Ps3 @ GDC 2006

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#1
hier ein paar erste tidbits zur sony veranstaltung auf der gdc.

Sony Computer Entertainment America Announces Widespread Presence at the 2006 Game Developers Conference

Phil Harrison to Kick Off Event with PLAYSTATION(R)3 Focused Keynote

FOSTER CITY, Calif., March 21 /PRNewswire/ -- Sony Computer Entertainment America Inc. announced today its presence at the 2006 Game Developers Conference (GDC), held March 22-24 at the McEnery Convention Center in San Jose, Calif. The company will support developers and publishers in the creation of PlayStation(R) content by providing the latest development tools and technologies through conference presentations, panels and booth demonstrations. Booth demonstrations will be held at booth number 808, which will be open from 11:30 a.m. to 6:30 p.m. March 22nd and 23rd, and from 11:30 a.m. to 3:30 p.m. on March 24th.

The Game Developers Conference is the world's largest event exclusively devoted to game creators. GDC hosts more than 12,000 attendees and provides educational, networking, and business opportunities for the professionals driving the $11 billion videogame industry. At this year's conference, Phil Harrison, president of Worldwide Studios, Sony Computer Entertainment, will deliver the opening keynote titled "PLAYSTATION(R)3: Beyond the Box" on Wednesday, March 22nd, at 10:30 a.m. in the San Jose Civic Auditorium.

"Developers play a key role in the success of the PlayStation platforms, creating innovative content that takes advantage of our cutting edge technologies, bringing them to life," said Phil Harrison, president of Worldwide Studios, Sony Computer Entertainment. "The Game Developers Conference gives us an opportunity to collaborate with the development community, and demonstrate new technology, business models and our vision that will help fuel the growth of the computer entertainment industry."

Sony Computer Entertainment America staff will be available at the booth throughout the conference to offer a look at the latest developments in tools and technologies, including:

-- PLAYSTATION 3 kiosks, showcasing the latest hardware and development
tools for the next-generation console including Unreal Engine, COLLADA,
PlayStation Graphics Library (PSGL) and performance analysis tools.
-- PSP(TM) (PlayStation(R)Portable) system demonstrations, including PSP
Spot which allows users to utilize the PSP system's wireless and game
share capabilities to download game demos. The booth will also feature
peripherals for the PSP system including the PSP headset and car
adaptor.
-- Playable Titles, demonstrations of games that highlight the new and
unique features of the PlayStation platforms. Games to be featured in
the booth include Tourist Trophy(TM), Loco Roco(TM), Namco's Me and My
Katamari, and Sony Online Entertainment's Field Commander.

Sony Computer Entertainment developers, programmers, producers and technology specialists will speak on a variety of topics at the 2006 Game Developers Conference. Below is a list of affiliated speakers and their sessions. For complete session descriptions and information on how to register for the 2006 Game Developers Conference, visit http://www.gdconf.com/. Speaker times and locations are subject to change.

Wednesday, March 22nd:
-- 9 a.m. - 10 a.m.: Sergio Pimentel, music licensing and A&R manager, Sony Computer Entertainment Europe, "The 7 Deadly Sins of Music Licensing," Almaden Ballroom, San Jose Hilton.
-- 12 p.m. - 1 p.m.: Chuck Russom, senior sound designer, Sony Computer Entertainment America, "Field Recording for Games," Almaden Ballroom, San Jose Hilton.
-- 2:30 p.m. - 3:30 p.m.: Hajime Sugiyama, lead programmer, Atsuko Fukuyama and Masanobu Tanaka, animators, and Junichi Hosono, lead game designer, all of Sony Computer Entertainment Inc., "Postmortem: The Emotional Character Control of Shadow of the Colossus," Room J2/3.
-- 4 p.m. - 5 p.m.: Clint Bajakian, senior music supervisor, and Chuck Doud, music director, and Dave Murrant, sound design manager, and Brad Aldredge, senior sound designer, all of Sony Computer Entertainment America, "God of War(TM): Sound and Music Production," Almaden Ballroom, San Jose Hilton.
-- 4 p.m. - 5 p.m.: Vangelis Kokkevis, senior research engineer, Sony Computer Entertainment US R&D, "High Performance Physics Solver Design for Next Generation Consoles," Blossom Hill I/III, San Jose Marriott Hotel.

