3.Playstation 3 - NUR Playstation 3

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Also die Bilder zur PS3 auf GameFront sehen fantastisch aus. Da kann man nicht meckern. Vor allem die Trigger des Sixaxis sind ne Offenbarung. :)
 
Mog schrieb:
Also die Bilder zur PS3 auf GameFront sehen fantastisch aus. Da kann man nicht meckern. Vor allem die Trigger des Sixaxis sind ne Offenbarung. :)
japp, die PS3 sieht verdammt edel aus :o

nur die vielen Lüftungsschlitze finde ich etwas unschön, aber so ist das nunmal... btw, ich finde die 20GB-Variante (ganz schwarz) noch schöner als das 60GB-Modell
 
Euh, euh, euh das Teil sieht einfach zu geil aus. Dieses glänzende Schwarze, mit dem Crom (oder was auch immer)...einfach geil :D
 
RWA schrieb:
Euh, euh, euh das Teil sieht einfach zu geil aus. Dieses glänzende Schwarze, mit dem Crom (oder was auch immer)...einfach geil :D
jupp schnicke bilder :love8:

dieses chrom auf dem mattgländendem schwarz, einfach göttlich
 
PS3Land schrieb:
PS3 to be user-created-content-friendly

Sony Computer Entertainment Worldwide Studio's VP, Michael Denny has delivered his keynote at the Game Developer's Conference at London and highlighted that the PLATSTATION 3 will be user-created content friendly during it.

Speaking at the London conference, Denny claimed that user-created content not only adds to a game's longevity, but also connects gamers. "Consumers in our demographic have an appetite for this content. We need to deliver something that is relevant to the mass market. Creative gaming is the future that is just beginning with personalization and customization that helps promote loyalty.

"The era of one size fits all is ending. We must find ways to extend the life of games through ideas like episodic content which is less price sensitive [than full price], compliments retail launches and retains consumer connections," he said.

The modding of games first started on PC, and has since spread to consoles. Sony and Epic have already announced that the PLAYSTATION 3 version of Unreal Tournament 2007 will support the usage of mods. Rival Microsoft currently views the modding of games in negative light, and Nintendo has yet to announce an opinion.

The PLAYSTATION 3 launches this November 11th in Japan and November 17th in North America. A March 2007 launch window has been estimated for Europe.

PS3Land

PS3Land schrieb:
Sony: Digital distribution will overtake disc formats in the next 5 years

While consumers are busy picking a high-def disc format to support, companies are already considering the next-next-generation: digital distrubution. In a recent interview, a Sony executive has revealed that digital distribution will wipe out all disc formats within the next five years.

The ambitious statement was made by Jamie MacDonald after his London GDC keynote. He claimed that a "paradigm shift" was occurring in the industry and that the rising cost of game development is pushing for a "network-centric world".

With Blu-ray and rival format HD-DVD just launched in a few countries this year, the news could potentially put off consumers from deciding on a format to support. At the moment, it is suspected that Sony may intergrate an online store into the PLAYSTATION 3's online service, similar to the iTunes store.

Stay tuned to PS3Land.com as we bring you the latest PLAYSTATION 3 news updates.

PS3Land
 
RWA schrieb:
Sony: Digital distribution will overtake disc formats in the next 5 years[/size]

Danke für die News RWA. Immer wieder erstaunlich, wieviele Quellen Du hast.
Allerdings gefällt mir obrige News gar nicht. Ich will die Spiele weiterhin auf Disc haben.
 
shan schrieb:
RWA schrieb:
Sony: Digital distribution will overtake disc formats in the next 5 years[/size]

Danke für die News RWA. Immer wieder erstaunlich, wieviele Quellen Du hast.
Allerdings gefällt mir obrige News gar nicht. Ich will die Spiele weiterhin auf Disc haben.

Mir natrülich auch nicht. Ich will auch lieber das Game im Laden (oder sonst wo) kaufen und dann in die Liste reinhauen und zocken. :hmpf: Ich weiss auch nicht, manche Dinge entwickeln sich irgendwie in die falsche Richtung. Filme, Musik und von mir aus Demos etc. ist ja noch okay, aber keine Vollpreis Games.

und zum nachreichen

Famitsu schrieb:
The disc / power button is not an actual button. It's a thermo sensor that senses finger temperature.

