"On the business side, we've had a bit of an epiphany," Cerny said. "On PS4, I believe the indie paradigm will have the hardware as enabler, not as the central player, which is to say that Octodad isn't about the triangle count, it's about keeping your cephalopod nature a secret from your human family."Ĭerny praised Sony Computer Entertainment's publisher and relations specialist Adam Boyes for spearheading the company's drive to increase the number of indie titles on PlayStation. "Even if the games use simpler graphics engines, the increased system memory means it's trivial to support larger animation sets or more detailed virtual worlds. The PS4's PC-like architecture makes it easier to develop original titles directly on the platform, he said. "With the release of PlayStation 4, we understand we have an opportunity to fundamentally alter the landscape of gaming." "The console audience has woken up to the potential of indie games," Cerny said, pointing to the success of Telltale Games' The Walking Dead series. Much of these Eurogamer discussed in an investigation into Sony's indie push published earlier this year.
It's streamlined its processes, made game development easier on its raft of platforms and boosted the discoverability of indie titles to ensure they can be found on the PlayStation Store. Now, after breaking down a number of barriers to indie development on PlayStation, Sony has made steps to help the sector thrive. And the problem only accelerated with the arrival of PlayStation 3. This diversity was lost on PlayStation 2, Cerny explained, because development teams had to get bigger to realise the power of the console.
"Concept-driven titles like PaRappa the Rapper, Devil Dice and Intelligent Cube were well received by the game playing audience and each went on to sell over a million units." As a result, there was a certain fun factor that was an intrinsic part of the PlayStation DNA in those years. "Due to small team sizes the barriers to creating new types of experiences were quite low, and consequently the diversity of games available at retail was quite high. A typical individual would contribute broadly in the creation of a game. Crash Bandicoot, which sold six million units, was created by just seven people. "But triple-A game development was very different than it was today. There was no way for creators to directly reach their audience. "The hardware didn't support digital downloads and all games were distributed on CD-ROMS. "With PSone there was no way to make an indie title," he said.
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While it's certainly best suited to older children, it's nevertheless a game that should have an almost universal appeal, and that even little ones can have a laugh with.The PlayStation 4 will rekindle the diversity of games last seen during the PSone era, Sony has said.ĭuring his keynote presentation at the Develop Conference in Brighton this morning, PS4 chief architect Mark Cerny predicted a "renaissance of gaming", fuelled by indie titles, that will echo the early years of PlayStation. Crash into too many people, destroy too many things, or get spotted by the aforementioned biologist, and the whole charade will come crashing down. What younger children may not be able to do, however, is actually progress through the levels, as it is easily possible to fail. While it may have a (deliberately) awkward control scheme that's probably best suited to older players, then, even littler ones will be able to have fun with this, as failing is part of the fun. Better yet, if you have several controllers, up to four people can join in on the fun, each taking control of a specific limb of your wobbly friend, as you attempt to climb stairs, navigate an adventure playground, or simply avoid the sights of the marine biologists, who would see straight through your (admittedly terrible) disguise. Whether you're "succeeding" at the levels or not, you're having fun either way, as the slapstick comedy plays out at your fingertips. Using L2 and R2 to lift each of Octodad's legs, before using the control sticks to move them forward or backward, Octodad isn't designed to be easy to control - it's designed to be funny to control. For starters, he doesn't even have any bones in his body, which means he flops around like no-one's business - and for seconds, he has a rather unusual control scheme that's been designed to cause chaos. Whether it's doing the weekly shop at a supermarket, chopping wood in the back garden, or trying to win your annoyed wife some cuddly toys at an amusement arcade, they're all tasks a normal human would be able to accomplish easily - but Octodad is no ordinary human. Each level revolves around a seemingly simple, ordinary task.