'ye olde' back catalog of thousands of PC games that shouldn't be missed :)

There's a lot less than there used to be though, that's for sure.
 
You're spot on with the convergence of lighting and shading models, and that it presents new opportunities for asset sharing.


Without getting into any specific titles though, I'd like to point a few more, pretty important facts:

Both game, cinematics, and movie VFX asset pipelines can have practically the same first steps: after the 2D concepts are finalized, multi-million polygon high res assets are created in Zbrush, and all that detail will get baked into texture maps. The only difference is that games will have a low-res poly mesh and normal maps, whereas a movie asset relies on subdivision and displacement, and can usually afford higher texture density.
(for this reason, sometimes there's a secondary layer of displacements painted in a software called Mari (funnily enough that's basically "Mary" in hungarian))

So, the same Zbrush sculpt can be used as a start for both an ingame and a blockbuster movie asset, and then the pipelines will only diverge at the technical steps. Yes the game asset uses a fracture of the texture space and poly count of a movie asset, but they are created with the same tools now.

(I'd also need to add that sets aren't sculpted that often, and normal/displacement detail can be generated in the form of general maps (like a brick wall texture) instead of a full Zbrush sculpt of a huge building. But this is once again becoming very similar in movie and game workflows.)


Also, Digic is still just about 110 people and that includes everyone from backoffice through production management and animation to the actual asset creation team. Blur and Axis aren't much larger than that either. Schedules are also very short, we rarely get more than 2-3 months of time to build stuff for a trailer. So the amount of content we can produce is actually not that much, and a very very small percentage of what needs to get into a nextgen game. Oh and we also fake whatever we can when the camera allows it and use matte paintings not only for backgrounds but even for characters when it's possible.
On the other hand, internal game development teams are sometimes as big as 300 to 500 people, with entire studios built on outsourcing in Eastern Europe and Asia that even the largest publishers sometimes rely on. And all these armies of artists have years to build content.

So the actual lesson is that it's more and more possible to share certain assets both ways, that it makes a LOT of sense to leverage not only CG assets in the game, but also ingame content elsewhere. For example, Ubisoft now has an internal team called Passenger that's focused on exporting ingame content from the engine to be used in transmedia productions. They've been formed for the Assassin's Creed Lineage web series and have been involved in several projects since then. I wouldn't be surprised if some ingame content would find its way into the AC movie, the big one with Fassbender.
http://gdcvault.com/play/1015579/Passenger-Story-of-a-Convergent

It also means that nowadays it's a must to to keep an eye on game development and look at all the GDC and Siggraph publications from game studios. If anything, the hardware restrictions are making devs even more inventive and there's a lot to learn from them.
 
The main genres are catered for, just because you think the games are weak means nothing.

Except they haven't been. There's no fighting game, a traditionally strong Playstation genre.

And this may be the first console generation where there are no RPGs at launch for any console.

Regards,
SB
 
;)

*quickly peers at XB1 release list for a missing genre on PS4*

No fighting games! A niche genre that is dominated by a few franchises. I would expect to see Tekken Revolution on the PS4 soon. I'm too the point that I don't bother with anything not by Netherealms.

PS4 has a combat flight game, War Thunder, that must count for something!
 
The GAMES are not weak (well, maybe Knack...)!
How can I judge games that I still have to play?

The overall line up in terms of AAA exclusives, new AAA IPs, future AAA games etc.., for me, is weak, really really weak !

But we have only seen a fraction of what is going to be available. We still don't know what the other Sony 1st party devs are working on. MS has laid their cards on the table in this respect which was one of the only things they could do to generate a positive response.

Sony still have many more exclusives to announce. Whether these will be new IP's or the continuation of current AAA's like Uncharted isn't known.

So personally I think it is as strong a launch line up as it needs to be. There is nothing lacking and plenty more to come.
 
Off the top of my head...

