Screwing the publishers on one hand and helping the developers on the other hand. I like it.
Screwing the publishers on one hand and helping the developers on the other hand. I like it.
twesterm said:
Dev Kits having a high price has nothing to do with them actually costing that much to make, it has everything to do with licensing and just one of several barriers for just anyone getting a hold of a dev kit. This has nothing to do with a PS3 price cut. |
Where did I say that one was directly linked to the other?
Possibly due to the post I quoted in my post? I can see where it looks that way.
I only said that they could be making progress that nobody knows about because it is true that we have no clue what progressed they have made. I was bringing it up because devs complained about dev kit prices and console price and asked if anyone thought that Sony may try to bring in more support by giving in to not just one, but both of these requests. I made that more apparent in my 3rd post in this thread.
I figured it may be a legitimate question considering the price drop rumours.
iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.
Currently playing:
Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)

![]()
twesterm said:
Keep in mind there's a vast difference between a dev kit and a test kit, especially in price. The only people that need dev kits are the actual programmers, everyone else (production, design, art, testing) only needs a test kit. Test kits still cost a truckload of money, just not as much as a devkit. Now the differences between a dev kit and test kit other than size (in the PS3's case at least), I forget. I believe PS3 devkits have more memory and can also run the various debugging software while the test kit don't have the extra memory and don't run the extra debugging software but still run games from the hard drive or burned disc. I could be wrong on that one, it's been a while since I cared. >_> |
Heh. Maybe in your studio, that's true. =)
Besides, lots of studios have more than 40 engineers, and lots of studios need 2 devkits for most of those engineers (multiplayer testing). It varies widely, but trust me when I say I know of studios that have over 160 devkits, all platforms inclusive, and test kits as well.
Euphoria14 said:
Where did I say that one was directly linked to the other?
|
That comment was mainly pointed at the other thread I locked.
Procrastinato said:
Heh. Maybe in your studio, that's true. =) Besides, lots of studios have more than 40 engineers, and lots of studios need 2 devkits for most of those engineers (multiplayer testing). It varies widely, but trust me when I say I know of studios that have over 160 devkits, all platforms inclusive, and test kits as well.
|
True, I did not think about multiplayer since I have little multiplayer console experience, but do all the programmers even need two devkts?
twesterm said:
That comment was mainly pointed at the other thread I locked. |
Oh alright. 
I know I mentioned the same exact thing in that thread that why I was confused.
iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.
Currently playing:
Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)

![]()
I see a PS3 console price cut in the near future. $50 price cut in 2009 would be a start followed by an annual $50 PS3 price drop every successive year. Older the console becomes the cheaper manufacturing and development costs become.
I wonder how much it cost to make a PS3 now. I believe they are getting close to make a profit...
| NJ5 said: I don't see how this is very relevant except for the most paltry development teams. It's a drop in the bucket in terms of expenses. Even if they have one dev kit per employee that's nothing compared to other expenses, especially when you can reuse them for later projects. |
IMHO for not poorer teams the interesting part, if it's more than PR spin, is this: The new versions of the Reference Tool "allow advanced game programming and more efficient computer graphics rendering", Sony said.
But as Procrastinato wrote, some teams use more kits than others, in these cases this price cut will be welcome too.
twesterm said:
True, I did not think about multiplayer since I have little multiplayer console experience, but do all the programmers even need two devkts?
|
Depends on how multiplayer-oriented your game is, I suppose, but almost every change needs to be tested in a network environment in the latter half of a big project. That being said, a lot of engineers have to get by with one, and a shared kit, especially in smaller studios.
My point was more that devkits actually do factor into many games' development budgets, not necessarily in terms of overall cost, but more in terms of affordability. If every engineer, on every multiplayer project, had 2 cheap devkits, the quality of said games would improve, and the budget goes down a little if the kits are really cheap. Good stuff in general.
Many small studios avoid pitching PS3 projects for budget reasons, and devkit costs are one of the many factors cited. One more thorn removed is a good thing for the PS3. The bigger studios see a fairly significant cost benefit from cheap devkits, so they win too.