ToMI on PS3

2

Comments

  • edited August 2009
    Ecco, I don't understand what you mean by paying more for a lesser product, unless you mean the WiiWare version is more expensive than the PC version but contains more compressed textures and audio, and doesn't run as smoothly as it does on some computers. And I think that's a valid point. But I don't think we have any reason to guess a theoretical PS3 version would be cheaper than the WiiWare version.

    I'm not a big fan of the fact that WiiWare games (and game saves for that matter) are tied to the particular system either. What happens if my Wii breaks? Well, if it's while Nintendo is still supporting the Wii, I'd figure they would have some sort of program where when you send in the Wii to be fixed, they transfer the games and saves to the new Wii if possible.

    But what if they can't? And what about 10 years from now? Am I just out that money? That was one of the factors I was weighing when deciding whether to get TMI on PC or WiiWare.

    Oh, and by "original" games, I was only trying to make a distinction between relatively new games available for the services, and games already in existence--such as Virtual Console Games on WiiWare, PS2 and PSP games on PSN, and ports of existing games on XBLA (although it occurs to me I didn't remove such games from the XBLA tally). I didn't mean "original" in the sense of "new, exciting, innovative, and good."

    And regarding lots of junk games on particular services, I see it as a two-edged sword. On the one hand, there's a lot of junk to wade through to find the good titles. On the other hand, more games means more chances for innovation and games that are diamonds in the rough.

    Like in the PS2 days. Though not the most powerful, it's the system most people had, so it was the system developers big and small flocked to. The result was a lot of games. A great number of them were bad. But there were also a large number of good games. Moreover, because it was the system of choice to put stuff on, it was the system that got those innovative break out games that developers just put out there and then turned out to be great and hugely popular (Katamari, Guitar Hero, etc.).

    An on-line service probably has its own unique issues involving consumer awareness of product...but I still think the situations are in some ways comparable.
  • edited August 2009
    MI wouldn't work on PS3. I love the ps3, I play it heaps but MI is best on the PC.

    Most ps3 gamers wouldn't appreciate MI, they're too busy playing first person shooters.
  • edited August 2009
    Fury wrote: »
    MI wouldn't work on PS3. I love the ps3, I play it heaps but MI is best on the PC.

    Most ps3 gamers wouldn't appreciate MI, they're too busy playing first person shooters.

    Yeah, just like Wallace and Gromit and Sam and Max and MI1 wouldn't work on Xbox 360, oh wait, nevermind they all work perfectly fine.

    Just because you don't like it doesn't mean it doesn't work, and please don't make such sweeping generalizations about PS3 owners.
  • edited August 2009
    I agree that the sweeping generalization is unfounded and suggests bias.

    But demographics and what types of games sell well on which systems are relevant factors that folks like TTG might be considering.

    That being said, I'm not aware of any data suggesting adventure games would fail on PS3.
  • edited August 2009
    Phooey! I say they need to make Monkey Island for every system. EVAR!!!1

    Monkey Island + Any Video Game or Computer System = Peace, Love and Happiness!
  • edited August 2009
    What? You're suggesting ToMI should be ported to the NES? How would that work?

    Telltale tends to use a CSI game to introduce their engine to new consoles: Hard Evidence was Telltale's first Wii and 360 game. So if Deadly Intent winds up having a PS3 edition, you're in luck.
  • edited August 2009
    What? You're suggesting ToMI should be ported to the NES? How would that work?

    Telltale tends to use a CSI game to introduce their engine to new consoles: Hard Evidence was Telltale's first Wii and 360 game. So if Deadly Intent winds up having a PS3 edition, you're in luck.

    I don't think it does.. PC, Wii & Xbox from the initial press release
  • edited August 2009
    One thing that probably adds to TTG's reasons not to focus too much on a PS3 port is that they are mostly dealing with the US market. And in the US, the XBox360 is BIG. So big that if you're focusing almost exclusively on the US market, you may think of the PS3 as nearly non-existent.

