Sony's content platform and business strategy *spawn

Something About Japan: Shuhei Yoshida on the ‘war for the living room’
http://www.edge-online.com/features...huhei-yoshida-on-the-war-for-the-living-room/

No surprises here but...

Yoshida’s own desire to make videos easy to share was a result of his addiction to Dark Souls, clips of which he would seek out on Japanese video-sharing site Niconico Douga. “I wanted to play Dark Souls all day long, but I couldn’t do that because I was too busy. So instead I would watch people playing it live on Niconico whenever I had some spare time. By doing that, you can find other ways to play the game and read comments by other users. I felt that sharing videos is a really important part of enjoying games.”

He said that the Share button will have its limitations, however, and that users will not quite have free reign to upload whatever in-game footage they like.

“There will be parts of a game that the maker does not want people to be able to see,” he said. “For example, on Vita, developers can in certain scenes disable the feature that lets users take a screenshot, and (the Share function) will have a similar mechanism. The creator may not want to make video of the final boss sharable, for instance.”

Yay~ Dark Souls. I have a better answer, Mr. Yoshida. I prefer to play Dark/Demon's Souls on Vita than watch other people play. Git on with it. :devilish:
 
Yoshida's answer to everything is almost always something you can't predict... lol.

That's very interesting (and very thoughtful and accommodating) that he's letting developers and publishers choose what can and can't be video recorded.

Edit: I also remember he's totally on the money... I actually forgot Vita did the same thing (limiting use of screenshot function, you can't use it on PS1 games at all which is not the greatest example, but an example nonetheless of some control the OS/games can have).
 
Eh, don't see myself using the video sharing much but they should use YouTube or at least Facebook, rather than some proprietary site.

MS talked up the idea of being able to join games in spectator mode when it announced the 360. Did any game ever implement this? I think SOCOM or some other PS2 shooter let you cycle thorough the POV of your teammates if you got killed, until a new round started.

So the developers and gamers may have different ideas about sharing.
 
Eh, don't see myself using the video sharing much but they should use YouTube or at least Facebook, rather than some proprietary site.

Sony have already announced (and demonstrated) uploading video to Facebook. Ustream is also confirmed to work with the feature. I'd guess other services will be included by launch, including potentially YouTube.
 
I think there are 3 kinds. Not sure if I understood them correctly.

In-game recording (up to 30 seconds) happens automatically without extra programming effort unless the developers choose to block it. I suppose the user can upload the recorded video to assorted community sites. Chinese may upload to Youku, Weibo, etc.; Japanese perhaps to NicoNico; rest of world to Youtube or Facebook.

Live game streaming works differently. I think Sony has an arrangement with an existing live stream provider. I don't remember who. ^_^

And then there's peer-to-peer streaming (RemotePlay). In this case, I think the remote party can offer help. It's supposed to happen at hardware level. However, the developers are required to provide a Vita controller mapping scheme when they submit the game for final approval.
 
I think there are 3 kinds. Not sure if I understood them correctly.

In-game recording (up to 30 seconds) happens automatically without extra programming effort unless the developers choose to block it. I suppose the user can upload the recorded video to assorted community sites. Chinese may upload to Youku, Weibo, etc.; Japanese perhaps to NicoNico; rest of world to Youtube or Facebook.

Way more than 30 seconds. This is how the Killzone stage demo was posted to Facebook. The pre-announcement rumor suggested 15 minutes automatically saved, the demo was I think around 10 minutes, and for all we know a user can set it to record much, much longer than that. I think the 30 second rumor got started because the screenshot released of the editing interface showed it stopped on the 30 mark of the underlying footage, but that screenshot clearly implies more than 30 seconds of footage, and we literally had a demonstration of 10 minutes of footage captured in this fashion immediately following the Feb 2oth reveal via the Killzone Facebook page. It is astonishing to me how long this misconception has survived given so much clear evidense to the contrary, and I've even had people claim Durango's solution will be better because it doesn't limit you to 30 seconds. :rolleyes:

Live game streaming works differently. I think Sony has an arrangement with an existing live stream provider. I don't remember who. ^_^

Live streaming doesn't really work differently, both the Gameplay DVR function and livestreaming are accomplished using the same underlying capture hardware. In the case of streaming to PSN spectators or through Ustream (confirmed) and potentially others services, the system is just taking the same MP4 stream is would have otherwise been writing to disk in a 15 minute loop and instead (or in addition) scaling to the proper resolution/bitrate for your upstream connection and broadcasting it over the internet.

