Also i remember when Lorne was against Xbox and went 100% over to the PS and cancelling all further games for the xbox. So he wasnt all that upset about the PS2/3. lol
I was a kid when the PS2 came out, I only got one when the PS3 had already been out for 2 years, so I dont know too much about it. I have to wonder why no one outside of Sony knew what the Emotion architecture was. Did Sony invent it themselves or something?zumbledum said:Bob_McMillan said:It would have been nice if you had added exactly why the PS2 was so developer unfriendly. The PS3 I can understand, but I thought that the PS2 was a gaming smorgasbord (prettu sure I both misspelled and misused that)
well i thought it was common knowledge of how weird and obscure the emotion and cell architectures were to develop on , at the time of their releases everyone seemed to be scratching their heads asking wtf is this and how does it work but hes also talking about the way sony just didnt communicate and wouldnt tell devs how much cost they were running into and messed everyone around with release dates, caused no end of cash flow problems especially for smaller teams.
i mean they made MS the better option and when a thieving lying bunch of dick smokers are the better option you know they fucked it hard.
It was developed for the PS2, nothing else (aside from early PS3 models) uses it, yes. If I recall correctly it was with the help of Toshiba. The fact that the EE consisted of eight seperate units with unique functions was kind of mindblowing at the time.Bob_McMillan said:I was a kid when the PS2 came out, I only got one when the PS3 had already been out for 2 years, so I dont know too much about it. I have to wonder why no one outside of Sony knew what the Emotion architecture was. Did Sony invent it themselves or something?
Um, the number of available games for the most popular console of that gen is not a testament to it's ease of development. The PS2 was well known for being hard to develop for. If I remember correctly, the idea was to weed out the bad devs and reduce the bad games.SupahGamuh said:The PS2 "hard to develop"?... Uh... Really?, I mean, there's literally hundreds upon hundreds of games for it, I thought it was the easiest to develop.
Probably because Microsoft was waving cash around. Nothing wrong with that, I mean, 'hey, we'll financially support you if you develop for our brand new system' is a damn good reason to jump platforms and a console can't succeed without some good game games to back it up. Heck, we love Nintendo for doing the same for Platinum and Bayonetta. Still, it would be nice if developers and console manufacturers were open about it.Trishbot said:So, er... why didn't you put Oddworld on the GAMECUBE then? I hear that was easy to develop for.
The Nintendo 64 was also supposed to be a pain to work with, relatively speaking. So much so that Nintendo made a big deal out of making the gamecube easy to work with. For whatever that was worth.NPC009 said:No, some things were quite different. The CPU, while powerful, was very different from what you'd find in most other gaming systems and PCs at the time. It was designed specifically for the PlayStation 2 and because it was divided into eight seperate 'units' many developers had a hard time figuring out how to use all that power. Due to a lack of tools it often came down to reinventing the wheel themselves.gigastar said:Now i would have understood if he said the PS3 did that.
But the PS2? It was basically a PS1 with beefed up specs featuring close to no architecture changes. I doubt any veteran PS1 dev studio would have had issues developing for PS2 unless they overreached what they were capable of.
This CPU, the Emotion Engine, was so unusual, the PlayStation 3's backwards compatibility relied on it. It's the reason why newer models aren't backwards compatible like the older ones: they left the Emotion Engine (which was fairly expensive component, even in 2012 when they were last produced) out as a costs saving measure.
While this developer does appear to be overreacting because of bitterness, the PlayStation 2 being hard to developer for is a completely valid complaint.
(Most Japanese gaming consoles have their own oddities, by the way. The Saturn was also notoriously difficult to develop for. The N64, on the other hand, was more flexible and quite powerful at the time, but the use of cartridges instead of discs had its own disadvantages. For instance, if a developer wanted to add a bunch of FMVs to a game and double or even triple the size of it - no problem, a few extra discs only raise the production costs slightly. Using a bigger cartridge was much more expensive, expensive to the point were some games cost 2/3 the price of the system itself.)
Not to go off topic, but that's exactly why there was so many 3rd Party games on the Wii- Oh wait...CrystalShadow said:Popularity has nothing to do with this, and doesn't contradict it either. If something is popular enough, companies try harder to overcome any problens.
