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[PS4] Sony Home

Discussie in 'Games' gestart door Fardo, 7 mrt 2007.

  1. Narcosis

    Narcosis PSN Tag: Narcosis8

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    Zou wel uber zijn!!! PS Home word echt uber als het goed is uitgewerkt!
     
  2. Ramon NL

    Ramon NL Damn I'm Fast!

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    Als voorbeeld, Oblivion, nu was een game als Oblivion nog best leuk om te doen met Achievements, maar goed, dat doet er ff niet toe.

    Ik vind dat je gelokt wordt om de Achievements te gaan halen, je wilt namelijk die game op 100% uithalen, althans, dat wordt gezien als 100%. Een hoop van de Achievements bestaan uit bijvoorbeeld de Dark Brotherhood uit te halen. Iedere keer krijg je een Achievement wanneer je een hogere rang in de guild haalt. Maar zodra je de hoogste rang haalt, is vrijwel iedereen klaar met de Dark Brotherhood. De sidequest die die guild nog heeft interresseert vrijwel niemand, eerst die game maar eens 'uitspelen' en beginnen vervolgens aan de Mages quest of whatever en komen nooit meer terug bij de Dark Brotherhood

    Ik vind dat Achievements halen eigenlijk best leuk, maar daardoor verpest het eigelijk wel de games. Als ik de PS3 versie had gehad, dan had ik waarschijnlijk niet alle guilds doorspeelt, maar me meer gericht op 1 of 2 guilds, en had ik alleen gespeeld wat ik eigenlijk leuk vond. De Mages guild vond ik geen donder aan, maar ik heb hem wel uitgespeeld, want ja, om nou enkel die guild me van 100% completed af te houden.

    Hetzelfde geld voor de moeilijkheidsgraad, die heb ik regelmatig naar beneden gehaald omdat iets niet lukte. Normaal zou ik weg gaan en gaan zorgen dat mijn level hoger is, maarja, het draait om Achievements, en die wil je snel halen, dus hup, die moeilijkheidsgraad omlaag.

    Je kan het negeren, maar ik vind het vrij moeilijk. Er zijn ook tal van voorbeelden waarbij Achievements de complete online functie van een game verpesten, bijvoorbeeld bij Top Spin 2. Ik wilde de 2 online Achievements halen door daadwerkelijk te winnen met potjes tennis, alleen heeft meer dan 50% zijn internet sloom gemaakt zodat jij quit en hun de win krijgen.
     
  3. jenamu6

    jenamu6 Active Member

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    Sommige MP achievements zijn echt irritant.

    komen van die gastjes die eerst ff hun online achievements willen halen (friendly fire anyone) en verzieken zo wat online potjes.

    Verder vond ik het op de 360 wel aardig, maar als ik een spel uitgespeeld heb.............ben ik er klaar mee en mag je de achievements houden.
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Dat heb ik ook.
    Ik ga geen game spelen wat ik niet leuk vind voor de achievements. En als ik er genoeg van heb stop ik er ook mee.

    Maar toch zijn leuke achievements ondertussen een must voor mij geworden. Het hóórt gewoon bij games. (voor mij)
    Als ze er niet zijn mist er gewoon iets.
     
  5. CaptnCook

    CaptnCook Active Member

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    Heb niks met achievements, zie voor mezelf de fun er niet van in. Maar aan online achievements heb ik echt een hekel. Heb je van die irritante ventjes die zo'n achievement op alle mogelijke irritante manieren proberen te halen.
     
    Laatst bewerkt: 18 feb 2008
  6. DulleNL

    DulleNL I'm a little teapot Magic Member

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    How Resistance: Fall of Man Makes Home Really, Really Cool

    [​IMG]
    While Home for the PlayStation 3 may have generated plenty of buzz for Sony at last year's Game Developers Conference, its late arrival and the setting in of reality may have made it put a damper on the hype surrounding the service. We've had our doubts that Home may ultimately be nothing more than a prettier Second Life, a glorified 3D chat room, one that only makes getting to the games we actually want to play a bit of a chore. But we've recently learned some very interesting things about how three first-party published games will take advantage of Home's features that have us very excited.
    One of the first games expected to shine in one of Home's series of game portals is Insomniac's Resistance: Fall of Man. Resistance is said to provide Home visitors with an interesting room to explore, one that will let PlayStation 3 owners visit unseen areas of the game and tap into bonus content in the form of "intercepted" radio communications between European and U.S. forces.
    These hidden transmissions will help to flesh out the Resistance story, giving players a better understanding of the game's conflict. We hear that Home avatars will have free roam of unpopulated levels, not unlike a virtual Resistance museum.
    As interesting as these plans are to Resistance fans like us, they're not as impressive as what we've heard about what Home in store for Warhawk and Uncharted. Stay tuned.


