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Sony tells PSP devs to get creative, attract customers

PSP developers need to get more creative, said SCEE game director Tony Buckley. Speaking to CVG, Buckley said that it's up to the developers "to create something that attracts people to PSP."

"I think that rather than focusing on the gameplay side of it, we should be focusing on how to fully utilize what I think is quite a sophisticated piece of kit," he said. According to CVG, Buckley later cited
MP3 playback, wireless and online functionality as ways developers could capitalize on the PSP's potential

Maybe it's a problem of perception. Games like Crush and Loco Roco show great creativity from a design perspective. The once-exclusive Lumines (now also a PS2 and Xbox Live Arcade title) was designed byTetsuya Mizuguchi with the portable specifically in mind. But we think Buckley is implying that the PSP lacks that killer app that could only be made on the PSP.

So maybe it's the developer's perception -- take Team Ninja's Tomonobu Itagaki, for example. He said that the design philosophy behind the PSP is the same as that of a home console, so how could he make a game unique to the portable? Then again, maybe the perception problems lie within Sony itself, who needs to either create a first-party game to show exactly what the executives have in mind when they say "killer piece of software," or to promote the creative games they have now.

Crush producer considers multiplatform release, level editor

Sixty reasons not enough to convince you to buy a PSP? This interview with Crush senior producer Paul Mottram will only serve to justify your stubbornness. Speaking to Sega Nerds, Mottram expresses interest in taking the game to other platforms.

"There is no reason why it couldn't be transferred to multiple different platforms especially the Wii, DS and PS2," he said, "and this is something we are thinking about." Discussing a potential sequel, Mottram said "It's something we'd all love to do since there are so many features we didn't get the opportunity to put into this version."

Consideration is at least six degrees away from confirmation and execution, but it does seem the folks at development studio Zoë Mode aren't feeling compelled to keep the franchise PSP-exclusive. Should a sequel or new release come out, it will give Mottram and co. a chance to implement a level editor, one of the big ideas that they had but never made it to the final product.

"We have a terrific in-game level editor running on the PSP which our designers used to create all the levels in the game. Unfortunately, we didn't have the time to get this running on a commercial PSP or implement all the necessary user friendly features we would have needed if it was to be shipped with the game. As you could imagine designing Crush levels can be tricky at times."

Crush designer Alex Butterfield gave a speech at this year's Game Developers Conference discussing the challenges of making levels in the game. Mottram summed it up best: "You could spend hours perfecting a level only to see someone instantly circumvent the entire level with a crush we had never considered."

Gallery: Crush (PSP)



[Via PSP Fanboy]

The challenges and philosophies of Crush

At yesterday's Experimental Game Design lecture, Alex Butterfield discussed his latest project, the mind-bending PSP title Crush, billed as a "revolution twist on the puzzle platform."

Butterfield's presentation focus on the challenges of making a game that seemingly transitions from 2D to 3D without effort. Crush is designed so that your character, who is under hypnosis to cure insomnia and forced to find a way through 40 dream sequence levels, can only "crush" (transform 3-dimensional space into 2-dimensional platformer) horizontally and top-down.

Of the challenges discussed, Butterfield talked about the shortcut challenge, whereas the clever player would be able to use the crushing ability to move from the beginning of the level to the end without effort. Thus, the team devised three different blocks whose behavior differed when crushed: ghost block (insubstantial), solid blocks (impassible) and hollow blocks hollow block (somewhere in between).

Other issues include disorientation, which Butterfield tried to fix by way of camera work and the placement of prominent landmarks to help the player. There were two design flaws that the dev team worked to solve. The creation of cut-zones let the developers section off part of the level so that one does not accidentally crush themselves next to a horrid enemy without prior knowledge. A safety feature was also implemented so that a crush process does not cause the character to fall helplessly to their doom; "an explanation as to why you failed the puzzle" will be shown instead. Many of these problems were also solved, of course, through countless QA and debugging.

Following the talk of problems and problem solving, Butterfield moved into the realm of conjecture, philosophy and other higher-order thought. What if you were allowed to crush at any angle? What if you could crush outward into four dimensions (with time being the 4th candidate); i.e. a block could become a bridge, a cockroach would crush into a centipede, etc. How about multiplayer? Butterfield suggested separate realities for each character, whereby only you control the crushing in your reality and only your movement would be reported to the other player's screens.

There's no clean-cut solution, but some of these problems give us an idea of the far future of platform puzzlers. Crush is looking good and the game's twist well-executed. The game is slated for release later this year on the PSP.

Today's most revealing video: Crush gameplay footage

One of the most popular YouTube gaming videos today showed off footage of Sega's recently unveiled original IP for the PSP, the platform-puzzler Crush. The puzzle element of the game comes from its ability to switch from a 3-dimensional space to a 2D platformer so as to cover wide gaps.

Confused? It's hard to explain, we suggest checking out the video, embedded after the break, to see what looks like a promising PSP release.

Continue reading Today's most revealing video: Crush gameplay footage

Crush: Sega announces original PSP platform-puzzler

orange crushSega has revealed it will publish UK-based Kuju Brighton's hybrid PSP puzzler Crush. With the push of a button, player's will "crush" (more like flatten) the game's 3D world, transforming the environment into a 2D platformer. This mechanic will be used to complete various puzzles that are otherwise unsolvable in a 3D world. Afterwards, players will "uncrush" the environment and proceed.

Contrary to the implications of the image, Crush will have no affiliation with the soda brand (Sega's just being stingy -- or lazy -- with its screenshots). Instead, the game will tell the story of Dan, an insomniac who's chosen to undergo hypnosis. Crush (the game world and its puzzles) then would appear to be the manifestations of the "wreckage of his past." Let's just hope this seemingly convoluted story doesn't take away from an otherwise interesting gameplay dynamic. Crush is scheduled for release this summer.

[Via press release]

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