Yeah, actually. Seems more like trying to keep the peace than anything else. Wouldn't it just suck if the whole ceremony were marred by a fight between two men over the gaming industry? It was suppose to be a happy occasion, after all. Better to throw him a bone than leave him discontent and grumbling at such an event.kyoodle said:So you're ignoring the part where Yoshida agreed with him?FalloutJack said:Well, that's just it. He isn't. He's bitter and shouting petty grievances because of what might have been.Alleged_Alec said:Holy shit, this antagonism towards the guy for speaking his mind.
Interesting stuff, though. Thanks for the clarifications. I had heard about the lack of proper tools and documentation, but didn't know about the gpu microcode. It's no wonder many of the developers that did support the N64 stuck with it: once they had written custom microcodes it was easier to reuse what they it in a new game rather than move to another system and learn to work with that nearly from scratch.CrystalShadow said:Basically, the biggest problem is a 4kb texture cache, which also needs to hold the frame buffer. This means you are forced to use really tiny textures, or alternatively, really convoluted means of swapping things into and out of the cache. (which is plausible because the cartridges are fast enough to copy data from directly without too much of a performance hit)
The other issue is the gpu microcode. (a tiny bit like what a shader does in a modern gpu, but more primitive)
This microcode, which changed how the gpu behaved at a very low level, could be given custom code.
Unfortunately, Nintende refused to give 3rd party devs any documentation for how this worked. Instead, they supplied two standard microcode versions, a 'high quality' and a 'fast' version. But, they insisted devs were only allowed to use the high quality one, even though it was basically intended for film grade cgi work, and is overkill for games. (the n64 being derived from silicon graphics workstations used for 3d film effects at the time)
hackers have basically confirmed the 'fast' code was about 6 times faster, but nobody was allowed to use it...
The lack of documentation was worse though, given that all the most technically impressive games used custom microcode to do what earlier had seemed impossible...
Wow thats a lot of off-topic stuff.
yeah it was sony propriety tech , and im not tech savy enough to explain this well and it was a while back but i seem to recall people complaining about this gpu having a ton of things on it that normally were on other components and worked in odd ways , like the cpu had two VPU (visual processors doing the sort of thing a pc graphic card does) and they each worked on different things one was good at backing the other up but it didnt work in reverse etc. it was just brand new very different and caused a lot of devs some headaches.Bob_McMillan said:I was a kid when the PS2 came out, I only got one when the PS3 had already been out for 2 years, so I dont know too much about it. I have to wonder why no one outside of Sony knew what the Emotion architecture was. Did Sony invent it themselves or something?
I'll support that assertion fully.NPC009 said:This CPU, the Emotion Engine, was so unusual, the PlayStation 3's backwards compatibility relied on it. It's the reason why newer models aren't backwards compatible like the older ones: they left the Emotion Engine (which was fairly expensive component, even in 2012 when they were last produced) out as a costs saving measure.
While this developer does appear to be overreacting because of bitterness, the PlayStation 2 being hard to developer for is a completely valid complaint.
Yeah, conker's bad fur day was an impressive feat, given they had (primitive) lip sync and full voice acting crammed onto a cartridge, although by that point we had 64 megabyte cartridges.NPC009 said:Interesting stuff, though. Thanks for the clarifications. I had heard about the lack of proper tools and documentation, but didn't know about the gpu microcode. It's no wonder many of the developers that did support the N64 stuck with it: once they had written custom microcodes it was easier to reuse what they it in a new game rather than move to another system and learn to work with that nearly from scratch.CrystalShadow said:Basically, the biggest problem is a 4kb texture cache, which also needs to hold the frame buffer. This means you are forced to use really tiny textures, or alternatively, really convoluted means of swapping things into and out of the cache. (which is plausible because the cartridges are fast enough to copy data from directly without too much of a performance hit)
The other issue is the gpu microcode. (a tiny bit like what a shader does in a modern gpu, but more primitive)
This microcode, which changed how the gpu behaved at a very low level, could be given custom code.
Unfortunately, Nintende refused to give 3rd party devs any documentation for how this worked. Instead, they supplied two standard microcode versions, a 'high quality' and a 'fast' version. But, they insisted devs were only allowed to use the high quality one, even though it was basically intended for film grade cgi work, and is overkill for games. (the n64 being derived from silicon graphics workstations used for 3d film effects at the time)
hackers have basically confirmed the 'fast' code was about 6 times faster, but nobody was allowed to use it...