:lol: Jetzt machen die 600€ sinn ;)
 
resistance2ms8.jpg


Post von Sony haben die bekommen..
http://www.1up.com/do/blogEntry?bId=7511314&publicUserId=5380090
 
Mann, ich will das alte PS2 Laufwerk für die PS3 wiederhaben... :hmpf:
Ich mag dieses "Auto - CD Player" - Design der Laufwerke nicht, ich hab da immer schiss dass meine CD's zerkratzen. Und bei Blu Ray wird das ganze wohl noch schlimmer... :hmpf:
 
Immersion: 'Kosten von Rumble-Technik sind niedrig'

05.10.06 - Immersion, Hersteller von 'Force Feedback'-Technologie, hat gegenüber Next-Gen.biz bestätigt, dass der Einbau von 'Rumble'-Technologie in das PS3-Sixaxis-Joypad nur mit minimalen Kosten für den Verbraucher verbunden wäre.

Immersion CEO Vic Viegas reagiert damit auf eine Aussage von Sonys Kaz Hirai: Der Präsident und CEO von Sony CEA rechtfertigte in einem Interview das Fehlen von 'Rumble'-Technik damit, dass das Joypad zu teuer für den Kunden sein würde.
gamefront

tja wer hätte das gedacht.
die Lügen von Sony sind unübertrefflich :hmpf: weiter so Sony :goodwork:
 
DarthSol schrieb:
Mann, ich will das alte PS2 Laufwerk für die PS3 wiederhaben... :hmpf:
Ich mag dieses "Auto - CD Player" - Design der Laufwerke nicht, ich hab da immer schiss dass meine CD's zerkratzen. Und bei Blu Ray wird das ganze wohl noch schlimmer... :hmpf:
ich habe auch ein Autoradio von Sony, und da zerkratzen die CDs in keinster Weise, weil da so eine Schaumstoffschicht im Slot ist wo die Discs sanft durchgeschoben werden, von daher mach ich mir da bei der PS3 überhaupt keine Sorgen drum :)

Sorgen mache ich mir eher darum, wo ich das Riesenteil überhaupt hinstellen soll :oops:
 
Jinpachi schrieb:
Immersion: 'Kosten von Rumble-Technik sind niedrig'

05.10.06 - Immersion, Hersteller von 'Force Feedback'-Technologie, hat gegenüber Next-Gen.biz bestätigt, dass der Einbau von 'Rumble'-Technologie in das PS3-Sixaxis-Joypad nur mit minimalen Kosten für den Verbraucher verbunden wäre.

Immersion CEO Vic Viegas reagiert damit auf eine Aussage von Sonys Kaz Hirai: Der Präsident und CEO von Sony CEA rechtfertigte in einem Interview das Fehlen von 'Rumble'-Technik damit, dass das Joypad zu teuer für den Kunden sein würde.
gamefront

tja wer hätte das gedacht.
die Lügen von Sony sind unübertrefflich :hmpf: weiter so Sony :goodwork:

Du must aber auch sehen, dass es vlt. preiswert eingebaut werden könnte. Aber Imersion müsste trotzdem bezahlt werden!
Ergo der Preis des Sixaxis würde durch Rumble doch stärker steigen und Sony müsste Geld an eine Firma zahlen! Die geradezu bettelt ihre Technologie einzusetzen, da sie sonst kein Geld machen!
Aus der Sicht kann man Sony verstehen. Als Kunde ist es ja auch nicht so, dass man nichts bekommen würde! Ma bekommt die Tiltsensoren.
Man tauscht also ein passives SPielelement, den Rumble, gegen ein aktives Spielelement, den Tiltsensoren.

Es ist aber nicht abzustreiten, dass RUmble trotz alledem sehr lobenswert wäre.
Aber es spielt halt wirklich das Geld eine Rolle, welches wiederum auf den Kunden abgewälzt werden müsste!
 
Was habe ich vor 2 Monaten profezeit? Ich glaube und hoffe immernoch Sony schließt mit Immersion einen Jahresdeal für einen Next-Gen Rumble im SIXAXIS. So hätte Sony ein Feature(+) mehr und Microssoft Eins(-) weniger. Die neuste Äuserung von dem Immersion-Chef bestätigt nur meine Gedanken, dass Sony gerade die Preise drückt. Die Preissenkung(ca. 140 Mio € Verlust) in Japan muss schliesslich reingeholt werden und eine hohe Lizenzzahlung würde Sony zu sehr treffen, im Moment.
Und Ende 2007 kommt halt ein Sony Rumble in den SIXAXIS. Das wird noch mit einer Preissenkung weltweit celebriert.
 
hier mal der live blog zum Thema Online und mehr.


