Bitte nicht gleich wieder zumüllen oder schließen. Und nicht den G-Vergleich machen
Ted Price veröffentlicht ab heute ein blog, in dem er über Resistance und dessen Entwicklung spricht.
Auszüge gibts hier, den gesamten blog unter
http://blogs.ign.com/Ted-Insomniac/2006/09/07/30283/
-1.Where we are with Resistance: Fall of Man
So where are we right now? We’re currently fixing bugs, testing the game and putting in lots of polish. Every day it seems like another totally sweet effect goes in or the lighting improves for a level or we tweak the details to make the game look and run even better. Everyone is working extremely hard to put in all of the “gravy” we’ve planned. As we near the end, we’re also testing the bejesus out of the game – for single player, co-op and multiplayer. We’re continuing to tune difficulty and add some cool unlockables.
- 2. Could Resistance have been created on…uh, Gameboy?
The first topic is whether or not I was blowing smoke when I said “It would have been very, very difficult to create Resistance on any other platform. What I should have said was, “It would have been very, very difficult to create Resistance as designed on any other platform.” You make your design choices based on what you have available and the PS3 and Xbox360 are very different machines with different strengths. We designed Resistance with the PS3’s strengths in mind. In several other interviews and presentations I’ve elaborated on what we think those strengths are and why we think the machine is pretty damn amazing.
.....
And we had to choose one system because our current philosophy is to create technology specialized for one platform - enabling us to get the most out of it. We chose the PS3 because we believe that it has the best long-term potential of any next gen platform. The amount of raw processing power that it offers and the fact that we can get “down to the metal” on the platform fits our programming style. We like the fact that right out of the box, using the SPUs allows you to do some incredible things. But what we like even better is that as we refine our technology – technology we’ve designed specifically for the types of games we make, we’ll be able to see bigger and bigger wins using the Cell.
The question at the heart of the debate is whether or not the PS3 is more “powerful” than the Xbox360 and there is no way I will get sucked into that one. Sure, I and others here at Insomniac have our own opinions (and are admittedly biased) but no matter what I say and no matter what people see at launch, the debate will continue long after the PS3 has been released.
- 3.The 20Gb debate
The second topic that has been surfacing a lot lately is our support of Blu-ray as a medium. Yes it is true - we are currently using more than 20 gigs. And yes, we do compress our level data. The fact that we store so much on disc is actually not that surprising when you look at the numbers. Consider that even with compression, each of our “levels” (or loaded areas) has more than 300 megs of unique data. And keep in mind that we’re also streaming data during level playthroughs. It doesn't take too much level data before you've gone past what can be stored on a dual-layer DVD. And between single player and multiplayer we have a lot of level data (over 40 different large loaded areas) – yes, more than will fit on a dual layer DVD.
We also include a lot of data in the form of game movies in both HD and PAL formats, high quality audio streams for all supported languages and some of those Insomniac “extras” that our fans have come to expect.
I realize that some people will still be skeptical unless we provide an actual layout of the disc. But for now I wanted to give you some better info.

Ted Price veröffentlicht ab heute ein blog, in dem er über Resistance und dessen Entwicklung spricht.
Auszüge gibts hier, den gesamten blog unter
http://blogs.ign.com/Ted-Insomniac/2006/09/07/30283/
-1.Where we are with Resistance: Fall of Man
So where are we right now? We’re currently fixing bugs, testing the game and putting in lots of polish. Every day it seems like another totally sweet effect goes in or the lighting improves for a level or we tweak the details to make the game look and run even better. Everyone is working extremely hard to put in all of the “gravy” we’ve planned. As we near the end, we’re also testing the bejesus out of the game – for single player, co-op and multiplayer. We’re continuing to tune difficulty and add some cool unlockables.
- 2. Could Resistance have been created on…uh, Gameboy?
The first topic is whether or not I was blowing smoke when I said “It would have been very, very difficult to create Resistance on any other platform. What I should have said was, “It would have been very, very difficult to create Resistance as designed on any other platform.” You make your design choices based on what you have available and the PS3 and Xbox360 are very different machines with different strengths. We designed Resistance with the PS3’s strengths in mind. In several other interviews and presentations I’ve elaborated on what we think those strengths are and why we think the machine is pretty damn amazing.
.....
And we had to choose one system because our current philosophy is to create technology specialized for one platform - enabling us to get the most out of it. We chose the PS3 because we believe that it has the best long-term potential of any next gen platform. The amount of raw processing power that it offers and the fact that we can get “down to the metal” on the platform fits our programming style. We like the fact that right out of the box, using the SPUs allows you to do some incredible things. But what we like even better is that as we refine our technology – technology we’ve designed specifically for the types of games we make, we’ll be able to see bigger and bigger wins using the Cell.
The question at the heart of the debate is whether or not the PS3 is more “powerful” than the Xbox360 and there is no way I will get sucked into that one. Sure, I and others here at Insomniac have our own opinions (and are admittedly biased) but no matter what I say and no matter what people see at launch, the debate will continue long after the PS3 has been released.
- 3.The 20Gb debate
The second topic that has been surfacing a lot lately is our support of Blu-ray as a medium. Yes it is true - we are currently using more than 20 gigs. And yes, we do compress our level data. The fact that we store so much on disc is actually not that surprising when you look at the numbers. Consider that even with compression, each of our “levels” (or loaded areas) has more than 300 megs of unique data. And keep in mind that we’re also streaming data during level playthroughs. It doesn't take too much level data before you've gone past what can be stored on a dual-layer DVD. And between single player and multiplayer we have a lot of level data (over 40 different large loaded areas) – yes, more than will fit on a dual layer DVD.
We also include a lot of data in the form of game movies in both HD and PAL formats, high quality audio streams for all supported languages and some of those Insomniac “extras” that our fans have come to expect.
I realize that some people will still be skeptical unless we provide an actual layout of the disc. But for now I wanted to give you some better info.