What's the story behind the Plastic PS3 demo?
category: offtopic [glöplog]
So tempting to sign up to those retard forums, but i fear they don't have the braincells to comprehend what this actually is.
The demo should be released on the PSN soon enough. And the unit used was certainly the same kind of one we journalists have to run previews & reviews versions of commercial games. It's basically a PS3 with specific firmware and some features unavailable (like video blu-ray playback, and everything that comes along with it - I let you guess what). Not big news since Sony/Microsoft/Nintendo have made that kind of unit available (under strict control) for each console they made.
What reptile said: a testkit.
my guess is that pouet and/or the link given by kb are about to be linked and dos'ed by gaming sites from all over the web :]
which is why i'd like to advise a torrent link.
bring it on! :D
btw. how many of you would love to do demos for money ? i would. isn't it dream come true, do whatever you want to, east/west side, lets' make the party alive. i mean if i had skills like plastic do...
having done a demo for money once (well hidden from the scene), it's certainly less fun as it sounds - as soon as money is involved, you dont answer to your own angels.
Unless Sony comes to you after the prod is done, and tells you they're loving it as it is.
okay, demo for money, full creative freedom, how's that sounding ?
how about strict milestones and deadlines, money management (advance payments vs taxation, and so on), control of distribution (bonzaj must've used black magic to get the thing pushed through Sony to get it shown), and the fact that the whole thing just might tank if you get shelved by a company decision?
Gargaj: you don't get to the top making only safe moves and simple decisions.
Fei: but in this case, it's important whether you want to sacrifice the fun factor of making demos for the "top"
it sounds like in this case though, the demo was relatively complete when Sony decided to ask Plastic to port it to PS3. You can kind of figure that out from the lecture linked earlier, where he was saying it took him only 2-3 weeks to do a quick port, and then spent extra time to optimize it.
imho to a certain extend commercial or design constraints (i guess the prod should be 'fun' enough) can catalyse creativity, this process is comparable to 4k technical constraints or poetry rules or whatever.
i've always thought that making a production both popular and artistic is the greatest challenge ever, speaking of the demoscene of course but that's the same case for movies, games, tv, music, painting, opera, whatever...
it's almost too easy to hack something noisy or shoking the masses (even if i do enjoy matt current prods ;)
besides general gamer audience is getting mature (unlike nintendo family target), so most themes can prolly be used, even (or especially?) horror and sex. And it has always been more sublte to suggest things than to show them explicitly.
i'm still referring to a game like bioshock, both a popular game hit and an independant artistic project. Its main designer Ken Levine said he is still surprised that such a project was greenlit at the beginning, a project involving the choice of killing 'little sisters' protected by 'big daddies'...
i've always thought that making a production both popular and artistic is the greatest challenge ever, speaking of the demoscene of course but that's the same case for movies, games, tv, music, painting, opera, whatever...
it's almost too easy to hack something noisy or shoking the masses (even if i do enjoy matt current prods ;)
besides general gamer audience is getting mature (unlike nintendo family target), so most themes can prolly be used, even (or especially?) horror and sex. And it has always been more sublte to suggest things than to show them explicitly.
i'm still referring to a game like bioshock, both a popular game hit and an independant artistic project. Its main designer Ken Levine said he is still surprised that such a project was greenlit at the beginning, a project involving the choice of killing 'little sisters' protected by 'big daddies'...
How does it differ from doing any other job, especially for sceners in the IT business? By 'top' I meant real life, not the demoscene. You can have fun making demos but unless you're a royal family member or some multimillionaire's offspring, you have to work eventually. Isn't it better to choose a job you at least like and are good at? Of course, you need to keep distance, but it's always like that. I know Plastic will return with more pure scene productions if everything goes as planned.
that distance is exactly what i meant - and that differs from person to person :)
marconelly: you're wrong.
Maybe they developed it first on PC, because they didn't have the devkit(s) yet, and ported it to PS3 as soon as that was possible?
afaik many artists have to goal to make their living with their art. If making demos can pay your bills, that would be ideal I think.
I've uploaded the movie and added the prod. I had to pick up PS1 platform thou ;)
woohoo =) ..
why upload it on your server rather than scene.org though?
why upload it on your server rather than scene.org though?
glow: don't you know console stuff is developed mainly on PCs and then it's ported and optimized (well, sometimes) to work there? it wass clearly said in the presentation that pico engine was ported from PC to PS3 and then optimized, reworked, debugged and so on. it works two ways but PS3 is so specific in hardware that you can't just expect good performance on the go in both directions. think about why ps2 emulators are still so lame, though hardware is old and slow if compared to modern PCs.
geez, I start feeling like a Bonzaj's spokesman. maybe I should think about applying for that position? ;)
geez, I start feeling like a Bonzaj's spokesman. maybe I should think about applying for that position? ;)
Salinga: there are also many sceners who see the demoscene as a diverting hobby, a fresh frontier and/or a friendly playground to test, evaluate, share and master their arts within a total freedom, in opposition of their daily job.