    --------------------------------------------------------

    How Uncharted: Drake's Fortune Makes Home Really, Really Cool

    [​IMG]
    While Resistance: Fall of Man's integration with Home should have bonus content fans excited, old school run-and-gun shooter fans should be pretty pumped about what they may be getting with Uncharted: Drake's Fortune's contribution. We hear that the Home portal for Naughty Dog's PlayStation 3 adventure will follow in Resistance's footsteps, allowing Home avatars to explore the game's levels without the threat of being shot at, a nice feature.
    But it's the Uncharted mini-game that has us far more pumped.
    According to our sources, Uncharted: Drake's Fortune comes to Home armed with a side-scrolling 2D arcade game, described to us as reminiscent of both Contra and Out Of This World. Sounds kind of like Capcom's 2D remake of Bionic Commando in its execution, full of enemies and exploding barrels to shoot.
    Sony is apparently pitching features like these to developers to extend the lives of their titles, using strong first and second party development showcases to prove that Home can effectively market outside of traditional means. We hope they take them up on their offer, because we're definitely excited about the prospects.


    ----------------------------------------------------

    How Warhawk Makes Home Really, Really Cool

    [​IMG]
    Sure, Uncharted: Drake's Fortune and Resistance: Fall of Man may have wicked cool feature sets for PlayStation 3's Home, but it's actually Warhawk's planned game portal that has us most excited. According to our sources, the Home lobby for the Incognito dogfighter will serve as a "war room" where up to eight players can meet to discuss their strategy for an upcoming match.
    Sure, you could do that with text or voice chat, but it sounds like the developers have gone the extra mile to make planning your battles even cooler.
    Using a three-dimensional "sand table" replication of the level, Warhawk players are said to be able to lay out their strategies in a properly scaled space. They'll even be able to place little army men avatars around the map to envision their formations, something we hope they can also do with teeny tiny Warhawk planes, tanks and Jeeps.
    The Warhawk war room is said to also serve as a launchpad for games, thankfully, so jumping into a match shouldn't require leaving the Home interface.
    This is one of the coolest additions, in my personal opinion, to come to Home and the kind of thing that we hope is replicated and improved upon by other developers for their team-based titles.
     
  7. Kevf

    Kevf Hardcore poster

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    Die laatste twee features! :eek:

    Dat plannen in warhawk ziet er helemaal super uit.
     
  8. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Fake?
     
    Laatst bewerkt: 13 mrt 2008
  9. Kevf

    Kevf Hardcore poster

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    Die is geloof ik al eens een keer eerder gepost. De internet sherlocks hebben hem idd afgedaan als fake.
     
  10. Ramon NL

    Ramon NL Damn I'm Fast!

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    Die site loopt iig wel hopeloos achter, die site staat al een tijd online
     
  11. Kevf

    Kevf Hardcore poster

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    Maar vandaag komt er een presentatie als het goed is!
     
  12. Fardo

    Fardo Well-Known Member

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    Hmm ik twijfel nog steeds .. ik denk dat ik dit jaar ook een ps3 heb staan :)
     
  13. Ramon NL

    Ramon NL Damn I'm Fast!

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    Interviewtje

    Home, Sweet Home

    Phil Elliott 08:00 (BST) 12/03/2008


    INTERVIEW: Sony's Ron Festejo and John Venables
    One of the most anticipated releases of 2008 isn't a game, it's a social platform that will be served up free to any PlayStation 3 owner with an internet connection, and provide users with the ability to meet, play and customise their experience in a beautiful virtual environment.

    That platform is Home, and has been in a beta test phase for almost a year - originally slated to be released late in 2007, the evolution of design has led to a more freeform approach and a gradually increasing base of beta users.

