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PlayStation (Games) Sony

PlayStation Is Hard To Work With, Devs Say (kotaku.com) 42

After yesterday's industry-wide discussion of the cost of being visible on Sony's PlayStation Store, Kotaku has heard from multiple independent developers and publishers expressing similar frustrations and fury. From a report: There were two main responses to our article yesterday highlighting one independent developer's frustrations with working with Sony to sell games on the PlayStation store. The first was a confusing number of people convinced that this was somehow part of an underground conspiracy to destroy Sony. The second was many indie game developers and publishers getting in touch to say that, yes, wow, Sony are far harder to work with and sell games through than anywhere else.

It's not possible to rationalize with the former group. We had confirmed hard figures on Sony's fees for getting any visibility on the PlayStation's in-built store, so we reported them. The conspiracy, disappointingly, ends there. However, the information about just how much worse it is for indies to work with Sony than Microsoft or Nintendo keeps piling in. "Oh yeah, so there's Nintendo who supports you," one such response begins. "[Then] Microsoft who supports you and [then] there is Sony who supports its own AAA machine and gives a fuck about everyone else."

As Bloomberg reported in April, Sony shows extraordinary caution even with the games it makes itself, with an obsessive focus on blockbuster success. According to that article, the Japanese corporation is moving away from developing smaller in-house games, so fixated are they on only the largest games. It seems this lack of interest in smaller titles extends to third-party developers attempting to sell their games on the system. "Sony does not understand what indie means," an independent publisher tells me under the condition of anonymity, via Twitter DMs. "Not at all. For them indie is something in the lower million budgets."

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PlayStation Is Hard To Work With, Devs Say

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  • 2 MB RAM and a 33.8688 MHz R3000 are pretty constraining nowadays.

    • Even back in the Playstation's hey day the load times for each level on the original Resident Evil drove me crazy.
    • by Pimpy ( 143938 )

      But conversely was much easier to program than the Saturn with it's bastardized microcontroller SMP with hardware-assisted mutexes controlling the memory bus at the time (a concept they took from the equally painful SGI POWER series). Sony seems to forget that it was their simplistic architecture and the uncomplicated/inexpensive devkits that were accessible to anyone who wanted one that got them the traction they needed to eat away at Sega's market share.

      • by Saffaya ( 702234 )

        I think the most important fact between PSX and Saturn is that Sony made a 3D console, and Sega made a 2D console.
        Sega made the best 2D console ever, but people were awed by 3D games and wanted that.
        Look it up, the Saturn can't do 3D, everything you see on it is only sprites (rectangular shapes, no triangles) that are twisted to fake 3D.

        How it is possible for the pioneer of 3D arcade games, the maker of Virtua Racing on home console, to make its new generation console 2D only? One of the most impressive fk-

        • Are you sure on that? I thought that came with the ps2? All the PSX games play flawlessly on raspberry pi since everything is pre-rendered. You just need an iso of the game disk. None of the games I had (FF7, breath of fire 3, command and conquer, etc) allowed for rotating the point of view.
          • What Saturn didn't have was cheap transparency, you had to do that yourself so most titles just used screen door. Transparent objects were cheap on Playstation and it made a big difference. It's too bad Sony, the company that co-invented the compact disc, can't make a laser unit worth a crap.

            FFVII didn't allow you to rotate the view because it used pre-rendered, artist-retouched/drawn backgrounds and pre-rendered video clips with 3d characters overlaid over them.

        • That's not a true statement.

          The Saturn was just as much a 3D machine as the PSX.

          Just because the Saturn used quads as the underlying polygon (just like the 3DO) doesn't mean it's not 3D. It would be just as fair to say the PSX isn't 3D because it can't render NURBS surfaces directly.

          • by AmiMoJo ( 196126 )

            The Saturn had its 3D capabilities beefed up late in development, which is why they are a bit odd and tricky to get the best from. For example it has two GPUs, and the second one is designed just for generating the background image. It doesn't even render to RAM, it generates the background on the fly and mixes it with the framebuffer image produced by the first GPU.

            If you are making a fully 3D game where you don't have a flat floor or simple sky background that second GPU is kinda useless. It can supply so

        • by edwdig ( 47888 )

          The Saturn was designed as a 2D console, then fairly far along in development Sega realized they needed a 3D console. Rather than start over, they awkwardly tacked on 3D. It was a great 2D console that could do a mediocre job at 3D as well.

          90's Sega was notorious for a lack of coordination between divisions. The Japanese branch developed the Saturn without telling the American branch about it. The American branch freaked out because they knew they needed to replace the Genesis, and reacted by creating the 3

      • by tlhIngan ( 30335 )

        Sony seems to forget that it was their simplistic architecture and the uncomplicated/inexpensive devkits that were accessible to anyone who wanted one that got them the traction they needed to eat away at Sega's market share.

        Sony forgot that for the PS2 when devs had to manage both the main processor and the Graphics Synthesizer that many devs hated. The PS3 then upped that even more adding 2 relatively weak main processors and the 7 Cell SPUs and the complicated management of them. It go so bad a lot of d

      • And the removal of barrier-to-entry that cartridges was.

        Carts had months of lead time, and you had a choice; risk ordering too many, and sit on unsold merch, or risk ordering too few, and miss a huge sales window for a hot game? Also, Nintendo limited you to a few games a year.

        With the PS, you could put something out, and if it was a surprise hit, you could press a whole new series of discs over a weekend, and be in stores days later. And if it didn't, you could just move on to the next game.

  • Comment removed based on user account deletion
  • I can't believe they think that $25k is a fair amount to charge a struggling developer to get exposure on their store. Just extortionate, and we shouldn't stand for-

    Hmm, what was that? How much does Kotaku charge [i.redd.it] for advertising on its own platform, which doesn't even sell games?

    ...Never mind.

  • by Anonymous Coward

    I don't get the complaint here, not every game can always be promoted or in the deals section

  • Sony has always been anti-competitive and even blocks cross-platform play. Though I hear that restriction is lifted (partially??). Not surprised to hear they only care about the AAA games. Probably their largest cash cows are FIFA, NBA and COD
  • When did yes become no in the English langue?

    I could care less (no you couldn't)
    Gives a fuck (no they couldn't)

    When did it become acceptable to an entire word from a sentence and think it has the same meaning?

  • A few years back we were working on a PC title that was quite a large success. Both Sony and Microsoft approached us for console ports and I was in a position to steer the decision. While the process took a few weeks, I had already made my mind instantly: working with the PS3 was such a pain compared to the Xbox that it was going to go toward Microsoft. In the end Microsoft provided staff, did E3 promo, etc and it was really good to work with them. My experience with Sony is that the docs are crap, the too

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