Hardly a surprise seeing how to get good performances out of the PS2 you had to write assembly code.
At least you can write your PS3 code in C....
Hardly a surprise seeing how to get good performances out of the PS2 you had to write assembly code.
At least you can write your PS3 code in C....
Without co-op/splitscreen and the lack of important features in KZ2 (party system, etc), their words don't hold much weight...
I'd just like to put in that I completely, wholeheartedly, agree with the OP. The PS3 is easier than the PS2 to develop for, without question.
And um... using DMAs isn't exactly rocket science. The PS3 is not really very hard to develop for, unless the place you learned to program taught everything in Java and C#. That's frightenly true in more circumstances than you may want to believe. The number of C++ programmers who even understand the fundamentals of compiler optimization is really really small.
The 360 has dev tools that cater fairly well to those types of programmers -- which is a good thing, considering. This fact is also the reason that writing a PS3 engine, and porting it to the 360, is a better plan than the opposite, if you're looking for high performance -- development schedules like to demand things way before they are ready, and the 360 makes it easy... almost too easy.. to get stuff working, without actually working well. Ironic, yes.
Therein lies the future of improving anything on the 360, down the road -- writing engines to work much like PS3-exclusive engines. Not joking. There's plenty of room for improvement, though, IMO.
If I was a developer everytime I heard a bunch of fanboys waving the banner of lazyness above their heads in reference to games I'd worked on I would soon become very demotivated to work on that platform again.
The PS3 is harder to develop for than the 360, that's a fact with countless quotes from independant developers without an agenda to push. I'm sure the PS3 isn't as hard to maximise performance as the PS2 or Saturn but it is more difficult than its 2 main rivals it would seem.
@Parasitic - seriously coop and splitscreen were dropped as a design choice. I suspect splitscreen was sacrificed for the better visuals the fanbase loves and coop probably wouldn't work in their vision of the campaign. If you're going to add coop then it needs to be in the planning from the beginning not tagged on late in development. Whatever the reason for not being included, it was nothing to do with the difficulty in developing on the PS3.
"Looks like all other devs that complained about the PS3 was just lazy."
yeah thats one of are problems with are society
it really doesnt matter wat these guys think though its the majority of game devs that matter most good games are 3rd party made now and if the 3rd partys are having a tough time with it then were going to be stuck with below average 360 ports

Play Me
| makingmusic476 said: I've seen other developers say this in the past. With the ps2, however, they just put up and shut up, because they knew that's where they'd make all their money. |
^this
"Dr. Tenma, according to you, lives are equal. That's why I live today. But you must have realised it by now...the only thing people are equal in is death"---Johann Liebert (MONSTER)
"WAR is a racket. It always has been.
It is possibly the oldest, easily the most profitable, surely the most vicious. It is the only one international in scope. It is the only one in which the profits are reckoned in dollars and the losses in lives"---Maj. Gen. Smedley Butler
@snyperdud and Dgc1808
Killzone 2 came out nearly 4 years (3 years and 9 months) after the cgi demo was shown. Then adding the time to actually make that cgi movie and to come up with the ideas for it, the whole pre-production time.
So from the first drawing on paper to the final release, i still say 5 years of production time

Improvements are caused by people who complain
Lol well duuuh... having being acquired by Sony AFTER making Killzone and getting Help, people and other support from Sony BEFORE Killzone 2 that's kinda lame to say... PS2 development: I don't know how to do that... let's struggle to find out.... PS3 development: I don't know how to do that... let's call Sony for that maybe Naughty Dog made something already...
(I do love you guys who work there... next friday a Beer?)







Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!)
| **Slash** said: @snyperdud and Dgc1808 Killzone 2 came out nearly 4 years (3 years and 9 months) after the cgi demo was shown. Then adding the time to actually make that cgi movie and to come up with the ideas for it, the whole pre-production time. So from the first drawing on paper to the final release, i still say 5 years of production time |
Well they themself say that they have started to work on it since november 2004.. but that was for the E3 2005 trailer..
How long ago did work start on the sequence?
Jan-Bart: We started working on it in late November, and only finished it three days before the show, at the very, very last moment!
So 4,5 till 5 years seems to be accurate... making concept sketches, artwork etc...
http://ps3.ign.com/articles/616/616591p1.html







Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!)