Back to Main page


(Scroll down the news post to view comments from readers - Feel free to add your own comments!)

March 20, 2000

Interviews
Posted by @ 3:23 PM, EST
IGN posted a small interview with an "anonymous" game developer about the PS2.
Some of it:

IGNPS2: Once you have learned how to program for the PS2, is the so-called "issue" about anti-aliasing really an issue?

Bill: I think that people are seeing problems with aliasing because they are suddenly pushing up the polygon counts without a similar increase in screen resolution. We are still stuck with the NTSC and PAL video standards, so we need to create content that will look good in these formats. From the technical side, we can address the problem using LOD, but I think it is more of a content issue than it is a technical problem. Our goal should be making content that looks great on the new system, and more polygons doesn’t always improve the visual quality.
(Editor’s note: Sony’s VP of third-party relations explained at the recent Game Developers’ Conference that none of the first Japanese games used any anti-aliasing, but that the system is fully capable of the nifty technique.)

Full interview


Core slapped up an interview with the dev. team behind Fantavision.
Here’s a slice:

Question: What would you say are some of the unique PlayStation2 features used in Fantavision?

Koredaka-san: The machine does physical calculation and complex physics in Fantavision, but I simply wanted people to enjoy the fireworks. For example, usually we can only see fireworks from a fixed direction, but in Fantavision you can move the camera around yourself. You can watch from an angle or decide to switch at any time, it's elements like this which were used in movies like the Matrix.

Full interview

They also smacked up an interview with From Software
A bit:

Question: What problems did you face in developing Eternal Ring for the PlayStation2?

Kaneko-san: The hardware is much different from previous consoles, especially the operating system. So it even took us awhile to create simplistic polygon models. We started from scratch and the whole time we were under pressure to release the game at launch. In the weeks prior to launch we had up to 10 staff members per night sleeping here in the office.

Question: Having finished the game, how do you feel now?

Kaneko-san: In planning we spent an enormous amount of time watching hardware demonstrations and thinking of things which could be done. In reality though, the system has so many capabilities that it's hard to tap into them. Looking at the finished product, we only showed a fraction of the hardware's power. I know there are many things left to be attempted and accomplished in development.

Full interview







Back to Main page