Ever since the early days of the PlayStation 2, the number one biggest weapon in an anti-Sony fanboy's arsenal has been the "it's more difficult to develop for" bomb. Things haven't changed much with the PS3, and now even developers are are saying it, which lead many to speculate that PS3 game delays happen for this reason.
The team behind Ubisoft's Ghost Recon Advanced Warfighter and it's upcoming sequel are saying just the opposite.
"It's wrong to say it's harder to code on the PlayStation 3, it's just something that needs to be learnt," said Le Tensorer, co-founder of Ubisoft's Tiwak studio and co-creator of the Yeti engine powering GRAW and the upcoming Beowulf game. "It's not harder to develop on the PS3 than it is on the 360, it's just a different console. Developers might says it's harder because it just takes time to understand the technology, we're still early in the lifecycle."
Adrian Lacey, international brand manager for Ubisoft, joins Le Tensorer in pointing out the PS2's history as an example.
"For us it's been a learning curve and technology changes very quickly. We're learning step-by-step to use the PS3 to its fullest capacity," Lacey said. "If you take the PS2 for example, when God of War come out people saw it was tremendous. But it wasn't until the end of the PS2 cycle that we've seen the machine being pushed to its fullest."
[Via GamesIndustry]
Dale North is Destructoid's Editor-In-Chief, a founding editor, and specialist in Japanese gaming. An accomplished musician, Dale was reporting from Japan during the earthquakes of 2011. Luckily, he got the fuck out alive and is home in America now with his wife and beloved corgi, Einstein. Dale is also a co-founder of Destructoid's sister anime site
Japanator. Likes Corgis, Sega Saturn, PSP, iPhone, Photographic tools.
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Ghost Recon Advanced Warfighter 2: Killing Mexican Folks PS3 Edition 2007
The last time I talked about how hard something was, Chris Hansen came to trap me :(
Why do you think 360 has so many games on it? Time and easier to program for. Now you know why PS3 has so many delayed game on its list.
I don't get what Ubi's counter argument is, actually. It amounts to them saying, "the PS3 isn't hard to program for; you just need to spend the time and effort to learn the new toolset." Time and effort translates to more difficulty than using a known toolset. So to me, they end up sounding like "the PS3 isn't that hard to program for, it's just more difficult at first" Um... OK? Captain Obvious to the rescue.
http://www.penny-arcade.com/docs/internetdickwad.jpg
describes you perfectly. except you're probably an idiot... not a normal person.
Ubi seems to be making a semantic "correction" that doesn't make sense, or sounds tautological. At least to me.
And now to actually reply to the post, I still hold my stance like this. Saying that "It's wrong to say it's harder to code on the PlayStation 3, it's just something that needs to be learnt" doesn't really mean much. I think Calculus is hard. People that have learnt calculus think it's easy. But the majority of people think that calculus is hard, so it is accepted as hard. Of course if you take the time to master something it will be easy for you, but that doesn't mean it wasn't once hard.
replying to you're actual comment on PS3 development, i see what you're saying, but i think it's more along the line of the ps3 just hasn't been around long enough to get used to coding for it... i mean the 360 dev kits have been out for a year or two longer, haven't they? but yeah, if they mean what you said, then they are idiots for saying it. i just don't think that's what they meant.
The 360 is the oddball because of its PC dev tools which have actually been in development for decades. If a PS3 isn't a 360, then of course coding it is impossible! Industry-standard APIs like OpenGL count for nothing. Gee, I guess all those N64 programmers were having a blast with the cranky RCP chip and MIPS machine code.
Regarding EA, that is a company that releases games flooded with bugs, and then they blame framerates on technical issues. Learn how to make good, structured code, first.