GDC London: Sony's Macdonald On 'Developing for a Networked Experience'

The keynote at today's Game Developers Conference London is being given by Jamie MacDonald, Vice President of Sony Computer Entertainment Worldwide Studios, on 'Developing for a Networked Experience' with relation to the PlayStation 3, and Gamasutra has full coverage.

9.06am GMT - The room is rapidly filling, with proceedings likely to get under the way in the next few minutes.

9.14am - Jamil Moledina, the Executive Director of the Game Developers Conference, is now introducing Jamie MacDonald, noting the Sony exec's background at both Criterion and at Sony's London Studio, where he worked on the EyeToy, SingStar, and The Getaway franchises. MacDonald takes the stage.

9.15am - MacDonald's intro discusses the next-gen problems common to all - the increasing cost of production, a shift from package-centric to network centric gaming and development, and strategies for success. He cues up a trailer movie from Ninja Theory's extremely impressive-looking PlayStation 3 exclusive Heavenly Sword.

9.18am - MacDonald notes - "the richness of the experience... is quite staggering" for Heavenly Sword, referencing the Andy Serkis motion capturing for the title. He comments: "It takes more people, more time to create the next generation experience." But MacDonald notes the "many new revenue streams" now coming online.

He points to in-game advertising having an annual growth of 75% up to 2009, rising to $562 million for the U.S. market. Wireless games are also growing around 50% yearly, and online games are growing around 40% annually in addition.

But he expresses concern that small or medium developers will have a "quite stark" future in some ways - it's "unlikely that small or medium developers will be able to fund whole... projects", and will find it "increasingly difficult" to find third parties to fund games in a traditional way.

9.21am - MacDonald comments that small or medium developers are "no longer able to be a vertically integrated operation" - it won't be possible to make projects from scratch with the kind of scale of conventional console games.

But how about larger publishers? He notes that the "current model is for most development to be done in-house", but if you continue this model, it becomes difficult to sustain this model over a platform lifecycle - you're "betting the farm" on specific projects. MacDonald comments: "It will be very difficult to sustain this model" for traditional gaming when production teams are getting so much larger.

9.23am - MacDonald highlights the move to "a network-centric world", naming MySpace, digital purchasing via iTunes, and IPTV - referencing that music downloads are forecast to be 27% of the market by 2009. Broadband penetration is forecast to be 60% in the U.S. and 55% in Europe by 2009. Of course: "PlayStation 3 is network enabled out of the box."

In creating and servicing "a network of game communities", MacDonald chuckles as he references his boss Phil Harrison's quote that there need to be "the biggest fundamental change" to game development ever in order to service this new networked market.

9.27am - The Sony exec calls this change "a double whammy", referencing both the increasing cost of production alongside the "need for a fundamental ship in our business model" to cope with the new network-centric world. He believes that "all developers will need to change" to meet these challenges - but how?

Firstly, he references the example of "a larger developer/prime contractor/IP holder", the bigger fish out there, who will "work with multiple outsourcers - large, small, and individuals" - but the key is that "it's not a monolithic group of people" who just shift from one project to another. They will also need to diversify their revenue streams, he suggests.

The organization also changes significantly, he suggests - structurally, there will be business affairs, QA, and legal departments among others - needing to manage relationships with multiple external companies, rather than just having all these things monolithically held in-house.

9.32am - As a smaller developer, what's to be done? MacDonald notes that it's important to have insource relationships with larger developers, sharing technology and tools, sharing production pipelines, or working on smaller network-only projects - for example, Sony's E-Distribution Initiative (EDI) for the PlayStation 3, the Xbox Live Arcade equivalent for the PS3.

He then specifies the objectives of EDI - "to drive the direct delivery of content to consumers through PS3 and PSP's Network Platform", and targeting new developers through lower barriers to entry. "We're talking about shortform works of content, and we really want to encourage innovation." EDI was devised to allow developers "...to work on those great ideas that they've had but have been told will never work as a AAA 20-hour game."

9.35am - What are the implications for smaller developers? MacDonald notes that they may be able to form symbiotic relationship with larger developers or publishers, reconfigure their teams to match the new reality, and adjust their talent profile.