And then there's peer-to-peer streaming (RemotePlay). In this case, I think the remote party can offer help. It's supposed to happen at hardware level. However, the developers are required to provide a Vita controller mapping scheme when they submit the game for final approval.

Yep, and again this uses the same embedded capture hardware to broadcast live gameplay to a peer device, either your Vita or a friend's PS4 at launch, and potentially PCs, Tablets, Phones or other devices in the future (that part was aspirational). Controls are transmitted back to the host machine using a virtual controller setup via IP.

ALL THREE of these usages happen automatically, without developer intervention required, save providing usable Vita control options.

The Cloud services being built up with Gaikai are a completely separate thing. That part was very aspirational and included the hope for universal backwards compatibility for PS1, 2 and 3 streamed from game servers in the cloud.

But Gaikai is also providing the streamed game demos from PSN so you can try anything in the store immediately, played from a cloud server. Gaikai ALSO has a progressive download technology which allows you to start playing downloaded games before the download finishes, but not instantly like the demos (and this likely also plays into how the disc installs occur in the background for Blu-ray releases). Those should be launch features.

It was just the "play any PS game on any internet connected device" stuff that was really pie in the sky.
 
I think spectator mode would be more interesting than streaming.

A game like SOCOM had dedicated servers so it could host a lot of players, including those who were 'dead' and waiting for the next round. Even old PC games like Age of Empires on the old Zone service let players join a game and then retire but watch the game.

That was over 15 years ago!

Surely the PS4, even in peer to peer games, can host a number of non-participant spectators, as long as the total number is respectable, like 16 players. Or unless its a massive shooter, even 10 total players for sports games could be workable. Or games like Uncharted, which doesn't have a hardcore multiplayer mode, could host some spectators who are able to access different cameras than the limited ones each participant has.

Being able to switch cameras in real time to see what every player is doing would be more educational in the way Yoshida described it than watching a static stream.
 
Spectating, WOULD require everyone to have a copy of the game, and it adds stress to the hosting server since it's not just updating the gamestate for all the people actually playing, but everyone viewing as well. It's actually a difficult problem to crack which is probably why the MS vision concerning that for 360 never materialized. It would be up to a game to support, and you probably don't want to have to cap your players at 8 just so you can support another 8 lookiloos. Maybe once we all have google fiber.
 
Spectating is best implemented as a server service a la Resistance Fall of Man or OnLive. If they do it with Gaikai, it should not require everyone to have a copy.

For p2p spectating, the bottleneck is not just the h/w, but also the bandwidth and latency from the host to the spectators. Our average home network won't be able to do it. In fact, I have my doubt for WAN RemotePlay.
 
I'm not saying only do sharing or spectating. Do both and let the developers support the features.

Support 16 players, which could be any combo of participants and spectators. If they give the host options to boot certain players before launch or during games, I don't see any problems. Like I said the Zone games had those features.

FIFA has had online team play but launching games is a pain because people would join but not click 'ready' so one or two guys could hold up 10 others.

Anyways, since Sony has promoted sharing as a system level feature it should be more common -- some ps3 games already let you save clips and share to YouTube.

It would be nice if Sony had done the same with multiplayer setup options, which would include spectators.
 
I'm not saying only do sharing or spectating. Do both and let the developers support the features.

Support 16 players, which could be any combo of participants and spectators. If they give the host options to boot certain players before launch or during games, I don't see any problems. Like I said the Zone games had those features.

FIFA has had online team play but launching games is a pain because people would join but not click 'ready' so one or two guys could hold up 10 others.

Anyways, since Sony has promoted sharing as a system level feature it should be more common -- some ps3 games already let you save clips and share to YouTube.

It would be nice if Sony had done the same with multiplayer setup options, which would include spectators.

Same problem. Most home networks can't host 16 players/spectators over WAN. It's not a console problem per se.

Gaikai probably can, like OnLive. May have to pay for it. Sony haven't released any details about spectating. Not sure how their live stream service work yet. They could work with a live stream provider but we need more info.



For sharing clips, it's automatic in PS4. That's what the Share button does. In PS3, the developers have to implement it per-app.

In PS4, RemotePlay support is also system wide.
 
Bandwidth is an issue but are you sure there aren't PC games already that can host this many?

I think 8 is easily done and pretty sure FIFA for consoles already may do 16 -- IIRC every player on the pitch can be controlled by a gamer.

Maybe the experience isn't smooth. I think more RAM would help here too.
 
If WAN upstream bandwidth and latency for an average household is an issue, it doesn't matter if a PC game can support 16 LAN players.
 
