PS3 . RSX features Graphics Synthesizer.
' ' , RSX GeForce 7800 ( GeForce 7600), 720p@30fps 7 ...
^^ N , gb/sec PS4 720, PS2 PS3.
... Graphics Synthesizer ( GPU) RSX.
PS4/XBOX720 Radeon GPU, (18 CUs/GDDR5/32 ROPs vs 12 CUs/DDR3 + eDRAM/16 ROPs).
memory bandwidth XBOX720...
O Sony Worldwide Studios, Michael Denny Edge , PS4, PS3.
Listen and learn: Michael Denny on five years of planning PlayStation 4
Sony learned some difficult lessons from the launch of PlayStation 3, and it is determined not to make those mistakes again. With Microsofts silence becoming ever more conspicuous, its greatest videogame rival is slowly, but surely, explaining the philosophy behind PlayStation 4. Many were not content with a controller, a few games and a vision at PlayStation Meeting on February 20th; when we speak to Sony Worldwide Studios vice president Michael Denny six weeks later, he isnt revealing too much more about its price, look or launchdate.
He can, however, elaborate on the new platforms origins – how Sonys difficult PS3 launch influenced its approach to PS4 and what happened in the five years of planning that led up to February 20th 2013. He also gives us his thoughts on why Sony didnt reveal the console itself, and how PS4 will perform in an ever more platform agnostic game industry.
Now theres a little space between now and the reveal event, what are your personal impressions of how it went?
I guess the starting point is that its been quite a journey to get to that announce [event]. Its been, for all of us involved at looking at what PlayStation 4 should be, a five-year journey to get to that point. And what the announce in New York was all about was a chance for us to share our vision with everybody of what PlayStation 4 should be. And in essence I hope it came across that that vision is fairly simple, that we are absolutely looking at making a next-gen console for gamers and made by gamers.
When did your work on PlayStation 4 begin? Can you take us back as close to its beginnings as you can?
Youre really going to test my recollection and memory on this… as Mark Cerny pointed out, when you go back five years we were still really just getting PlayStation 3 off and running after obviously some early challenges in the birth of PlayStation 3. At that point, developers were really getting their teeth into it and really starting to produce some great software, but already we could see the challenges that PlayStation 3 was presenting.
Some of our creators and some of our development teams, while the end results were fantastic, the end results to get there has been well-regaled by all, it took an awful lot of effort and took an awful lot of concentration away from the pure creative process. So even at that point we were mindful that in starting the conversation with all the magnificent game creators we work with, we absolutely wanted to talk with them about a system that could really unleash their creativity and the technical basis for the platform – as Mark talked [about] – it was an informed system architecture that could really lend itself to help all our creators. So from that early point on, those conversations – and again at that point in time it wasnt overt conversations as they were – we were just talking to developers about the future.
We were in the heartland of PlayStation 3 so we couldnt really turn around and say hey, were planning PlayStation 4 now. We just wanted to get early feedback on the views of current-gen consoles and current-gen console development and some thoughts for the future. So thats where we were five years ago, it was more implied talks and just listening and learning from what people were going through.
Could you tell us about some of those key factors that came out of some of those post-mortems, and how thats informing your launch of the new console?
I guess in high-level terms its in terms of having a system that was perhaps less bespoke so that we could really leverage all the experience and talent of game creation and technology of studios going forward. So that really lent itself to some of the points in the announcement, particularly Marks section, that we made. This time we really have gone for a PC architecture but super-charged for games. So we can leverage the experience of all those teams going forward and harness what I think is the real meat, which is the creativity.
The price of the PS3 was something that obviously got a lot of attention during those early days. How much did those experiences with price hampering that initial momentum influence decisions on the technical specs of the new hardware?
I guess the first thing to say is that we listen and learn and take the judgement from every console launch we ever have and we have to be informed by what the strengths of our PlayStation 3 system have been, but also the challenges of that. We want a system that can reach as broad a gaming audience as possible but whilst being a system thats deep, connected, rich and immersive and is going to give a very focused and differentiated experience than anything else thats out there.
What lessons have you learned from the PS3 price? Will PS4 launch with a more competitive price point?
Theres plenty of time, weve got lots of information yet to give out on PlayStation 4. The initial announcement phase that were in now is just to explain the vision to everybody. Part of that vision is we have created a console absolutely focused on gamers – and we want that to be gamers in the broadest sense as well. I think to some extent I can ask you to draw your own conclusions.
In New York Andrew House remarked that the stakes were high. How essential PlayStation 4 is for Sony as a company?