    GamesIndustry.biz spent some time with the project's creative director, Ron Festejo, and lead artist, John Venables, to find out some of the thinking that's gone into the what will become a very significant member of the virtual world community


    GamesIndustry.biz: MMOs have been around for a while now, and virtual worlds like Second Life have also gained some mainstream press. When you came into the Home project, what did you take as inspiration from the various sources?

    Ron Festejo: From my point of view, looking at Second Life - because it has been mentioned a lot in the same paragraph as Home, and people make that comparison - I'm amazed at how many people go on there.

    I've got a high-end PC and even on that, the level of detail on the characters isn't good - the flying around, the stuff like that. And the interface, for me personally, I really lost my way in trying to do the things that I wanted to do.

    I couldn't tell if people were really there, I tried communicating with them, got nothing back, it really wasn't a great experience.

    Looking at something like that, personally it looks like an easy task to try and take that idea, but the really relevant and good things, and use it get people more interested in that sort of thing.

    John said in a presentation that for a lot of people, their first experience of online play is to "log on…get shot in the face, log on…get shot in the face" and actually that's true - people tend to not go into that because of those experiences.

    Personally, looking at other models, a lot of them are too hardcore, a lot of them are garish in the way they look. I think what we've done with Home is have the best-looking multiplayer world - and actually the most user-friendly that I've seen as well.

    We don't have anything in there that's appealing to that kind of geeky audience that you might find in Second Life.

    John Venables: I've been involved in Home since its first concept on the PlayStation 2, so I've seen it through a lot of iterations, as you can imagine. But essentially, with the Second Life example - and partly the disparity of the graphics, because you have to cater for the lowest-end PC whereas on the PlayStation 3 it's a level playing-field - with something so organic as Home, with features being added, it's difficult to set that benchmark of how many polygons to throw around, and how many to save for future things that we may or may not want to do.

    I think the PS3 platform has given us an advantage in terms of keeping a polished look, and it not to look like Second Life. I don't want to dis Second Life, obviously they've been successful and they have to cater for people with old Pentium IIs and whatever, so I can understand why it looks the way it does.

    So it's not to criticise them, it's just that as a PlayStation 3 online space it was very important that there is a quality bar that we want to hit.

    The developments you've made are certainly quite different to the first designs that were published.

    JV: We've got a small beta team testing it out and we want to listen to people's feedback. To be a social space, you have to be social in your thinking, and take on board people's criticisms, and be seen to be doing that as well.

    If people think something's not quite right, they'll see it's an organic, evolving service.

    And will that continue after launch as well?

    JV: That will continue for the lifespan of Home, yes. It has to; otherwise people will get fed up with it, and won't use it.

    RF: I think with the PlayStation community that we have, a lot of people log on to the forums and actively get involved in beta trials, which is great. Home being the way it is, it's a great resource, because those are the guys that are at the forefront of gaming - the casuals won't be in the forums, it's the guys that are already gamers.

    They want to get involved - I think that because of the time they've spent on games they do know what they're talking about, they know what they like. As we continuously evolve features within Home, that's a great way to try things out.

    We ask them what they think - the character customisation within Home has changed several times, and every time is does we ask them for feedback. The response is varied, as you can imagine - some people thought it was much better, but it's the guys who were really complaining about things that you have to look at.

    What are the things they're not finding quite right? It's then up to us to try and modify that, and make that better, so by the time we release the next version for them to try, they'll like it a lot better.

    JV: We have so much to do as well, we do have to prioritise tasks, and sometimes we have to save fixes for later, put them on the second priority list, and so on. It's expectations, isn't it? I think you'd need a team of 8000 people to achieve everything that everyone wants.

    How will you expand the beta test, or will it continue as is until launch?

    JV: Well, it's been slowly expanding as far as I'm aware. As with any online trial you start small and then grow and grow, so you can slowly load-test servers, and I think that's how it will go from now on.

    A bit like the Gmail roll-out?

    RF: Yes, and that's really important to do. There was an article a few months ago that mentioned we were going to delay releasing Home, and everybody wondered what was going on, but I think that's a valid point. Senior management should be commended, because with a proposition like Home you only get a few chances at getting it right, and you've got to look at the product to see if it's the right time to release it.

    And if it isn't, I think the phased approach of inviting more and more users is a valid one.

    JV: For me - and just me - the word "release" doesn't really work. For me, it's like turning the tap on bit by bit, rather than a light switch. Home will slowly open the floodgates, that's how I see it.

