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标题: 1up对哈光头的访谈 [打印本页]

作者: killmesoftly    时间: 2007-3-9 20:42     标题: 1up对哈光头的访谈

http://www.1up.com/do/newsStory?cId=3157889

1UP: I'd talked with someone and he said he'd seen Home a long time ago -- last summer, actually. Why have you been sitting on this for so long?
Harrison: Well we've been working on it for a long time. We've been working on it for PlayStation 3 for a couple of years and it actually started life on the PlayStation 2. I think it's something that we wanted to demonstrate at the right time to the right audience, and GDC is the right place to share the vision for Home because it's as much about the game developers as it is about the users. So I think starting at GDC was perfect timing. And I'm really pleased with the reaction that we've had so far because people clearly understand the vision and we can build from there. I think if we tried to launch Home or share the information about Home in the middle of all of the the chaos that surrounds a hardware launch, that would have just been another complex message. But I'm really happy that we chose this event.

1UP: But it would have been a way to perhaps combat some of the negativity out there on the message boards. Because whether or not you agree with this, a lot of people looked at this as a reaction to the successful Nintendo Mii characters and what's gone on with Xbox Live.
Harrison: I have no comment to make because obviously it's not a reaction -- I mean, how could we possibly react so quickly to something that we only would have seen last year? We like what Nintendo's doing -- there's some cool stuff -- but we're taking a much different approach.

1UP: If you flip over an Xbox 360 game box you see that it's Live enabled. Every game has to be Live enabled. Are you guys going to be encouraging developers to make sure that every game supports Home? Or is Home its own separate thing where regardless of the game I put in I'll be able to launch games -- I'll be able to launch a Motorstorm with my friends -- in my private space.
Phil: That's exactly the objective. Irrespective of what game you buy or what games you play, Home becomes a launchpad -- a springboard to take you into those multiplayer games. Developers don't have to worry about how to integrate Home into their games. It's really something which is very powerful because game developers can reuse the content that they are actually putting into the games themselves to construct their Home spaces. So if a game is using -- let's say it's a game that has a real world street environment -- you could take elements of that street environment. You could then build in Home a kind of mini version of that set to create community and to create the immersive experience inside Home before the game comes out.

1UP: But can you somehow integrate those into the games themselves or or are you only pulling assets from games into Home?
Harrison: We're actually discussing this with a few developers at the moment, about taking your avatar -- the character you create within Home -- and actually moving that into games so that you can play with that character. There are some technical challenges -- it's not completely easy to do that because of different file formats and different animation systems -- but it's something we're looking into.

1UP: Is that humanoid avatar that you've demonstrated so far the only avatar option you're going to have or will people for instance at some point be able to be in Home as a helghast or a Loco Roco character. Is something like that a plausible feature for Home?
Harrison: I think that having game characters in the lobby is something that we want to do. But whether it's something that you would want to do in the open public space or whether it's in the more discreet confined area may be the other way of looking at it.

1UP: You talked about being able to launch multiplayer games from your private space. How do you group for something like that, when you have a bunch of people sitting around talking via the proximity chat -- how do you go from there to launching something like MotorStorm?
Phil: There are some technical issues that -- I could bore you with all the technical details -- but we're going to make that really easy for the users, but also just make it easy so that multiplayer game gets set up in the lobby.

1UP: So Home also will function as the de facto lobby for a lot of games, which is a criticism we still see of all online games. So you could finish a game of Motorstorm and you could return to the Home space easily?
Harrison: That's exactly the intention. Some games that perhaps don't have a sophisticated community function could benefit tremendously from what we're doing with Home.

1UP: What did you think about the reception of LittleBigPlanet?
Phil: I thought the reaction was fantastic. Every time we've shown that game internally up until now it's always had a tremendous reaction, but when you've got 5,000 people laughing and cheering, it's really exciting.

1UP: Well Reggie from Nintendo was here and he didn't look as excited.
Phil: [laughs]

1UP: You mentioned that you would have it available on PlayStation network first and then later on -- perhaps a half year or year later -- available on Blu-ray. That made me think that you're going to use the best user submitted levels and actually put that stuff in the retail version. Is that the case?
Phil: Very perceptive, yeah.

[Ed's note: This means your levels/games could potentially be featured in the retail version of LittleBigPlanet! Freaking sweet!]

1UP: We have one question we have to ask you before we go. A couple days ago you resolved the Immersion/Sony case. What does that mean for PlayStation gamers? After months and months of "well the controller's great because it's really lite" and now rumble is going to make it a little heaver. I mean, that's a bit of a PR nightmare to sort of have backed away from a tech and now saying, "We're all back together again so it's OK".
Harrison: First of all, we've just kissed and made up. We've just settled our differences. And, as we've said in the announcements, we're looking at ways to work together. And it's genuine; those really are the intentions. As to previous statements that I made, what do you expect me to say? We were in a lawsuit; we were in litigation. Of course I have to defend our view. And you know, actually, I still truly believe having the SIXAXIS controller, the way it is, is the best way to control games. We're looking forward to working with Immersion going forward, and who knows where that will lead us.

1UP: But are you listening to what the community is saying? I mean, you said that you personally think the SIXAXIS is great as it is, but the community may be saying otherwise. They're asking for rumble -- does that influence you?
Phil: Of course the community of fans influences a lot of our thinking The great thing about the way the world works is that we're always connected to our users and we're always happy to hear their opinions and thoughts. But you know, some things are not always possible to do, some things are not economically feasible to do, and some things are not practical to do. It's always our job to kind of navigate those issues as effectively as we can.