Some tidbits on spectating and sharing:
http://www.edge-online.com/features/drive-club-the-evolution-racer-nine-years-in-the-making/

...

I don’t know if you’re familiar with the Play-Go initiative which Mark Cerny spoke about, that’s something we’ve been bringing in and we’ve been heavily involved in the discussions on that. We know that that, combined with the Blu-Ray disc for physical delivery, the hard-drive is just going to allow us to deliver awesome experiences to players in a fraction of the load times and download times that players experienced on PS3 and Xbox.

From a GPU perspective, there’s a whole load of special sauce that’s gone into the GPU development. And that paves the way for us to do all sorts of general purpose compute work on there as well. It’s always going to be a balancing act between the kind of hardcore graphics guys who want to use all that power for what goes on the screen, but there’s some great complimentary stuff that we can do with the GPU as well.

With it being a very contemporary GPU core [there's] a whole bunch of new graphics features probably familiar to PC developers but we’ve spent a lot of time in PS3 land so we had to play catch-up on some of those. It’s given us lots of great things to work with, things like texture varieties, hardware instancing, volume textures, tessellation, texture compression, they’re all really cool features that we’re leveraging in all sorts of interesting ways.

The cool stuff, again from the announcement event, the suspend and resume side of things, that’s really exciting to us as well. That means, again, less time players will spend waiting for the game to load and more time spent playing. You get from school or work, hit the power button and very quickly you can be back in Drive Club and enjoying that social experience. There’s activity feed system, I can’t remember if it was talked about at the announcement event, I think it was around Mark Cerny’s presentation, he showed some things with both the game live-streaming and the activity feed. We’ve done a lot of work with those features so Drive Club will be out-putting all sorts of social, or status, updates that will drive social activity, giving important updates on what your friends are doing and will drive people to get involved in different things. And then the game live-streaming as well, that’s a really powerful tool to promote awareness of what players are doing and kind of encourage people to get involved in those kind of activities.

With the spectating functions, is there room to create an e-sports-type scene around that functionality?

Scott Kirkland: It’s awesome. I mean, the controller has a Share button on it. You hit the Share button, if you’ve configured your streaming service connection, then the stream is out there. I don’t think there have been any announcements about the kind of partner services who’ll be providing that, but in development we have simple tools, the service runs on my desktop PC, I hit the Share button on my devkit and I can just see what’s going on in my devkit through a web browser window. That’s brilliant. You get the output from the camera as well so you can see your friends’ reactions to your overtaking manoeuvres or spectacular crashes.


May be thinking too "small". Sony need to expand the concept to beyond just one title, and one feature. If they want to do an e-sports type scene, do an arena like what EA wanted to build in Playstation Home. Do Home natively this time without the current implementation overhead. Let EA join in the sports zone/space.
 
Crap, I posted the spectating/sharing link to the other thread.

Anyway, here's one more...

Become a PlayStation Mobile Publisher for Free:
http://blog.us.playstation.com/2013/05/08/become-a-playstation-mobile-publisher-for-free/

This summer we’re throwing down the gauntlet for PlayStation Mobile development and are removing any existing barriers to get your brainchild of a game on this new PlayStation platform. As you saw with our recent Indie Arcade event at GDC, we’re always looking to support new developer talent, so we’ve decided to waive the $99 publisher license fee for PlayStation Mobile, which means you can bring your games to PlayStation Vita or any PlayStation-certified device free of cost.

Those of you who want to throw your hat into the ring of PlayStation Mobile development now have the perfect opportunity to place your game alongside popular titles like Haunt the House: Terrortown and Beats Slider.

Don't know what they are up to. Sony signed up Unity to provide cross platform SDK across all the Playstation platforms, including PS Mobile.

Even if PS Mobile is given out for free, why would developers sign up given Unity's much larger base; and the native SDK's better performance ? There are many cross-platform engines today. It would seem that they should build the base for PS Mobile first, like seeding the run-time to more devices.

There are far too few PS certified devices outside the Playstations.
 
sony just got to do something about this PSM thing, promote it more with your phones etc. They can be the next GREE or Mobage in Japan especially when their phones are selling good now. Quickly integrate trophies and leaderboards for a unify PSN account. I guess they are giving away free credits in EU is a good start for new xperia owners but their US phone sales sucks.
 
Nobody supports PSM because nobody cares about it, Sony should just drop the idea. If they want to provide games for smartphones then do it through Google Play like everybody else, use an infrastructure that is already there.

This PS Certified thing it's never going to work, getting your competitors to support your brand to obtain ¿what? best games for android are not PSM games anyway.
 
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