Thursday, March 23rd:
-- 9:00 a.m. - 10:00 a.m.: Chuck Doud, music director, Sony Computer Entertainment America, "Music Publishing in the Video Game Industry," location TBD.
-- 2:30 p.m. - 3:30 p.m.: Richard Stenson, graphics API engineer, Sony Computer Entertainment US R&D, "Collada for PlayStation 3," Room F1/2.
-- 2:30 p.m. - 3:30 p.m.: David Jaffe, creative director, Sony Computer Entertainment America, and Lorne Lanning, president, Oddworld Inhabitants, "Odd vs. God: An Interview with David Jaffe by Lorne Lanning," Room J2/3.
-- 2:30 p.m. - 3:30 p.m.: Chuck Doud, music director, Sony Computer Entertainment America, "How to Get the Perfect Music for Your Game," location TBD.
-- 4:00 p.m. - 5:00 p.m.: Chuck Doud, music director, Sony Computer Entertainment America, "Music Implementation: Making Games Sound Like Interactive Movies," location TBD.
-- 5:30 p.m. - 6:30 p.m.: Didier Malenfant, president, Ready at Dawn Studios, "Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter(TM) for the Sony PSP," Room J1/4.

Friday, March 24:
-- 10:30 a.m. - 11:30 a.m.: Oliver Wright, senior graphic designer, Sony Computer Entertainment Europe, "Brand Development for Video Games," Blossom Hill I/III, San Jose Marriott Hotel.
-- 12 p.m. - 1 p.m.: Dave Murrant, sound design manager, Sony Computer Entertainment America, "Audio Production: Ideas for the Next Generation," Room A5/6.
-- 12 p.m. - 1 p.m.: Tim Moss, director of technology, Sony Computer Entertainment America, "God of War: How the Left and the Right Brain Learned to Love One Another," Ballroom III/VI, San Jose Marriott Hotel.
-- 2:30 p.m. - 4:30 p.m.: Jason Parks, technical artist, Sony Computer Entertainment America, "Muscle Systems for Game Production," Ballroom I/II, San Jose Marriott Hotel.
-- 4 p.m. - 5 p.m.: Craig Reynolds, research scientist, Sony Computer Entertainment US R&D, "Crowd Simulation on PS3," Room A5/6.

PlayStation University -- Friday, March 24:
-- 9 a.m. - 10 a.m.: Mark Vitello, product evaluation group manager, Sony Computer Entertainment America, "Developing for PSP: Year 2," Room A1.
-- 10:30 a.m. - 11:30 a.m.: David Coombes, platform research manager, Sony Computer Entertainment America, "Introduction to PS3," Room A1.
-- 12 p.m. - 1 p.m.: Geoff Audy, senior developer support engineer, Sony Computer Entertainment America, "Introduction to the PS3 SPU's," Room A1.
-- 2:30 p.m. - 3:30 p.m.: Bruce D'Amora, Emerging Systems Software, IBM T.J. Watson Research, "Cell for Digital Media Acceleration," Room A1.
-- 4 p.m. - 5 p.m.: Bruno Matzdorf, developer support line manager, et al, "An Industry Perspective on COLLADA and the Asset Management Pipeline (panel)," Room A1.
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#2
Hi yall' just got back from an MS press event.... 99 nights and all that good stuff ... hands on later this week... anyway I was told a few nuggets of possible GDC info from sources while there.... Word is Factor 5 is going to have some amazing stuff to show at the Sony key note. One person I talked to also mentioned they saw some stuff specifically and while factor 5 and a few other titles look great on the system ... the overall viewpoint is that its not THAT big of a difference between 360 and PS3 titles.... On top of all this word is we may get a demo of how the Revo controller will work.... Not gameplay footage per' say but a demonstration of the basics... Tune in to AMN for video and more of the event!
 
PSN-Name: VioletFlame
Spielt gerade: Resonance of Fate
#5
Nunja also ganz so krass würde ich es dann doch nicht sehen. Rouge Leader und Rebell Strike konnten sowohl technisch als auch spielerisch überzeugen.

(Wenn man die Bodenmissionen in Rebell Strike ausklammert versteht sich :ugly: )
 
#6
Das ist dann wohl Geschmacksache.
Hab mir den ersten Teil damals zum Launch gekauft, nachdem das Spiel recht gute Wertungen kassiert hat, und wurde sehr enttäuscht.
Die ersten paar Missionen war es zwar noch toll, weil man geblendet von der super Grafik war, aber danach wurds dann recht langweilig und eintönig.
Die Bodenmissionen in Teil 2 taten dann noch ihr übriges.
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#7
bei factor 5 bin ich auch noch skeptisch. zwar wird das gameplay sicherlich nicht schrottig sein, aber neben der quasi schon bestätigten bombastoptik erwarte ich auch ein top gameplay.

btw.

willkommen an board.
 