    Of course if you leave the US, that picture changes drastically, but that's something that's easy to overlook for an US company.
  • edited August 2009
    One thing that probably adds to TTG's reasons not to focus too much on a PS3 port is that they are mostly dealing with the US market. And in the US, the XBox360 is BIG. So big that if you're focusing almost exclusively on the US market, you may think of the PS3 as nearly non-existent.

    Of course if you leave the US, that picture changes drastically, but that's something that's easy to overlook for an US company.

    With the MI franchise, Telltale should be looking at world domination. This is their first chance of making it big and they really need to clean up by porting and advertising everywhere. Telltale isn't a household name yet but it could be within the next few years if they turn up in the right places at the right time with enough artillery.
  • edited August 2009
    What? You're suggesting ToMI should be ported to the NES? How would that work?

    Telltale tends to use a CSI game to introduce their engine to new consoles: Hard Evidence was Telltale's first Wii and 360 game. So if Deadly Intent winds up having a PS3 edition, you're in luck.

    With an ounce of magic and some skill! I wanna see it on the Atari 2600! Apple Newtons! Fig Newtons! iPods! C64! Neo Geos!
  • edited August 2009
    One thing that probably adds to TTG's reasons not to focus too much on a PS3 port is that they are mostly dealing with the US market. And in the US, the XBox360 is BIG. So big that if you're focusing almost exclusively on the US market, you may think of the PS3 as nearly non-existent.

    Of course if you leave the US, that picture changes drastically, but that's something that's easy to overlook for an US company.

    I'm not convinced of this at all. Do you have any solid numbers for US install bases to back this up? Searching just now found me a recent quote of 23.8 million PS3s worldwide, while Microsoft has moved 28 million 360s. Not an earth-shattering difference, but it's also not very telling of US numbers. That I couldn't find much on at a glance, but the first NPD numbers I hit on were for the month of February. Guess what the #2 and #3 games were?

    Street Fighter IV (360) 446K
    Street Fighter IV (PS3) 403K

    Doesn't necessarily imply "nearly nonexistant", does it? There are plenty of other examples of multiplat titles doing similarly, Fight Night in June has a similar difference between the two consoles. It's not an insignificant number of units, but I don't think it's anywhere near as dire as you make it out to be. Oh, and in case you were wondering what was holding up the #1 spot in February:

    Wii Fit w/ Balance Board (WII) 644K ;)
  • edited August 2009
    Not a good source, but at least a source:
    http://vgchartz.com/hwtable.php?cons[]=PS3&cons[]=X360&reg[]=America&start=32621&end=40034

    America (PS3) 8,983,978
    America (XBox360) 17,933,167

    A much steeper difference than anywhere else in the world where, as you say, we're talking about 20% difference or so.
  • edited August 2009
    If those numbers are even close to accurate, then the US individual game sales numbers are confusing the hell out of me right now! I... think I'm more confused than I was in the first place, actually!
  • edited August 2009
    I've heard similar numbers from different sources. Maybe a little less dramatic, but roughly that range.

    Street Fighter apparently simply doesn't sell too well on the XBox360.
  • edited August 2009
    Are you kidding me? They both sold phenomenally well! The highest selling game in June was Prototype for 360, at 419k units. If 446k units isn't selling well you have some lofty expectations for games! And the aforementioned Fight Night numbers:

    6. Fight Night Rd. 4 (Xbox 360) 260,800
    7. Fight Night Rd. 4 (PS3) 210,300

    Strangely enough, the PS3 version of Prototype didn't chart. Maybe the release of inFamous the month before had something to do with it? It brought up the rear of the top ten for July as well.