I think the starting point is you go back to when we launched PlayStation 3 and I think its fair to say that the landscape in terms of gaming has totally changed since those days. Its so much more competitive but its so much more proliferated in terms of the amount of people who are gaming and the amount of devices they are gaming on. And in a way we have to see that as an opportunity. I think as weve said were going to be very focused on gamers and gaming and offer an experience that is differentiated, that is high-end, but in doing that we have to embrace where gamings gone. And thats why we have to embrace lots of ideas such as integration, that we are integrating into many other areas of gamers lives, casual gamers and gaming-on-the-go as well.
Im guessing you anticipated fans frustrations in not getting a glimpse of the console itself. Im sure there was a clear strategic decision to withhold it, can you talk about what that was?
Yeah absolutely that was the decision. After five years in the planning phase the most important starting point for us was to explain our vision for what next-gen gaming is and what PlayStation 4 should be. So its more important for us at that announce event – which is the first of what Im sure youll understand will be a number of events this year explaining what PlayStation 4 is – to explain whats inside the box rather than reveal the box itself. And dont get me wrong, we all get excited, we all love the look of these devices and its very important, but yeah – that is for another day.
Has the form factor been set yet?
Im not sure its instructive for me to start trying to describe or talk about what Ive seen or havent seen in terms of the actual look of the box. But yeah, you know its going to be another fantastic design and we cant wait to reveal it.
So the controller is a pant-leg being rolled up to tease?
[laughs] Yeah. I think its more relevant to what we were just talking about there, that the controller is a very important aspect of the physical design that influences the gameplay. So thats why its more important for us to talk about the controller at that event because of course we wanted to talk about how wed improved the DualShock 3 with tighter sticks, better triggers, cut-down latency and new features, with the touchpad, lightbar etcetera.
Can you talk about your experience in the prototyping and development of the controller and how it came to exist in its current form?
Yeah I would say it was as important an issue and talking-point with all the creators as anything else – equal to the system architecture. As we all know the input device is a crucial part of any console nowadays. And certainly over the last generation the variations weve had on controllers and user interfaces have really changed the experiences that gamers can have. So it was an essential talking point, and you know you can imagine depending on which creators and studios youre talking to – what sort of genres of games theyre making – they all had very strong and heartfelt input into this. It was for ourselves and particularly our colleagues in Japan to filter that input and look at prototypes as well. We got prototyping early and I think one issue with the controller is that whilst you see prototypes using certain parts or have certain ideas for controllers, we know things can take time and you dont want to jump to too many conclusions. So after many discussions we opted to keep in quite a few features that we felt would be strong for now and for the future.
Was the decision to call it PlayStation 4 a foregone debate or a topic of discussion leading up to the reveal?
PlayStation was always going to be part of the title. I think PlayStation is synonymous with home video gaming and weve got a proud and rich history and a large fanbase and strong brand. That means a lot to everybody. Clearly the next one along, it makes complete sense just to continue and go from strength to strength.
So there were no other names on the table?
I think were getting into an area of internal discussions that probably wouldnt be that useful to go into too much depth and share with you. All I can say is that PlayStation 4 is the clear winner in all our eyes.
What can you tell us about the overall scope of the project at Sony?
Without trying to give actual numbers, it did really, this time perhaps more than any other time, cut across all divisions of the company early on in terms of thinking about what this console should be. That was certainly on the studio side very exciting and I was very privileged to be included in it. Certainly from those early consultations and just talking about ideas theres been a gradual shift – and in the last two years – a very keen focus for everybody in Worldwide Studios of what were concentrating on now for the future.
Theres alot of discussion around the relevance of the console in an industry thats increasingly become hardware agnostic. How do you justify the existence and expensive development costs of a new game console in an industry that keeps threatening to leave them behind?
I guess ultimately the consumers will answer that question, but from our point of view its about offering a new and differentiated experience. Gamers and consumers like new things and I think the console experience is still massively strong out there. Absolutely, gaming has proliferated across a number of devices and we need to embrace that. But none of those other devices are offering the kind of experience you can get on a home console and certainly one that we believe were going to offer with PlayStation 4.
What about the timing of this reveal…how did you decide that now was the moment to let the gaming audience know that PS4 is coming?
We feel that the time is right. The gaming community is ready for a new, deeper, richer, more connected experience, so with that in mind you can understand we were chomping at the bit. We chose to do a staged announcement, as it were, in terms of a number of different occasions. So we started relatively early by talking about the vision, still leaving lots more to tell over the rest of the year up until launch.
How important was it to beat Microsoft to punch on this reveal?
As I say, we know our launch date, and we think its very important that gamers receive that new console experience. With that in mind, we just thought it was the right time to set the vision and set the agenda in New York.
http://www.edge-online.com/features/...playstation-4/
odytsak (16-04-2013)
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What lessons have you learned from the PS3 price? Will PS4 launch with a more competitive price point?
