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PSP Devs Should Pony Up 99

President of development house 'Ready at Dawn' Didier Malenfant has given a short interview to GamesIndustry.biz. In the piece, he lays out his feeling that developers are to blame for the lackluster title library of Sony's handheld console. From the article: "'Everything is compromised, and it bugs the hell out of me when you hear a lot of developers saying, Well, we can't do this that way because it's a handheld game, or We can't do this because it doesn't have a second analog stick.' 'Those are all excuses,' Malenfant continued - observing that the original PSone controller didn't have any analog sticks, 'And there were great games on that.'"
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PSP Devs Should Pony Up

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  • by tlhIngan ( 30335 ) <slashdot.worf@net> on Friday March 10, 2006 @06:57PM (#14894890)
    are the AWFUL UMD load times! There is nothing more infuriating than the bloody load times in practically all the PSP games I have.

    One of the reasons why I keep my PSP at 1.5 is to use UMD Emulator and Fastloader. Guess what? The PSP is MUCH MORE ENJOYABLE because loading off memory stick (or the hard drive accessory) is way faster. (Off memory stick, it's really quick. Hard drive is perhaps 2-4x slower, but UMD is probably 10x slower than the hard drive). Sony could make a killing if they made it possible to cache UMDs on memory sticks and have games load from there rather than the UMD itself.

    Also, I do believe all the excuses are just that - excuses. Lack of buttons? Lack of analog sticks? Well, it means that one has to be a lot more intelligent in writing their games! Take Nintendo's Mario and Luigi: Partners in Time - you have 4 characters you have to control, each mapped to 1 button. That only leaves the shoulder buttons to do stuff with. It works, and is plenty fun for an RPG, and the trick to playing it is to realize that it's not what the buttons do, but combinations of characters and button pushing.
  • Re:Not even close. (Score:3, Informative)

    by Tim Browse ( 9263 ) on Saturday March 11, 2006 @08:16AM (#14897579)
    If he produced proof, then knowing most console manufacturers he'd probably be breaking an NDA. I think the truth lies somewhere between his high figures and the $2-4k figures. His high figures are not that outlandish though.

    For instance, I 'hear' that the PS2 devkits were 30k euros originally. No, I'm not going to offer proof either.

    As an aside, in addition to this financial outlay, another point is that you can't even buy a devkit until the console manufacturer has approved your game design (unless you're EA or a company of that size). It's not like going out and buying a PC.

    To clarify: by 'devkit', I mean a debug devkit, not a test devkit - as the QA guy said, these are generally much cheaper, and a lot simpler. e.g. a PS2 'tool' devkit and a PS2 teststation are quite different beasts.

  • Re: Why not GTA? (Score:2, Informative)

    by Unassuming Puppy ( 152364 ) on Saturday March 11, 2006 @10:06AM (#14897870)
    I can tell you the reasons I didn't buy it, after looking forward to it a lot:

      * I already know Liberty City. The excitement of discovering a new city is half the point.
      * Reviews agreed that the missions were bland. Yuck.
      * The graphics are not appealing, even considering the limitations of the PSP.

    Sub-standard warmed-over original GTA3? No thank you, I've got nicer things to do.

    Luckily, Take Two are trying a second time. Here's to hoping!

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