He also commented: "When you watch a major movie, and see the credits roll... just watch the number of small companies which have contributed to the making of that movie", clearly seeing the game industry as diversifying in a similar way.

9.37am - How about diverse revenue streams? MacDonald comments that the package-centric revenue model is well-known and straightforward, but it's a one-off relationship with the consumer. However, with a network-centric model is more diverse, because there are "more opportunities for interacting" and therefore more opportunities for revenue.

MacDonald brings up the 'Wheel Of Fortune', an on-screen diagram, including many factors feeding into a central revenue section, as well as 'Packaged Media' - including 'Game Object Sales', 'Mobile Gaming', 'Subscriptions', 'Network Sales', 'Episodic Content', 'Merchandising', and 'In-Game Advertising'.

He briefly commented on the 'Game Object Sales' question, referencing: "If you're playing Gran Turismo, and you want some new wheels - or if you're playing a soccer game, and you want a new stadium", then these virtual assets can be sold online - it's unclear whether the latter example is also something Sony is considering for a PS3 title.

9.42am - MacDonald is discussing the impact of a network-centric model on the game development timeline, noting that there's a new paradigm including new feedback, QA, and update releases, as opposed to just finishing a game and then starting a new one - constant updates will be needed.

He comments: "We haven't had much experience of providing services to our consumers" - for example, organizing tournaments or competitions, and notes the need for a "more entrepreneurial mindset" in game developers' everyday lives.

9.44am - The Sony exec states: "The overall pool of talent needs to increase" - overall, we need more good developers. But "we also need to diversify the profile of the talent that we use" - we need to look at people who can focus on service provision, account management, those who "can bring a level of sophistication which perhaps we haven't had" from the film and TV industries.

Another conclusion? "Resource allocation needs to be more flexible" - instead of just having 100 people to make a game, the industry needs to work more with specialist companies to create a final product - ending up with "a more diverse ecosystem".

What does this ecosystem look like? Another wheel, this time of resources, including large development organizations in the center, bordered by freelancers, service companies, specialist production shops, technology providers, small development houses, within both local and international boundaries.

9.48am - But what is Sony doing about this? MacDonald explains that Sony Worldwide Studios is "reaching out to the film and TV industries" to identify the best talent to work with Sony's game titles. He comments: "Is a [movie] director of photography appropriate to work on a game, and how much do they earn?" The answer is that they earn far more than Sony normally pays, but they don't want a full-time job. But they've worked it out, and it has proven successful.

Sony also has "long established external development relationships", and also notes that Sony has been "outsourcing complete titles and parts of titles" - referencing both Kuju and Relentless as companies that have developed parts of the SingStar, Buzz, and EyeToy franchises.

He finally references the Electronic Distribution Initiative again, commenting that it's "early days yet" for the service, but Sony has great hopes of "being able to encourage new talent and innovative ways of creating games" with it.

9.52am - MacDonald wraps up, noting that the development community is entering a period of profound change - "It's not going to be easy, but I for one am relishing the prospects" of developing high-end titles like Heavenly Sword. We move on to the Q&A session.

There were a couple of questions, the only notable one of which is a pointed one about whether Heavenly Sword uses the networked method of development - using multiple external companies, film-style.

MacDonald seems a little disconcerted by the accusatory tone, but comment of Heavenly Sword's development method: "I would say it expresses [networked development] quite deeply". He also adds: "The things I have been talking about today are a call to action as much as anything else."

Das hört sich sehr genial an. Wenn wirklcih viele Firmen zusammenarbeiten, kann daraus etwas ganz großes werden.

Übrigens hat die Playstation 2 eine Onlineuser Zahl von 1,5 Millionen erreicht. Schon sehr eindrucksvoll wenn man bedenkt wie stiefmütterlich es behandelt war.

Und hier noch Teil 1 des Interviews mit Jamie McDonald

Until last year, Jamie MacDonald was best known as the founding director of SCE London Studio - which in turn was best known for producing innovative titles such as EyeToy and Singstar. But in late 2005, SCE Worldwide Studios was formed, and MacDonald was named vice president of the new European division.

Arguably, it's not the easiest time to be a Sony executive, with the PS3 launch, the threat of stock shortages and the delayed arrival of the console in Europe to contend with. There's also the issue of the "paradigm shift" which MacDonald believes the industry is currently experiencing, as he explained in his speech at GDC London yesterday.