PSN-Name: VioletFlame
Spielt gerade: Resonance of Fate
#8
@Tong
Natürlich ist das Geschmackssache, wie wohl alles im Leben. Wenn die Titel dir spielerisch nicht zugesagt haben ok, aber deswegen sind sie noch lange keine gameplaytechnischen Gurken. Denn die Flugmissionen waren recht gut. Darum gings mir.
 
#9
OnPsx pennt gerade oder?

Advanced Media Network hat einen Live Ticker zu Phil Harrisons Keynote Rede auf der GDC. Hier die bisherigen Ereignisse zusammengefasst, vorerst in Englisch:

1:38 - Phil Harisson Takes the stage.
1:40 - Over 6,000 PS2 titles, with 1 billion sold in total
1:41 - Describes the continued sucess of the Playstation 1
1:41 - Playstation 2 is still key, with games such as God of War 2 in development.
1:42 - David Jaffe, creative director of God of War 2 takes the stage. PS3 software to be shown.
1:43 - PS3 videos will be shown.
1:44 - God of War 2 video shown.
1:45 - God of War 2 looks amazing. Crowd roars.
1:46 - PSP is the fastest growing Sony platform ever
1:46 - RSS feeds on next PSP auto update.
1:47 - PSP eye toy discussed.
1:47 - Sony will push gps and eye toy on the PSP very strongly.
1:47 - Development tools for PSP are now $5,000 making it cheaper to develop.
1:48 - GPS and camera updates to arrive next winter
1:48 - Network update hits this summer.
1:49 - Correction, Camera to arrive in the fall, GPS still winter.
1:50 - Wireless connection with the PSP and PS3 - seamless.
1:50 - Loco Roco arrives this summer.
1:50 - Discussion moves to the PS3.
1:51 - PS3 Demo shown.
1:52 - Full 1080p resolution for both NTSC and PAL
1:53 - World wide launch.
1:53 - Broadband connection required, HDD included, wireless connection capable.
1:54 - Middleware is the key aspect of the PS3 -Agei physx, Havok, Epic, Unreal
1:56 - Final development kits for Developers before E3.
1:57 - 1,000 people on screen each with all ragdoll like physics. Crowd applauds. Known as Ragdoll demo.
1:58 - Car Tech video shown. Physics change when a gun shoots at it. Individual paint chips. Crowd Roars. Tires pop and fall off. Video is not pre-rendered at all.
1:59 - Bluray discussion begins, how it effects the quality of game.
2:00 - Tons of space, incredible animations and level of detail. Improved sound. Improved localization abilities given the extra space available.
2:02 - Warhawk tech demo shown. based off the real game.
2:03 - Crowd applauds, game looks amazing
2:04 - Ambient warfare is a key aspect. Hundred of fighters on a screen at once, think star wars space battles. Waves generated after each frame. Individual clouds rendered.
2:05 - Unlimited draw distance.
2:06 - Huge ships in Warhawk vs many small fighters.
2:07 - E3: full demo of Warhawk will be shown.

