I can understand why Sony dont put a second stick on the PSP, it would be a nightmare.
Im not sure if people fully understand the implications of putting a second stick on a revised PSP model.
1) PSP sales are now sitting at 46.70 million, you make a new model and then you have 46 million units that are not capable to take advantage of any twin stick feature in games.
2) Your a games studio, what do you do? Design your FPS around these new controls and make a product that you cant sell to the 46million install base? Do you make it round the old control system and anoy all the new adopters of the new model? Or do you do the other option and try to make the game able to use either control system and put the cost up of your development?
I think Sony are actually right to not put in a second stick because if they did it would just be a nightmare for everyone involved.
Sony want to make money by selling art, Nintendo want to make money by selling fun, Microsoft want to make money.
Sony took backward compability to the PS3 to people that where unaware of this, didn't they just screwed millions of people that way??? Don't give me that typical "the PS2 is only $99! Go buy one you poor bum" cuz there's actual smart people that like to invest their money rather than throw it away
What are you looking at, nerd?
gergroy said: blah, it wouldn't be hard for developers to have 2 different control configurations, this is not an issue. |
There are many things that need to be looked at when something like this is done. Its not as simple as just making two different control types.
Take a FPS for example, ok so you first of all design the game maps around the player being able to have two sticks. You put the product in for playtesting and everything goes sweet. You then implement the stick & Button control scheme, when the product comes back from playtesting you get a lot of complants as players cant navigate obstacles very well because the map type was designed for the free-flow twin analogue sticks offer. So you go back and change the level to balance somewhere between the two control methods.
This happens with enemy A.I, you end up re-writting the A.I code has you find players just cant dodge enemy attacks quick enough using stick & buttons. So you end up dumbing down the A.I, to again find a balance for both control methods.
Development and testing time has now been greatly extended, and the budget for the final product pushed higher. And when this happens, more oftern than not parts of the game get cut due to time/money restraints.
Sony want to make money by selling art, Nintendo want to make money by selling fun, Microsoft want to make money.