The Deadly Shadow
10-02-2007, 11:14 AM
السلام عليكم ورحمة الله وبركاتة :)
ماابي اكثر هرج لكن اليكم ماقالة احد رؤساء فريق Factor 5 عن الـ PS3 في مقابلة معه من Games Informer اختصرها لكم موقع PSU :D
ملاحظة: فريق تطوير Factor 5 هو اللذي يعمل الان على لعبة Lair على البلاي ستيشن 3
http://www.gameinformer.com/NR/rdonlyres/16B97692-80F5-4F22-99AA-7F7680540596/11534/lairguy.jpg
Recently GameInformer sat down with Factor 5's co-founder and president Julian Eggebrecht to see how development was going on Lair for the PS3.
The discussion covered everything from why Factor 5 chose Sony and the PlayStation 3 to future titles. We here at PSU thought we would just highlight some greater points from the interview.
"GI: So why Sony and not Microsoft?
Eggebrecht: On the technology front, there is simply more vision at Sony...[In terms of Microsoft] what was a killer for me was no HDMI (http://www.psu.com/node/7675#) We had huge fights with Microsoft basically going back and forth about, “Please, please, please, please put an HDMI port in there, because only then can you really see the graphics,” and they said, “No, we’re designing the whole graphics chip around being analog.” And they’re retrofitting it now, trying to catch up with the PS3... So, it made it easy. Sony was the clear-cut, perfect match.
GI: One thing we don’t know much about with Lair is the story. Where did you guys come up with the concept and who created the story. Is there anything you can say about that?
Eggebrecht: The story almost developed at the same time as the basic concept, because when we pitched Lair to Sony, first of all it was about game mechanics. It was the, “Let’s take the strengths that we have, build on a couple of them and apply them to something that hasn’t been done before—which is a good dragon game.” As far as I know, there isn’t one out there in the 25 years of video games (http://www.psu.com/node/7675#).
GI: How have your overall experiences been with the hardware?
Eggebrecht: It’s an interesting ramp-up, interesting in terms of challenging—like I said before, less so than the PS2, but certainly more so than, say, the GameCube, which was extremely easy. But that’s to be expected, because that’s where the power is. If it’s too easy, then as we’ve seen with the GameCube, there’s no headroom. We had a terrible time trying to squeeze more out of that system for Rebel Strike. On the PS3, the sky’s the limit. I’m happy that we got as much from it as we do right now, but we could go on for three years developing that engine and we know that the system will bear it. That’s the genius of Kutaragi’s designs—there’s so much headroom. And that makes the start up harder. But when you cross a certain threshold for the system and you know what to avoid and what to do right and how you write efficient code, how to basically have the Cell really talking in an optimized way with RSX, at that point it’s an exponential increase in productivity with what we’ve seen. At this point, it’s really going fantastically. It’s great hardware—it really is.
It's great to hear that there are developers out there that are really enjoying the PS3 (http://www.psu.com/node/7675#) and are acknowledging the fact that it is new hardware, and yes it will take time to learn, but once harnessed, the PS3 sets no limit to possibility."
المصادر:
http://www.gameinformer.com/News/Story/200702/N07.0208.1857.43468.htm?Page=1
http://www.psu.com/node/7675
وانا اسف لانني لم اترجم المقال لأني مستعجل :)
والسلام عليكم.....
ماابي اكثر هرج لكن اليكم ماقالة احد رؤساء فريق Factor 5 عن الـ PS3 في مقابلة معه من Games Informer اختصرها لكم موقع PSU :D
ملاحظة: فريق تطوير Factor 5 هو اللذي يعمل الان على لعبة Lair على البلاي ستيشن 3
http://www.gameinformer.com/NR/rdonlyres/16B97692-80F5-4F22-99AA-7F7680540596/11534/lairguy.jpg
Recently GameInformer sat down with Factor 5's co-founder and president Julian Eggebrecht to see how development was going on Lair for the PS3.
The discussion covered everything from why Factor 5 chose Sony and the PlayStation 3 to future titles. We here at PSU thought we would just highlight some greater points from the interview.
"GI: So why Sony and not Microsoft?
Eggebrecht: On the technology front, there is simply more vision at Sony...[In terms of Microsoft] what was a killer for me was no HDMI (http://www.psu.com/node/7675#) We had huge fights with Microsoft basically going back and forth about, “Please, please, please, please put an HDMI port in there, because only then can you really see the graphics,” and they said, “No, we’re designing the whole graphics chip around being analog.” And they’re retrofitting it now, trying to catch up with the PS3... So, it made it easy. Sony was the clear-cut, perfect match.
GI: One thing we don’t know much about with Lair is the story. Where did you guys come up with the concept and who created the story. Is there anything you can say about that?
Eggebrecht: The story almost developed at the same time as the basic concept, because when we pitched Lair to Sony, first of all it was about game mechanics. It was the, “Let’s take the strengths that we have, build on a couple of them and apply them to something that hasn’t been done before—which is a good dragon game.” As far as I know, there isn’t one out there in the 25 years of video games (http://www.psu.com/node/7675#).
GI: How have your overall experiences been with the hardware?
Eggebrecht: It’s an interesting ramp-up, interesting in terms of challenging—like I said before, less so than the PS2, but certainly more so than, say, the GameCube, which was extremely easy. But that’s to be expected, because that’s where the power is. If it’s too easy, then as we’ve seen with the GameCube, there’s no headroom. We had a terrible time trying to squeeze more out of that system for Rebel Strike. On the PS3, the sky’s the limit. I’m happy that we got as much from it as we do right now, but we could go on for three years developing that engine and we know that the system will bear it. That’s the genius of Kutaragi’s designs—there’s so much headroom. And that makes the start up harder. But when you cross a certain threshold for the system and you know what to avoid and what to do right and how you write efficient code, how to basically have the Cell really talking in an optimized way with RSX, at that point it’s an exponential increase in productivity with what we’ve seen. At this point, it’s really going fantastically. It’s great hardware—it really is.
It's great to hear that there are developers out there that are really enjoying the PS3 (http://www.psu.com/node/7675#) and are acknowledging the fact that it is new hardware, and yes it will take time to learn, but once harnessed, the PS3 sets no limit to possibility."
المصادر:
http://www.gameinformer.com/News/Story/200702/N07.0208.1857.43468.htm?Page=1
http://www.psu.com/node/7675
وانا اسف لانني لم اترجم المقال لأني مستعجل :)
والسلام عليكم.....