Theres plenty of time, weve got lots of information yet to give out on PlayStation 4. The initial announcement phase that were in now is just to explain the vision to everybody. Part of that vision is we have created a console absolutely focused on gamers – and we want that to be gamers in the broadest sense as well. I think to some extent I can ask you to draw your own conclusions.
Bethesda: Used games 'absolutely' a concern
April 16, 2013 4:43AM PDT
By Eddie Makuch, News Editor
Marketing VP at Elder Scrolls, Fallout studio says company has tried to mitigate second-hand market with DLC, other initiatives.
Used games are "absolutely" a concern for Elder Scrolls and Fallout developer Bethesda. Speaking with Destructoid, marketing vice president Pete Hines said his company has attempted to lessen the impact of second-hand sales by supporting games with downloadable content that encourages users to hold on to their discs, among other things.
"Absolutely it's a concern," Hines said. "We have tried to mitigate it by creating games that offer replayability, by supporting them with DLC that's worth hanging onto the game for, or offering tools that let them take things further."
Hines conceded that Bethesda does not have all the answers when it comes to the multifaceted issue of the used game market. He said an solution that works for everyone--retailers, publishers, and developers--may be hard to come by.
"There's no doubt that being a videogamer is expensive. Games are not cheap to buy because they're expensive to make, and people are looking for ways to keep it affordable," Hines said. "I'm not sure anyone has figured out a solution that works for everyone, and there simply may not be one until someone figures out how to include developers and publishers in the loop on used games sales instead of keeping it all for themselves."
Most recently, debate and discussion has surrounding the second-hand market has related to the possibility of the PlayStation 4 and still-unannounced Xbox 720 blocking used games. GameStop management said last month that it has a "high degree of confidence" that the PS4 will play used games, while reports have claimed the next Xbox will block second-hand titles.
Sony to kick off PlayStation 4 advertising during the Champions League final
Sony Computer Entertainment Europe (SCEE) has announced that the very first PlayStation 4 TV advertisement will run during the upcoming Champions League final in May. The UEFA Champions League is currently underway and the final will be played at Wembley in London on May 25, 2013.
Recently, Sony and UEFA extended the Champions League sponsor deal to 2015. With the extension, Sony announced that they will only advertise the PlayStation brand during Champions League.
Sony has a history of promoting the PlayStation brand during the Champions League, dating back to the late 1990s with the PS1. Sony even advertised the February 20 PlayStation 4 unveiling during a Champions League match a few days prior.
Its unknown if the TV ads will be simple “Sponsored by PlayStation 4″ bits, or whether Sony has a full blown 30-second or 60-second PlayStation 4 TV spot to showcase the new console.
The Champions League final is one of the most watched TV events in Europe every year, and its a perfect opportunity for Sony to start raising awareness about the PlayStation 4 to the casual gamer.
Sonys deal as the official sponsor with UEFA is worth $40 million. The PlayStation 4 is expected to launch this Fall across the globe, with a reported $100 milling advertising budget in the US alone.
http://ps4daily.com/2013/04/sony-to-...-league-final/
The Last of Us Teasing PS4 Release Date?
Speculation is in abundance on the web regarding Sony's next generation PlayStation console, and most analysts and game journalists are predicting that it is likely to release some time in either October or November of this year.
So it came as quite a coincidence that Naughty Dog had placed this specific date in one of the scenes in their latest game.
October 17th 2013 is clearly stated on the board as the date for evacuation. Perhaps October 18th is when the PS4 will launch? Or could it be a new trailer for a PS4 game, maybe even Uncharted 4? We know it sounds a little far-fetched, perhaps we are being a little too optimistic with this one, but Naughty Dog has teased announcements within their games before, so maybe there is something here.
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Whore of the Orient, the next game from the makers of L.A. Noire, looks to be in jeopardy following multiple reports of its team being laid off by Kennedy Mitchell Miller. MCV Pacific,Kotaku, and Player Attack report sources who've said KMM has shuttered the Whore of the Orient division; KMM absorbed the remnants of L.A. Noire developer Team Bondi in 2011.
KMM partner Doug Mitchell didn't comment on the reports when speaking to MCV, but noted the company is still "actively pursuing the right investor to partner with" on Whore of the Orient.
Online sleuth supereroregatory dug up a blog post, now deleted, by a purported partner of a KMM staff member which indicated Warner Bros pulled out from the game in December 2012, and that any new deal with a new publisher, expected to happen this month, "would come too late."
As Kotaku notes, KMM Interactive, the company's games division, advertised for a Lead Engine Programmer as recently as April 5, raising doubts over the Whore of the Orient team being laid off so soon after. In any case, without a partner to invest in it, the game's future is in doubt. If it does come out, rumors suggest the earliest we'll see it is 2015.
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