    Anyway, what I'm saying is, regardless of the install bases, PS3 titles in the US seem to sell at a rate that doesn't suggest such a drastic difference in numbers of systems in homes. Certainly not "nearly non-existent" as you've suggested.
  • edited August 2009
    Both? I only mentioned Street fighter and that indeed had a much lower adoption rate on Xbox360(US) than PS3(US). Basically one out of 13 PS3 owners bought it, but only one out of any 20 XBox360 owners. The PS3 version only ranks so high in the US because the XBox360 version didn't sell as well.

    BTW, Prototype was sold 545,969 times for XBox360 (US) and 270,804 times for the PS3.
  • edited August 2009
    But we probably shouldn't look at individual games. Here's the total number of PS3 games sold in the US vs XBox360 games:
    181,480,923 : 74,087,223
    Seems to match what hardware sales would suggest pretty well.
  • edited August 2009
    I'm just not wrapping my mind around how you think 446k units in the first month is not selling well.

    You also have to take into account the later launch for the PS3 and the simple fact that it took way too damn long for the quality PS3 titles to start rolling out. I just don't think any of this points to a solid reason for Telltale to avoid PS3. Developers have plenty of good excuses not to as it is. Hard to program for, poor support for devs from Sony compared to Microsoft... "not enough units sell" rarely seems to be one of them.
  • edited August 2009
    I think you misundersand. I don't want TTG to avoid the PS3. I am a happy PS3 owner and would love to see their games on it. I'm just exploring theories why it hasn't happened yet.
  • edited August 2009
    Oh, I know. I'm just not happy with anyone's theories or Telltale's lack of answers or commitments. ;)

    The fact that they've snubbed my two favorite platforms has definitely left me kind of irate, but at this point if ToMI gets a good XBLA port I'm not sure if I could say no to it in favor of waiting for stuff that may never happen.
  • edited August 2009
    With the figures banded about in this thread, most seem to point to a 2:1 ratio between 360 and PS3 in the US. Hardly insignificant for PS3!

    I think it would have been much easier for Telltale to choose to port to the XBox 360 first and worry about the Wii later, as a boxed retail product (I'm also in the quality camp).
  • edited August 2009
    That's what I'm trying to say. And since Telltale targets primarily the US market, a PS3 version may seem less interesting to them.
    Internationally the picture changes dramatically, but seeing as TTG is usually selling English-only versions (or in the case of W&G, English with international subtitles), a PS3 version may seem less interesting. True international versions so far have been handled by local distributors and of course, TTG makes less money if the distributors take their cut.

    I've looked into this a while back, because I was getting pretty annoyed with the media always reporting the downfall of the Playstation Empire, when total sales really didn't support this. The simple reason was that most stories originated on US sites and those people (naturally) reported on what was happening around them. International media than picked it up and ran the stories as if they applied to the whole world.

    About the programming. I really doubt that there would be any major challenges. The 3D accelerator is NVidia standard equipment and the OpenGL API is sufficiently similar to D3D that even if TTG hadn't already done the Wii version, it would still be mostly a matter of replacing the native API wrappers. As for the processor. The Cell is a different beast from your standard multicore CPU because the additional cores can't do logic, just mathematics. So the typical multithreading approach you use on PCs and the XBox360 doesn't work. Instead you have the program running only on the PPU and inside that you basically emit messages like "whichever core is available now, please crunch these numbers". At some point you get a message back "I'm done". So in order to make use of the additional power of the PS3 you really have to make some major changes to your code. But if the PPU has enough power to handle your program mostly by itself (and since the TTT doesn't require that much CPU power I suspect that's the case here) you can just do a straight forward port.
  • edited August 2009
    Here we have a prime example of this kind of journalism:
    http://news.cnet.com/8301-10797_3-10311394-235.html
  • edited August 2009
    Here we have a prime example of this kind of journalism:
    http://news.cnet.com/8301-10797_3-10311394-235.html

    Omg, it didn't mention the US even once, despite all the figures being from there (see the 2:1 ratio between XB2 and PS3 sales?) Mind, as mentioned further on, the XBox360 figure probably includes all the replacements due to the RRoD problem.

    And did anyone read those comments? It's like Aussies with Holden vs Ford.


    I'm a PS2 owner (no 360, Wii or PS3) and I think TellTale should have ported to the 360 first, out of ease and higher size limit on XBLM (meaning better quality PC version, seeing as they refuse atm to run development for each platform separately).
  • edited August 2009
    Exactly. It didn't mention it once to increase the dramatic effect. Others will pick it up and run it without checking what the numbers apply to, just assuming that they are worldwide sales.

    It's a kind of journalism where you manipulate facts until they support your story, instead of writing your story so that it is supported by facts.

    P.S. I didn't read the comments.
  • edited August 2009
    As a game developer the one thing you guys seamed to of missed, as i have read most of this thread if i missed it i'm sorry, is the requirements.
    XBLA is a c++ coded and the BIGGEST requirement MSoft have if that it must work on a 15" TV (After the dead rising mistake, its a big thing). MSoft tend to be really easy about getting things onto XBLA (after all they do have Indie games)

    From my friends who work on Nintendo formats tell me, the Wii (and DS) are very easy consoles to program for and again uses C++. So apart from core console libs you can quite possibly pick up a Wii game and stick it on XBLA.

    Sony, however have a completely different set up, they (for one) use OpenGL, which someone already pointed out, and yes alot of this is the same, but core files are not.
    If it is indeed true that TTG use Direct3D, or something like that, then changing that to work on OpenGL is a big issue. When you look at small companies like TTG. They simply do not have the money or man power to do this. Which also then brings in experience, as you can't have someone who has no idea what they are doing changing the code.
    I have heard (on the grape vine) that sony's requirements for PSN are not the most friendly which could also be another reason for TTG staying away.

    Plus you also have to look at exclusive deals. Nintendo could of quite easily said, heres a big bag o' money, put ToMI on Wii first, wink wink. Oh and you can't tell anyone about this. Which happens more often than you think.
    That is of course, my opinion, then again it could be all about man power.
  • edited August 2009
    There are probably enough reasons for telltale not to warrant a port to the PS3. which could include that the infrastructure of the PS3 is radically different to that on a PC, the 360's sales (in the US) are far stronger than those of the PS3, with the 360 selling about 80k more consoles in June of this year, PSN games appear to be more select than XBLA games.
  • edited August 2009
    If there'd be a release on PS3, I fear I'd buy the entire season all over again. :D
  • edited August 2009
    luccini wrote: »
    From my friends who work on Nintendo formats tell me, the Wii (and DS) are very easy consoles to program for and again uses C++. So apart from core console libs you can quite possibly pick up a Wii game and stick it on XBLA.

    Sony, however have a completely different set up, they (for one) use OpenGL, which someone already pointed out, and yes alot of this is the same, but core files are not.

    Uhm... the Wii uses an OGL variant just like the PS3. So even if it was true that changing wrappers would be a big deal, it still wouldn't matter since it has already been ported to an OpenGL-like environment.
  • edited August 2009
    Uhm... the Wii uses an OGL variant just like the PS3. So even if it was true that changing wrappers would be a big deal, it still wouldn't matter since it has already been ported to an OpenGL-like environment.

    Tbh, what else would the Wii use for 3D? D3D is Microsoft-proprietary, I think
  • edited August 2009
    The power of the cell is that it is programmable to do calculations instead of storing it in cache or RAM. (that's why the amount of RAM is so low in the PS3, it isn't really needed that much as in PC, Wii, 360)
    A smart programmer can therefor make a port of something and let the cell do the translations on the fly.

    The cell is capable, just needs a good programmer.

