| albionus said: First paragraph, it sure isn't showing if even rookie teams can quickly get around the nuances and differences in architecture. I know in theory they should be able to but reality and theory are usually different as they appear to be in this case. For example, in theory the veteran teams at EA should have been able to get the PS3 Madden running at 60 FPS but they didn't. I could also go into examples like the Saturn or N64 but that should suffice. Unfortunately as you mention this is an old topic so I don't know where the old stories are I've read about developer issues and complaints with the TEV's (essentially IIRC it's 8 year old technology that no one else uses so few devs have any experience working with them directly). Next paragraph, what information was lacking at launch beside the TEV count of the Wii? Last Nov we knew the rest of the Wii's tech specs and could already see the launch games and upcoming games looked PS2ish. Not much has been added since then except more PS2ish looking games. Yes as you said this topic is old, which means the information is old. As for the rest I already said I agreed with it except that I don't think it explains everything. I do have to say though that your defense of software programmers reminds me of when I said motion controls on early Wii games suffered because they had to program the motions in complex multivariable calculus. Several posters jumped to the defense of software programmers since they take plenty of calculus in college so it couldn't be an issue (they could have said I was "oversimplifying it"). I had to find the article where actual developers said they were having trouble with motion controls due to the complex math involved which shows that just because someone, even a software programmer, should be able to do something doesn't mean they can do it easily or well. |
Never said they would do it quickly just that they should be able to do it. I think the issue is that some of these teams are not given a full cycle to produce their product...so when they have to learn these nuances on the first project something has to suffer...so yeah corners get cut. They don't do that to experienced teams because they know when a respected dev tells you he needs more time he knows wth he is talking about. As far as your PS3 example that is completely different. There is a big difference between hardware nuance and completely different architecture. The wii is PowerPC based which is a known quanitity. The exact hardware setup and limitations have to be learned and then they can move forward. The PS3 is new from the ground up, there is much much more learning involved.
As for what information was lacking: How about the fact that there were no games out to say they were going to be bad looking? Seriously the statement makes no sense. How you could ponder the appearance of 3rd party games that aren't even out yet?
As for your example on the Wii-mote programming. That is in no way complex math compared to some of the stuff required to program an engine. The only reason it would even begin to give them a problem is that it wouldn't have the in depth research to reference. They would have to approach each new challenge with new ideas rather than falling back on existing solutions ...although there would be some overlap. The math for the controls is complex to the average person, no doubt. However, programmers don't just learn calculus. They are usually well beyond calculus....Anyways, I'm not gonna say its simple math, just that relative to what these guys work with it should be well within their capabilities.