The lack of documentation was worse though, given that all the most technically impressive games used custom microcode to do what earlier had seemed impossible...
Wow thats a lot of off-topic stuff.
After all these years I'm still not quite sure what to think of the cartridges. On one hand they were great: little no loading times, for instance. The better developers really did understand how it could contribute to a smooth gaming experience and the importance of that. On the other hand, it did feel like developers felt limited when it came to more story oriented games, what with the amount of spoken dialogue and FMVs having to be kept to a minimum. Though, it was fun to see them do all sorts of crazy stuff with the ingame graphics instead of defaulting to FMVs. I mean, Conker's Bad Fur Day? That shit's awesome.
Being literally restricted to previous-generation level graphics and forced to incorporate gimmicky controls into the gameplay is probably the point where a developer says "Yeah no thanks we'll take our chances with these other platforms here". Not to mention demographics; people who bought Wiis were probably not the same kind of people who would be interested in gritty M-rated shooters, which is what the other 90% of the market seemed to be composed of at that point.Mr.Mattress said:Not to go off topic, but that's exactly why there was so many 3rd Party games on the Wii- Oh wait...CrystalShadow said:Popularity has nothing to do with this, and doesn't contradict it either. If something is popular enough, companies try harder to overcome any problens.
Yeah, the upgrades the N64 got were another type of external. I remember popping in that extra bit of RAM to see more enemies on screen in Majora's Mask. There was, of course, also the memorycard. Never was a fan of that one, because it was expensive and it felt like the games that needed it could have easily included a save function but developers skipped it to keep cartridge costs down.CrystalShadow said:Yeah, conker's bad fur day was an impressive feat, given they had (primitive) lip sync and full voice acting crammed onto a cartridge, although by that point we had 64 megabyte cartridges.
also an early example of what's possible with mp3 encoding, especially when storage is limited...
Cartridges have some interesting possibilities, but they are crazy expensive. The Snes also demonstrated another interesting feature of cartridges, in that it allowed expansion hardware in the cartridge. Most famously the super fx chip, (basically a very early gpu), but also several other kinds of chips and extra processors for various features. Some games literally only worked because the cartridge they came on included more powerful hardware than the snes itself...
The n64 never went down that road, but the advantages were clear. A cartridge had very fast dynamic access, while a cd is very slow mostly sequential access, and requires a lot of planning and foresight to use effectively.
The downside to cartridges is basically just one thing... Cost.
Lack of capacity is merely a side effect of this...
It always hurt a little to see greatest hits editions cost the equivalent for ?35 while Sony's where closer to ?20... Not to mention games like CBFD having MSRPs of up to ?100. I was lucky one of my friends got one on 'sale' (as in: it cost as much as a regular new N64 game) or I wouldn't have been able to play it.For comparison, in commercial mass production, (even in 1996) a cd cost about 10 cents...
A cartridge varied in cost depending on capacity, but generally started at $30...
That's 300 times as much! You can imagine what kind of consequences that has...
Kind of. Sony had some insanely strong marketing campaigns and managed to convince millions and millions of people that gaming is totally awesome. It made the PS2 a system to keep an eye on, even if you weren't much of a PlayStation gamer. Plus, the PS2 was looking impressive on a technical level. The way they explained the Emotion Engine made it seem like a marvel of technology and the PS2 was shaping up to be one of the first (relatively) affordable DVD players. You could enter the future of gaming and watching movies at the same time. It was big.Steve the Pocket said:I suppose the PS2 owes its sizable catalog to its popularity, not the other way around. Makes sense to me. I remember all the hype surrounding the PS2, which started long before it was released. In hindsight, I'm still not sure why that was; was the original PlayStation just that much of a runaway success that people assumed its successor would be the Best Thing Ever?
The hardware limitations didn't have to be a bad thing... in theory. It made the system more accessible to smaller developers. Sadly, this didn't translate to lovely indie titles but to cheap shovelware. Lots and lots of shovelware.Being literally restricted to previous-generation level graphics and forced to incorporate gimmicky controls into the gameplay is probably the point where a developer says "Yeah no thanks we'll take our chances with these other platforms here". Not to mention demographics; people who bought Wiis were probably not the same kind of people who would be interested in gritty M-rated shooters, which is what the other 90% of the market seemed to be composed of at that point.