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Q&A: Insomniac's Mike Acton - Part 1
Q&A: Insomniac's Mike Acton - Part 2

"What I've always said is that bad code, and bad data design in particular, is bad on any architecture, but it's particularly bad on the PS3 because the Cell is a much more modern, much more heterogeneous design. It's much more parallel, and so requires good data design and good code. So if you're poorly designing your data and your code, then yeah, I can see why it'd be difficult to take something like that and try and manipulate it to work on the PS3, especially when people have invested a huge amount of money and time on something that basically doesn't fit a modern methodology. Yeah, it's going to be time-consuming to get that to work - if it's at all possible."

"It's interesting, because I think that probably the oldest programming methods are the most relevant today. It's the habits over the last five or eight years that are struggling, and it's interestingly the people that are more recently out of school that are going to have the most trouble, because the education system really hasn't caught up to how the real world is, how hardware is changing and how development is changing."

Another Q&A with Mike Acton:

http://blogs.guardian.co.uk/games/archives/2008/04/21/engine_development_is_an_artistic_process_mike_acton_of_insomniac_on_ps3_and_nextgen_game_development_.html

I'm discussing some statements from these Q&As within this thread:
http://www.neogaf.com/forum/showthread.php?t=184843&page=18



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales