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What's the story behind the Plastic PS3 demo?

category: offtopic [glöplog]
So tempting to sign up to those retard forums, but i fear they don't have the braincells to comprehend what this actually is.
added on the 2008-03-25 20:41:55 by Intrinsic Intrinsic
The demo should be released on the PSN soon enough. And the unit used was certainly the same kind of one we journalists have to run previews & reviews versions of commercial games. It's basically a PS3 with specific firmware and some features unavailable (like video blu-ray playback, and everything that comes along with it - I let you guess what). Not big news since Sony/Microsoft/Nintendo have made that kind of unit available (under strict control) for each console they made.
What reptile said: a testkit.
added on the 2008-03-25 20:50:15 by glow glow
my guess is that pouet and/or the link given by kb are about to be linked and dos'ed by gaming sites from all over the web :]
added on the 2008-03-25 21:13:58 by Zest Zest
which is why i'd like to advise a torrent link.
added on the 2008-03-25 21:15:10 by Gargaj Gargaj
bring it on! :D
added on the 2008-03-25 21:19:51 by _-_-__ _-_-__
btw. how many of you would love to do demos for money ? i would. isn't it dream come true, do whatever you want to, east/west side, lets' make the party alive. i mean if i had skills like plastic do...
added on the 2008-03-25 21:23:29 by uns3en_ uns3en_
having done a demo for money once (well hidden from the scene), it's certainly less fun as it sounds - as soon as money is involved, you dont answer to your own angels.
added on the 2008-03-25 21:26:04 by Gargaj Gargaj
Unless Sony comes to you after the prod is done, and tells you they're loving it as it is.
added on the 2008-03-25 21:31:31 by willbe willbe
okay, demo for money, full creative freedom, how's that sounding ?
added on the 2008-03-25 21:32:33 by uns3en_ uns3en_
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added on the 2008-03-25 21:36:15 by willbe willbe
how about strict milestones and deadlines, money management (advance payments vs taxation, and so on), control of distribution (bonzaj must've used black magic to get the thing pushed through Sony to get it shown), and the fact that the whole thing just might tank if you get shelved by a company decision?
added on the 2008-03-25 21:36:26 by Gargaj Gargaj
Gargaj: you don't get to the top making only safe moves and simple decisions.
added on the 2008-03-25 21:43:23 by Fei Fei
Fei: but in this case, it's important whether you want to sacrifice the fun factor of making demos for the "top"
added on the 2008-03-25 21:59:52 by Gargaj Gargaj
it sounds like in this case though, the demo was relatively complete when Sony decided to ask Plastic to port it to PS3. You can kind of figure that out from the lecture linked earlier, where he was saying it took him only 2-3 weeks to do a quick port, and then spent extra time to optimize it.
imho to a certain extend commercial or design constraints (i guess the prod should be 'fun' enough) can catalyse creativity, this process is comparable to 4k technical constraints or poetry rules or whatever.

i've always thought that making a production both popular and artistic is the greatest challenge ever, speaking of the demoscene of course but that's the same case for movies, games, tv, music, painting, opera, whatever...

it's almost too easy to hack something noisy or shoking the masses (even if i do enjoy matt current prods ;)

besides general gamer audience is getting mature (unlike nintendo family target), so most themes can prolly be used, even (or especially?) horror and sex. And it has always been more sublte to suggest things than to show them explicitly.

i'm still referring to a game like bioshock, both a popular game hit and an independant artistic project. Its main designer Ken Levine said he is still surprised that such a project was greenlit at the beginning, a project involving the choice of killing 'little sisters' protected by 'big daddies'...
added on the 2008-03-25 22:08:07 by Zest Zest
How does it differ from doing any other job, especially for sceners in the IT business? By 'top' I meant real life, not the demoscene. You can have fun making demos but unless you're a royal family member or some multimillionaire's offspring, you have to work eventually. Isn't it better to choose a job you at least like and are good at? Of course, you need to keep distance, but it's always like that. I know Plastic will return with more pure scene productions if everything goes as planned.
added on the 2008-03-25 22:18:01 by Fei Fei
that distance is exactly what i meant - and that differs from person to person :)
added on the 2008-03-25 22:19:59 by Gargaj Gargaj
marconelly: you're wrong.
added on the 2008-03-25 22:23:45 by Fei Fei
Maybe they developed it first on PC, because they didn't have the devkit(s) yet, and ported it to PS3 as soon as that was possible?
added on the 2008-03-25 22:27:55 by glow glow
afaik many artists have to goal to make their living with their art. If making demos can pay your bills, that would be ideal I think.
added on the 2008-03-25 22:28:11 by Salinga Salinga
I've uploaded the movie and added the prod. I had to pick up PS1 platform thou ;)
added on the 2008-03-25 22:30:48 by bonzaj bonzaj
woohoo =) ..

why upload it on your server rather than scene.org though?
added on the 2008-03-25 22:35:02 by _-_-__ _-_-__
glow: don't you know console stuff is developed mainly on PCs and then it's ported and optimized (well, sometimes) to work there? it wass clearly said in the presentation that pico engine was ported from PC to PS3 and then optimized, reworked, debugged and so on. it works two ways but PS3 is so specific in hardware that you can't just expect good performance on the go in both directions. think about why ps2 emulators are still so lame, though hardware is old and slow if compared to modern PCs.

geez, I start feeling like a Bonzaj's spokesman. maybe I should think about applying for that position? ;)
added on the 2008-03-25 22:38:13 by Fei Fei
Salinga: there are also many sceners who see the demoscene as a diverting hobby, a fresh frontier and/or a friendly playground to test, evaluate, share and master their arts within a total freedom, in opposition of their daily job.

added on the 2008-03-25 22:38:23 by Zest Zest

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