    If there is a delay, we'll just turn it slower for a little while.

    Lots of MMOs and persistent worlds see delays - isn't it just too important not to get it right, to hit that quality bar?

    RV: It is a quality thing. It's a strange one actually because we're trying to get as much done within the community, and giving them regular updates, and even then they want more and more.

    Like I said, you need to get things like this right, and I think that you only have a few chances to do it.

    Looking back at Second Life, Linden Labs give users an awful lot of freedom to create their own content, but sometimes that can have questionable results. While Home will offer selections, you're not opening it up to user-generated content, so how did you go about deciding where to draw the line?

    JV: From day one we're going to give them basic customisation, analogous with other games. But we will hopefully be increasing the tools that we give to users over time, to give them more control, maybe to ultimately provide their own content - what do you think Ron?

    RF: Yeah, it's something that we talk about all the time. Obviously the Holy Grail is to give people the tools to create their own things, but it's a difficult path to tread I think.

    For example, if you allow people to import their own textures to clothing, for example, how can you guarantee a safe environment for younger users?

    JV: Well, there's a huge moderation issue.

    RF: And I think that the problem is, at this point in time we can't do that just yet. We've got some moderation tools in there where you can report people, but I think we've got to do this in baby steps - see how people react to the clothing that we give them, and we're working with partners to provide a huge variety, to appeal to different types of people.

    In the future we'll continue to listen to what people have to say, and of course - if it gets to the point where the tools become sophisticated enough to do these sorts of things there's a whole bunch of work that we need to do behind that to make sure there's nobody walking around with an offensive T-shirt.

    On the PS3 it doesn't work like that - you'd probably get away with something like that on PC because it's such an open platform, but for PlayStation, and the type of audiences we appeal to, I think there's a certain level of responsibility that we have to ensure that offensive stuff isn't in the universe that we create.

    JV: Yeah, to summarise, we want to push user-generated content as a feature, definitely - however, moderation and the quality bar are big issues. As Ron says, iterative steps, and maybe the toolset will slowly expand over time.

    We don't know where Home will be in five years' time - hopefully it will be a huge, vibrant online world that everybody is enjoying, and that it continues to grow.

    RF: And I think it will be, as the years go on and there are more PS3 owners…I mean, think about how many PlayStation 2 users there are now. PS3 isn't going to go away, it's selling at an astonishing rate with all the different models, and Home is free to anybody that has one.

    So the more people that jump onboard, the more popular it becomes, and the more requests that we get through, we're open to listening to what users want. User-created content is the Holy Grail, with games like LittleBigPlanet that's all about user-created content…that's going to be an interesting litmus test for us to see the kinds of things generated by users because those guys are also pushing the boundaries in that area.

    JV: EA's best-selling franchise is The Sims, and tools [like those in The Sims] are franchise winners.

    RF: Yeah, that's a valid point. I'm not sure which version of the HDK that we're up to now, but it does give developers the opportunity to build their own lobbies, design clothing, furniture for apartments - all of these things are in there right now, and it's just at the infancy stage right now.

    At the moment it's currently available only to people that are registered PlayStation 3 developers, but give it another year and that will grow, and who knows, maybe we'll be able to open it up to people to make their own content.

    JV: That would be great, to have a Home development community buzz, that would be fantastic.

    RF: With things like that, I believe it's impossible to stop. Whatever tools you give people, whatever way you get them to come into your world, they will find a way to express themselves in a way you never imagined. I'll stake Johnny's house on that…

    Tell us more about the third-party content for Home.

    RF: Well, we're working with partners across the board with Home, obviously I can't talk about specifics, but in the cinema we definitely have partners interested there, and people creating their own lobbies.

    Plus we have partners getting involved in game launching, that's a very important feature of Home, so the interest is there, so we're just getting everything in order to make sure we're partnering up with the right people for the first version.

    How will the lobbies manifest themselves?

    RF: They'll be available from the virtual PSP, and you've also got a world map which can take you to all the places.

    JV: The lobby doesn't necessarily need a 'real world' entrance, it's up to whoever is building that lobby for whatever purpose.

    RF: We've had this conversation many times. I think when I first joined I would have loved to have seen Home grow as a massive world, but it's just not possible.