GamesIndustry.biz caught up with MacDonald after the speech to find out more, and to discuss the issues of digital distribution, online gaming and whether Sony has any lessons to learn from its rivals.

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GamesIndustry.biz: For anyone who missed your GDC London speech, can you summarise the message you wanted to get across?

Jamie MacDonald: The key point is that the games industry is facing two distinct challenges. One is the increasing cost of production and the implications of that for developers large and small. But also, the fundamental shift in going from a package-centric world into a network-centric world, and what that means in terms of product delivery and service provision - but most importantly, the new revenue streams and opportunities.

So, essentially, I was saying that all developers need to come to terms with that, and change the way they do business. Small developers must come to terms with the fact they're not going to be able to be a vertically integrated development operation any more; they're going to have to work with other, larger developers as specialists.

Larger developers are going to have to come to terms with the fact that they can no longer have teams which produce a disc-based title and then forget about it. In the network-centric world, release is just the beginning of one's relationship with the consumer, not the end. We need to embrace change and exploit those opportunities which the network-centric world presents.

You seemed to be suggesting that the industry is now going through a bigger shift than it's ever experienced before...

I would say so, yes. From an organisational point of view and from a revenue point of view, and a content delivery point of view. They're all horrible expressions, but I'd say it's a paradigm shift, it really is.

Going back to the 16-bit era, certainly for PlayStation 1 and PlayStation 2, content's been delivered on disc and that's it. In five years' time, my belief is that the majority of content won't be delivered on disc - and that has many implications for developers and the way we organise our industry.

It also brings great opportunities, because it means you can touch your consumer in many different ways and at different times; it's not just a one-off relationship where a consumer buys a disc from the store.

In terms of object sales, episodic content, in-game advertising and merchandising, there are many, many opportunities to have a relationship with the consumer - which is a great challenge to us as developers, because that's not what we're used to. It's that service provision which, again, is not something we've done in the past.

You mentioned there that you don't believe content will come on discs in five years...

It will do, but at the moment, probably 99.9 per cent of content comes on disc. My supposition is that in five years time that will be the tipping point. But these are all forecasts. I just know it's happening; exactly when, I'm not sure.

To be honest, I think content will always come on disc to some extent. For example, you can still buy music on vinyl and some people like that. I think there still might be people in 10, 20 years time who for some reason still like having their content on disc.

Why launch a new format like Blu-ray if we're already so close to the point where most content is being distributed digitally?

The life cycle of the console, historically, is what, five or six years? And that's the timescale that we're talking about. The thing about Blu-ray discs - and this is the crucial thing - is that not any time soon will you be able to download the amount of content you need for a big triple-A title down a typical 2, 4 meg broadband connection. That's not going to happen now or in the next year.

So Blu-ray is absolutely needed for the high definition content in the games that we'll be producing. The network-enabled world, for the initial period, is much more about updated content, object sales, but also titles which are not these big blockbuster titles... More short-form gaming.

On the subject of networking, would you agree that Sony has lagged behind Microsoft in this generation with regard to getting consumers playing games online?

If you have a look at the numbers, especially in the United States, far more people have played online on PS2 than they have with the competition. So, no, I wouldn't really accept that.

But, for example, if you asked gamers to name an online service, wouldn't the majority be more likely to say Xbox Live than mention Sony's service?

The approach that Sony took with PS2 was really much more exploratory. We left it to the individual publishers to decide what kind of consumer offering they wanted to bring in the network space.

PlayStation 3 is network-enabled out of the box. We are now in a broadband era in a way that we weren't five or six years ago, and our view at Sony is that now is the time to really embrace the network role.

By the time the PS3 launches, Microsoft will have had a 12 month head start - but you'll have had 12 months to learn from what they've done. What lessons will you take away?

To be honest, and I'm not just saying this, but we concentrate on what we want to do and what we think will be a compelling consumer proposition. We don't respond to the opposition.

So you're not worried about Microsoft?

Worried's the wrong word. I think we'd be foolish not to take account of our competition; we do take account, and we always have done. but from our point of view, it's about creating great platforms and great software to be played on those. We've shown with PlayStation 1 and PlayStation 2 that if you do that, the consumer likes it.

Alles sehr interessant. Schön finde ich auch, das Sony ihr eigens Ding durchziehen will, und sich von der Konkurenz beeindrucken lässt.
 
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