September 11, 2008 // 5:48 pm
- Tim Willits
and Todd Hollensead
of ID recently spoke to GameInformer regarding their latest focus - RAGE. Hollensead has revealed that the first thing his PS3 programmers will say is that essentially it is a pain to work with.
However, he revealed that while there are challenges to it, it's certainly "not as hairy" as people originally said it was.
To quote from the Interview:
Q: Have you found developers for the PS3?
Hollensead: I think the programmers will tell you first that it's a pain in the ass to work with. They have said that it's a pain in the ass to work with, but at the same time, that's our job–making games–and the strategy that we wanted was to have a game that worked on all the platforms.
John, to his credit, came up with a technology solution that allowed us to do something unique, which is to have one source base for the media, not source for programming source, art source. Once you solve that problem, then the dominos start to tumble about multiplatform and crossplatform simultaneous development.
Yeah, the PS3 is kind of the one that the programmers cherish the least about going, "OK, there's a problem with the PS3, let's go find this." But at the same time, one of the things that we find is that when we're working on all these platforms simultaneously is that if a problem pops up on one, given that about 95 percent of the code base is the same across the same across all of them, is it's likely that it's a problem that exists on the other ones but just hasn't manifested itself.
I think at the end of the day that when we're getting close to shipping the day, we're going to find a lot fewer problems in the QA process as you complete the game, because there just aren't that many latent bugs that we haven't seen as it gets propagated out to PS3, 360, PC, Mac, that these issues may not be readily apparent, just because the programmers are used to working with one sort of system that they bring the game up on, these things get fleshed out and hopefully at the end of the day make for a cleaner completion process.
But that remains to be seen. One of the things to note, too, is that the people who complain that the PS3 is hard to work with, they have technology that's built, they add on to it, they add on to it, they add on to it. One of the things that's unique about id is that we start basically from the ground up on every technology.
It would be very difficult for us to take Quake 3's code base, after it's been modified for the past 10 years, and stick it onto the PS3. Yeah, there are challenges to it, but now that John Paul and those guys are in the code, it's not as hairy as people originally said it was.