要点:
HOME整个项目从PS2时代就开始做,到现在已经有几年了。
HOME的目标之一就是玩家可以将HOME作为网战的启动平台,邀请好友在私人房间里一起HIGH。
开发者可方便地将游戏内容整合入HOME。对于是否能将HOME中的角色带入游戏,哈光头说技术上还有点难度,但他们会努力。
HOME将很方便地实现玩家在游戏和游戏相关社区间的切换。
LBP将先以PSN上发布,一段时间后,将把玩家设计的优秀关卡收集起来,连同游戏以BD光碟发布。
对于震动,哈光头仍然认为六轴还不赖,不过震动回归也是好事。对于之前他的表态,他无奈地说
As to previous statements that I made, what do you expect me to say? We were in a lawsuit; we were in litigation.



作者: 网上的final    时间: 2007-3-9 21:07

等完全翻译版
作者: killmesoftly    时间: 2007-3-9 21:13

再来个

http://www.destructoid.com/gdc-2 ... th-sony-30320.phtml

I just got back from a very different kind of event with Sony. Well, maybe event is a strong word, it was more of a sit down with just a few of us gaming journos and some of the biggest names in Sony -- Phil Harrison, David Karraker and others.

It was an incredible discussion because we were allowed to be as open as possible and ask whatever we wanted. Sony, especially Phil, was very honest with us -- or as honest as they could be. Like I have been, I want to break down all the big news in a series of points. Hit the jump for the full disclosure.

As far as dealing with the community and negative reactions, Sony is aware and they are working hard to change it.

Key points:

• Brian Crecente sat right in between David and Phil and looked like about as uncomfortable at first as possible. After a while, the ice slowly melted away.

• A developer for Warhawk gave Crecente a pair of brass balls.

• Phil said that your avatar in Home may be used in the future in PS3 games.

• The reason for Game 3.0 was simply to give a label to what is happening in the industry. Phil hopes that Game 3.0 will start a great debate. He wants to establish an idea and unify thinking.

• Sony is taking parental controls in Home very seriously. Users will be able to block out certain people, voice chat and the screen.

• Sony will have moderators within Home to keep the peace, so to speak.

• As far as public spaces within Home, there will be soft and hard caps, much like in chat rooms.

• For the arcades inside Home, Sony had originally planned to have them be Java-based.

• There are three basic revenue channels for Home: object and item sales; advertising; B2B.

• Phil said that he believe Home will sell PS3 consoles. He says it's another reason to use and sell the console.

• Their job is to make the interface within Home as accessible as possible.

• Phil said Second Life and Home are not the same, far from it.

• Sony says they have over 500,000 registered players online and have sold through more than one million PS3 units.

• They do not know how big a download Home will be.

• There will be no collision between avatars in home. But, players will be able to, according to Phil, surf down stairs with a couch.

• You will be able to buy not only places to live and things inside those places, but also environments. Phil used the example of ducks flying in a "V" outside your window or a sunset.

• Sony says they can overcome negative press by being innovative and offering the best they can. Phil says what really matters are sales, not headlines.

• Phil says the reason you see PS3s in stores is because their production level is high, not because demand is low. He says the PS3 has outsold the PS One, PS2, and Xbox 360 during the same time.

• Commenting on the claim Blu-ray has been hacked: Phil clearly stated it has not been hacked and that there was no evidence whatsoever that suggested it had.

• On the loss of exclusives: Phil says Sony's focus has shifted to making sure there was enough money in first-party development. They've drastically increased the budget for this.

• Phil said having GTA come out for the PS3 and 360 at the same time wasn't a big deal.

• With respect to only having the 60GB PS3 for the U.K. and Euro launch: Phil said that was a request from retailers.

• David Karraker calls booth babes, "hostitutes."

• Sony said this will be a big year for the PSP and that the design will stay the same, but that the way it interacts with the consumer will change.

• The Warhawk people don't think that the game should be full price (it's downloadable now).

• There are discussions about a Warhawk beta taking place.

某人参加了SCE一个聚会,参加者有和光头和David Karraker,就是那个SCEA的公关主管以及其他鸟人。

与顶楼重复内容不述。

玩家可以在自己房间里BAN人,声音或视频聊天。
别以为HOME是一片自由乐土,斑竹是存在的,水狗在注视着你们。
HOME里的小竞技游戏基于JAVA。
HOME商务模式:道具买卖,广告,B2B。
HOME里你不仅仅可以买房子,买家具,还可以买环境,一句话,有钱,你可以“呼风唤雨”。
目前PSN注册用户超过50万。
SCE前一阶段到现在开发资源主要放在第一方上。
SONY对PSP还贼心不死。
战鹰的价格应该低于一般的用BD发行的PS3游戏。
作者: mapledot    时间: 2007-3-9 21:14

跟我想象的接近。HOME有希望代替XMB
作者: austin316    时间: 2007-3-9 21:19

LBP将先以PSN上发布,一段时间后,将把玩家设计的优秀关卡收集起来,连同游戏以BD光碟发布。

Ed's note: This means your levels/games could potentially be featured in the retail version of LittleBigPlanet! Freaking sweet
这个赞看谁做的关卡被收录:D
作者: 刃风    时间: 2007-3-9 22:26

05E3的那个EYETOY前缀名字的游戏(非卡片)。。。。




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