Big News
2:08 - Sony's online gaming network. Playstation Network Platform.
2:08 - Four basic principles of network, content, commerce, community, communication.
2:08 - World wide gaming network.
2:08 - Standard services will be entirely free.
2:09 - third party game servers can connect easily.
2:10 - unified login capable as well as matchmaking, video and voice chat. Friends list. numerous shops where games can be bought. download to hdd.
2:11 - Pay for online products on the network.
2:11 - similar to xbox live arcade.
2:11 - Network starts when PS3 launches in november.
2:11 - SDK for network distributed next week.
2:12 - Messages can be sent while in a game. You can email your friends from within a game.
2:12 - YOu can buy tracks for a Formula 1 PS3 game on the network. Buy new vehicles as well.
2:14 - Scott Kirkland of Motor Storm takes the stage.
2:14 - Full graphical effects in Motor Storm, a racing, buggy vehicle type of game.
2:15 - Mud in the game reacts seamlessly with the changes in the environment.
2:16 - Mud drys and can effect one's driving.
2:16 - Suspensions are fully interactive to curves and bumps.
2:17 - Moving on to Motor Bike and an ATV within the game.
2:18 - Amazing physics shown.
2:18 - Solid graphics for Motor Storm, but not mind blowing.
2:19 - Motor Storm will be shown, and possibly playable at e3.
2:19 - Ted Price of Insomniac Games takes the stage.
2:20 - New PS3 title revealed, first person shooter, huge weapons, physics in the game effect those shot and the environments completely.
2:21 - Insomniac developing for the PS3 because of its superior firepower, very exited about Blu Ray. Storage is the key for them. Extremely excited about cell.
2:23 - Ratchet and Clank Video shown. Looks amazing as well.
2:25 - Ratchet and Clank video showcases the game's environment shows robots being made and a ship passing through the world.
2:26 - In the future Sony wants to move away from disk based software distribution to an entirely digital scheme.
2:27 - Packaged games still the main focus, but they really want to push downloadable content. Talk of in game ads and how they could be beg money for publishers.
2:28 - Subscriptions from third parties allowed on Sony's Network. Think MMORPG's.
2:29 - Character customization is a huge focus for the PS3 and Sony's Network.
2:29 - merchandising of games is a heavy focus, as you can put real clothes on your virtual characters.
2:30 - Playstation.com/beyond site is now live. Check it out! You can submit game ideas for them to pick up and develop.
2:31 - Communication is the key to the network's success.
2:32 - Singstar shown for the Playstation 2. Singing game featuring 350 different songs. Example of game you can customize. Users can add images, download songs, and sing with them with full music videos as well. Uses Eye Toy.
2:34 - Singstar is for PS2, but is an example of the future.

Updates folgen
Consolewars

Compared to the E3 presentation, the game looked surprisingly like its promise. The game featured buggies and motorcycles running through a rugged desert. The game's advanced new mud physics were incredible, leaving ruts behind in the mud using real physics. For example, a motorcycle was seen cutting a deep groove in the mud while kicking up muck at a white truck following it. The particle effects, however, were not nearly that level, looking a little temporary at this stage.
IGN
 
PSN-Name: VioletFlame
Spielt gerade: Resonance of Fate
#10
Alter Schwede..also diese GDC hat Sony richtig gerockt. Auch wenn ich kein Freund dieses Ausdrucks bin, sei er mir an dieser Stelle dann doch einmal gestattet.

Das war ne richtig fette Ownage der 360.
Mal hoffen dass Nintendo es morgen genauso gut macht.
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#14
Sehr sehr geil!
  • Spiele nicht weit entfernt von den E3-Trailern
  • Region-free
  • Originalsprache auswählbar dank genügend Platz
  • Network-Messaging und Friend-Liste auch ingame (hoffentlich abschaltbar)
Es entwickelt sich prächtig! :]
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#17
ganz so toll scheint es dennoch nicht zu sein, da es wohl bei den publishern liegen wird, ob sie regionalcodes und unterschiedliche versionen herausbringen werden oder nicht. ausserdem muss man immer aufpassen, dass spiele auch an die jeweilige tv norm angepasst wurden.
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#18
Original von .ram
ausserdem muss man immer aufpassen, dass spiele auch an die jeweilige tv norm angepasst wurden.
Naja, wenn man eine HD-Glotze hat, sollte sich das erübrigen. :)

Bzw. ich könnte mir vorstellen, dass die Spiele wegen der variablen Bildgröße sowieso keine fest dimensionierten HUDs mehr haben, sondern auch für 2D-Dinge Vektorgrafik verwenden. Außerdem sollten dank HD-Pflicht (ist doch soweit ich weiß immer noch so, oder?) genügend Reserven sein, um PAL statt NTSC zu rendern.

A propos God Of War 2 und Kinnlade runter: zur Feier des Tages habe ich mir jetzt endlich den ersten Teil bestellt... :>
 
#20
Original von Leschni
@Tong
Natürlich ist das Geschmackssache, wie wohl alles im Leben. Wenn die Titel dir spielerisch nicht zugesagt haben ok, aber deswegen sind sie noch lange keine gameplaytechnischen Gurken.
Ich hab nie von gameplaytechnischen Gurken geredet.
Mittelmaß, mehr isses wirklich nicht. Ohne die top Grafik würde da kein hahn nach krähen ;)


@ GDC:
Hab jetz schon häufiger gelesen dass die gezeigten Videos teils recht weit von dem CG-Renderzeug der letzten E3 entfernt sind. =(
Ich hoffe man findet bald footage um sich selbst nen Bild machen zu können.
 
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