    The Cell doens't USE OpenGL by the way, it is compatible with OpenGL... that doesn't mean that everything you make has to use that interface/library.
  • edited August 2009
    jortlaban wrote: »
    The cell is capable, just needs a SEVERAL EXCEPTIONAL programmers.

    fixed (smiley face)
  • edited August 2009
    jortlaban wrote: »
    The cell is capable, just needs a good programmer

    ... if you want to do more than with a normal single core CPU (still doubt you'd need it for the TTT)
  • edited August 2009
    ... if you want to do more than with a normal single core CPU (still doubt you'd need it for the TTT)
    no, because the memory is so low in PS3 (a lot of people (and programmers) have forgotten what memory in a computer actually is and does... ) you need the multicore structure to get over the memory "problem" and let the simple calculations be done right away instead of dump 'm in the memory to be used and calculated by the main core later
  • edited August 2009
    jortlaban wrote: »
    no, because the memory is so low in PS3 (a lot of people (and programmers) have forgotten what memory in a computer actually is and does... ) you need the multicore structure to get over the memory "problem" and let the simple calculations be done right away instead of dump 'm in the memory to be used and calculated by the main core later

    Which is why backward compatability is an issue for the original PS3. The only way the fabled slimline can get over this is to employ the same amount of RAM used in the (single-cored?) PS2.
  • edited August 2009
    tbm1986 wrote: »
    Which is why backward compatability is an issue for the original PS3. The only way the fabled slimline can get over this is to employ the same amount of RAM used in the (single-cored?) PS2.

    actually no... I have opened my PS3 when it broke and it doens't have ANY PS2 hardware in it... yet it still is Backwards compatible.

    full service-mode in newer PS3's actually has the BC for PS2 games

    The entire NOT POSSIBLE story is a hoax created by Sony to keep the sales of PS2 consoles up.

    Any PS3 is fully Software BC, but is blocked somewhere in the system.. that is an actual FACT...
    Any other "facts" about this is based on false info by Sony.
  • edited August 2009
    jortlaban wrote: »
    actually no... I have opened my PS3 when it broke and it doens't have ANY PS2 hardware in it... yet it still is Backwards compatible.

    full service-mode in newer PS3's actually has the BC for PS2 games

    The entire NOT POSSIBLE story is a hoax created by Sony to keep the sales of PS2 consoles up.

    Any PS3 is fully Software BC, but is blocked somewhere in the system.. that is an actual FACT...
    Any other "facts" about this is based on false info by Sony.

    Ok that's interesting. I take it the modded PS3s use a large HD swap file, then? Omg, every game would take an age to load and gameplay would be so slow and jerky...
  • edited August 2009
    tbm1986 wrote: »
    Ok that's interesting. I take it the modded PS3s use a large HD swap file, then? Omg, every game would take an age to load and gameplay would be so slow and jerky...

    no, the cell just does it.

    there is no modded PS3, just a service mode/debug mode PS3 firmware can run PS2 titles just like the first series EU PS3's, without lag, problems or large HDD based swapfile.
  • edited August 2009
    I do have to make a point about the difference in US and International sales. You have got to remember that 360 sales in the Japanese region are low due to them not wanting to touch it with a barge pole, while PS3 sells alot better. As Japan is one of the largest, if not the largest, gaming market in the world then they are going to skew the global sales somewhat, so you can't really use those figures to assess average user spread anymore than the US sales.

    What you really need to do is get hold of the figures for each of the major regions (US, Japan, Europe) and then factor in how well Adventure games sell in those regions in order to get the best idea of how well it would sell on a given platform.
  • edited August 2009
    jortlaban wrote: »
    no, because the memory is so low in PS3 (a lot of people (and programmers) have forgotten what memory in a computer actually is and does... ) you need the multicore structure to get over the memory "problem" and let the simple calculations be done right away instead of dump 'm in the memory to be used and calculated by the main core later

    Actually, the PS3 has plenty of RAM for our purposes. 256MB RAM + 256MB VRAM. That's plenty for the TTT. No idea what multicore would have to do with the memory restrictions though: The SPUs still need to store their results somewhere. Consoles simply work with much less memory due to smaller overheads and the fact that streaming from disc actually works on consoles without putting too much pressure on the CPU.
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