    JV: If you give everything its own entrance, then that defines a geographic landscape where everything must have its own place and coexist with everything else - and I don't think that's a realistic prospect to create or even manage those dependencies for the size we expect Home to become.

    I think it would be a constraint in the end, it would get in the way of developing good content for the service.

    The games embedded in the tables in Home Square - any details on some of the new games you'll be adding?

    RF: We put chess and checkers in first because they are probably the easiest to understand. But you look at any board game that's out there - I'd love to pursue a business relationship with those companies and do something in a similar vein to Xbox Live - there's no reason why we can't do anything like that for those tables.

    JV: Even the arcade games as well - within the HDK you're able to create your own games, whatever you want. I'd expect more to come online.

    RF: With that, if games companies like Capcom decided it wanted to bring Strider back - hypothetically speaking - that would be possible.
    But it's tough - everybody sees the massive potential, and it's very, very difficult to get people grounded and take things step by step. It will grow over time, but it's just managing that.

    How do the pool tables and arcade alleys work?

    RF: Well, if you're a single player playing pool, anybody can join as it stands now, you just go in and it becomes a two-player game.

    What if you want to play on your own?

    RF: If you want to play on your own, in the future with the Norwegian Lodge it's possible to buy your own pool table to have, and then you can just play.

    The thing is, what you're talking about isn't really what Home is about - it's about meeting people, that kind of experience.

    JV: That's a choice you could make in your own space, because your apartment is under your control. But the game spaces are social spaces.

    So you can't have people hogging the pool tables then?

    RF: Hogging is something that's high up on my personal agenda, because one of the things that I hated growing up is going to the most popular arcade games and watching - there are several ways that we can deal with that.

    There's a limit on the number of people that can be in a games room - so how do you make sure your mates get to join the same instanced lobby?

    JV: That's a good question. Essentially there's a lobby capacity of 64, although that's soft-capped at around 50 I think, so if I was to enter that lobby [and it was full] a new instance would be spawned.

    I believe if you have a person on your friends list it will try and intelligently relocate you to the correct instance. Although you could have three friends across three different instances, in which case it's impossible to be with everyone at once - but you can go to friends via the PSP, or invite friends to you.

    RF: There are tools in place to make sure you can find and go to your friends very easily.

    JV: The instancing thing was a very difficult one, in that how much do you communicate that, because it's a hardcore online gaming idea, and it's very difficult for non-games to get their heads around - what's an instance?

    RF: That's something we've put to the beta testers, and it's something that's being tested now.

    ___________________________


    Ron Festejo is creative director and John Venables is lead artist on the Home project. Interview by Phil Elliott.
     
    Laatst bewerkt: 14 mrt 2008
  14. Buddha

    Buddha Ohm Mani Padme Hum

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    Wanneer stopt de Beta en kunnen wij ervan gaan genieten??
     
    Laatst bewerkt: 8 apr 2008
  15. jenamu6

    jenamu6 Active Member

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  16. AgentSmith

    AgentSmith Guest

    Home uitgesteld naar de herfst

    Met Home heeft Sony een leuke nieuwe kijk op wat mogelijk de toekomst van online gamen is. Voor ons is het zeker toekomstmuziek, want Home is nog niet verkrijgbaar op de PlayStation 3.

    Dit moest binnenkort gaan gebeuren, want Sony had een lenterelease aangekondigd. Hier komt verandering in. De open-beta (dus niet de uiteindelijke versie) zal in de herfst lanceren. Dan begint Home eigenlijk al, want iedereen kan de beta dan gewoon downloaden. Wanneer Home in zijn uiteindelijke vorm op het PSN staat is niet bekend.
     
  17. jenamu6

    jenamu6 Active Member

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    Soony is echt de koning v.d. teleurstellingen en uitstellingen aan het worden.
     
  18. Kevf

    Kevf Hardcore poster

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    Tis onderhand een kartonnen doos onder de brug geworden....
     
  19. CaptnCook

    CaptnCook Active Member

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    Liever iets dat werkt, dan iets dat half werkt. Beleef ook zonder Home wel plezier op m'n PS3. Ik zie vanzelf wel wanneer het komt.
     
  20. Kevf

    Kevf Hardcore poster

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    Zoals met alles van de ps3. Ik weet dat je aardig fan bent van de console maar ook jij moet toch toegeven dat dit een behoorlijke farce begint te worden.
     

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