DoTA 2 (right now at least)
StarCraft 2
SimCity 4 :p
Sims (much better versions than consoles)
Natural Selection 2
Torchlight 2
Civilization V
Prison Architect
Total War: Rome II

There's more, but basically many cool RTS games and a few FPS, and also the 'ye olde' back catalog of thousands of PC games that shouldn't be missed :)

There's a lot less than there used to be though, that's for sure.

Some of those games came out years ago.
I think he meant: which AAA pc exclusives have been announced?

But ontopic: I really liked the keynote, it was really confident and they had a good show. Which is always better than no show, like xbox, and nintendo(w)
 
Off the top of my head...

DoTA 2 (right now at least)
StarCraft 2
SimCity 4 :p
Sims (much better versions than consoles)
Natural Selection 2
Torchlight 2
Civilization V
Prison Architect
Total War: Rome II

There's more, but basically many cool RTS games and a few FPS, and also the 'ye olde' back catalog of thousands of PC games that shouldn't be missed :)

There's a lot less than there used to be though, that's for sure.
If thats the best current exclusives (which some arent) then Wow I didnt realize that the PC has so few AAA titles nowadays.
Surely theres gotta be more than that
 
Thanks Laa-Yosh, very interesting stuff.


I do wonder if the reverse ever happens: does tec used for real-time rendering ever 'back' influence offline render? Or is it a strict one-way relation ship?
 
Thanks Laa-Yosh, very interesting stuff.


I do wonder if the reverse ever happens: does tec used for real-time rendering ever 'back' influence offline render? Or is it a strict one-way relation ship?

May be for earlier feedback ? I remember one of the movies have a quick render just to show the director how it would (roughly) look in the final scene.

Off the top of my head...

DoTA 2 (right now at least)
StarCraft 2
SimCity 4 :p
Sims (much better versions than consoles)
Natural Selection 2
Torchlight 2
Civilization V
Prison Architect
Total War: Rome II

There's more, but basically many cool RTS games and a few FPS, and also the 'ye olde' back catalog of thousands of PC games that shouldn't be missed :)

There's a lot less than there used to be though, that's for sure.

It's been more than a decade since I last looked at PC games. Some of those games you listed seem to be from a few years ago.
I think the PC back catalog is probably the most interesting since with PS4, we practically start from zero.

PS3 over Gaikai may not be quite the same. :)
 
We always start with an animatic, which is using low-res placeholder assets for characters and sets. It's basically how the movie itself is made, the director can get the rough animation and camera work done quickly, and we can also iterate very fast to respond to client feedback. Sometimes we do recycle assets from previous projects or from game asset dumps as the animatics are not meant to be seen by the audience ;)
(oh and we do work with mocap, once we have a script/storyboard the director meets with the actors/stunt guys and they break down the scenes, develop the choreography and rehearse for a few days, then the first pass uncleaned mocap is used for most of the character animation)

But animatics are a pretty common approach, everybody does it ever since it's been invented for the preproduction of SW Episode I back in like 1997. In fact there are entire studios built on providing pre-viz for movie productions like the Third Floor (mostly ex-ILM people). They will basically do a complete breakdown for the entire movie, not even just the VFX shots, and so the shooting schedules and arrangements and such are also based on their work. Nowadays the movie can be 50-90% set in stone before they've shot even a single scene :) But then again, changes and re-shoots and shots aren't gone completely either.

The above can be relevant to games by the way, I can see a lot of single player games being scripted and storyboarded and perhaps even pre-visualized. Meaning that they're faking the gameplay completely to see how it'd work in the grand picture.
The stripped down production quality affords very fast iterative refinement, it's a really powerful tool.

And as for using real-time assets straight out of the game without any edits, most of the crowd in our Assassin's Creed 2 Brotherhood trailer was using ingame characters many years ago. I'm sure it's pretty common everywhere else too; like in the final shot of Warcraft 3's ending cinematic, when the old mage looks over a lot of troops under the world tree something, those were all ingame lowres assets too.
 
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