Posts with tag jaffe
by Kyle Orland Jan 11th 2008 12:15PM
Filed under: PC, Sony PlayStation 3, Retro, Nintendo Wii, Microsoft Xbox 360

Vocal support in the industry for a
single-
console solution continues to gather steam, with roustabout game developer David Jaffe airing the case for an uber-system
on his blog. On the surface, his arguments have some merit, but we feel the the case for a "unified" console begins to break down when you really examine it. If you will, let us play a bit of devil's advocate with Jaffe's case:
"We have it with DVD, we had it with VHS. We have it with televisions (in the sense that- for the most part- every TV is capable of broadcasting the same signal). So what do we lose by having it for game consoles?"
Jaffe seems to be forgetting that VHS only became the monopoly "standard" after a bloody battle with
JVC's Sony's competing
Betamax format (edit: brain fart). There was no consortium of companies deciding what would be "best" for the market -- competition simply decided that one format was overwhelmingly better for the price. Sony had similar near-monopoly control in the PlayStation 1 and 2 eras, and it was competition, not cooperation, that brought it about. And for every cooperation success story like DVD, there's a flop like Phillips/MCA's
LaserDisc format.
As for television signals, they require a monopoly of sorts because of the limited broadcast spectrum. When you take that away, you get the channel-building, selection-expanding competition between cable, satellite and FIOS TV services.
Continue reading Jaffe comes out for a unified game console standard
by Alexander Sliwinski Dec 6th 2007 3:55PM
Filed under: Culture

David Jaffe, creator of the original
God of War, says he would love to be involved somehow with
God of War III, even though he's no longer with Sony. He notes that if he could figure out how to freeze time and still make it home for dinner with the family --
and if Sony would let him work on the project -- he'd do it.
Jaffe says that he had a "master plan" for the
God of War story when he was still with Sony and that the Santa Monica team has his notes -- but whether they want to follow them is their choice.
That's just one small part of a
large interview done by GameDaily BIZ with Jaffe. In the full interview, he discusses his new studio Eat, Sleep, Play and what it's like focusing on medium-sized titles. There's a pretty frank discussion about how he just couldn't get into
BioShock -- he blames being too focused on the "nuts and bolts of play mechanics." There's a lot more straightforward Jaffe talk too, but honestly, did you expect anything less?
by Kyle Orland Oct 17th 2007 6:27PM
Filed under: Sony PlayStation 2, Sony PSP, Casual
Ever since David Jaffe
announced he was striking off on his own with new development house
Eat Sleep Play, there's one particular bit of information gamers everywhere have been clamoring for. No, not the company's first
original title -- what gamers really want to see is the logo.
Well, the day has finally arrived. At long last fans, well-wishers and hangers-on can check out the above logo, courtesy of
Newsweek. Jaffe says the soda-bottle-cap logo represents "the heart and soul of what our company is all about ... fizzy, refreshing fun." Frankly, it makes us think of
Popcap Games more than anything like that.
Along with the exclusive logo reveal, Newsweek has also posted up the
first two parts of a three-part interview with Jaffe wherein he talks up the financial possibilities of smaller games and bravely reveals that he doesn't know what the word "remuneration" means. Careful David... those internet trolls are real sticklers for vocabulary.
Read - The logo revealed
Read - Newsweek Jaffe interview (
part II)
by John Bardinelli Jun 23rd 2007 1:00PM
Filed under: Sony PlayStation 2, Sony PlayStation 3, Sony PSP, Business, Casual
After
swearing off blogging earlier this year,
God of War and
Calling All Cars mastermind David Jaffe returned weeks later to post
images from what appear to be an abandoned warehouse. The pics have recently been confirmed to be in Utah, which just happens to be the location of Incognito, the studio Jaffe collaborated with on
Calling All Cars. Jaffe's recent post on the future of videogames as "
SHORTER, LESS EXPENSIVE" projects instead of
marathon development periods may hint at the direction the studio will take when (if) it comes to life.
Update: To clarify, Jaffe is not moving to Utah and is still an employee of SCEA. 1UP speculates the studio space could become a "full fledged company or [fill] a more focused role within Sony" and the idea of Jaffe traveling back and forth between Utah and San Diego (as he did with
Calling All Cars) "sounds on-target".
More here.
by Alexander Sliwinski Jun 13th 2007 11:00PM
Filed under: Culture
After swearing off blogging over a month ago
for reasons unbeknownst to us -- Jaffe's back! Wave your rollies in the sky and wave them side to side. Whoop, whoop! He returns to blogging with pictures and not words -- actually, not true, the title of the post is "
coming soon". The post holds two pictures, the one you see above and one after the break. It's very avant-garde, what Jaffe is doing here; the pictures speak the words for us. It's blogging 2.0.
What does it mean? Well, it's one man's struggle against words while probably showing his new office getting all fixed up. Or maybe they put gamers in the fishbowl off to the right side to observe their behavior, helping craft an optimal gaming experience. Obviously
Jaffe is building a mystery and carefully choosing what to reveal. Or he's just building an office. One or the other, we're pretty sure.
Continue reading David Jaffe returns to blogging (but only with pictures)
by Ross Miller May 1st 2007 8:55PM
Filed under: Sony PlayStation 3, Action, Driving, Online
Like a little girl struggling to keep her favorite doll out of the garage sale bin,
David Jaffe is returning to the world of
Calling All Cars to make some fixes and revise some of the criticisms the title received via
reviews, even after announcing that the title has
gone gold, according to a post he left on the NeoGAF forums. The title, therefore, has been delayed for an unspecified time.
The bug fixes concern network connection and voice chat issues. Jaffe apologizes, of course, and notes that the previously-mentioned release date was never official. ("Sony was kinda annoyed that I claimed 5/3 as release date," he said.) Would gamers have preferred the game be released on time with a patch promised at a later time? We're leaning towards no, given the importance of multiplayer in the game, although our opinions might sway depending on how long these two "key bugs" take to fix.
by Ross Miller Apr 27th 2007 3:33PM
Filed under: Sony PlayStation 3, Action, Online
David Jaffe has announced on his design blog today that
Calling All Cars (formerly
Criminal Crackdown) has gone gold and is expected to hit the
PlayStation Network on May 3. The game had been previously delayed for focus testing and other minor tweaking, but it now seems that Jaffe is happy enough with the product to let it go.
Has it been worth the wait? Reviews are slowly coming in, but
IGN is calling it "Sony's first truly original, must-have title on the PlayStation Network" and claiming it bests just about everything on Xbox Live Arcade. Strong words; we'll see for ourselves next week.
[Thanks, Pete]
by James Ransom-Wiley Apr 23rd 2007 6:16PM
Filed under: Culture, Portable, Sony PSP, Action, First Person Shooters
Newsweek's latest exchange with designer
David Jaffe dredges up memory of
Heartland, one of the industry's recent missed opportunities. In October 2005, when
Heartland was known as '
Project HL', Jaffe went public with
his goal to make gamers cry, describing his
PSP epic as an examination of "what's happening with America and the military". A year later,
Heartland was
shelved and forgotten, until Jaffe squeaked out a few details in an
interview with Entertainment Weekly last month. "Hearing myself talk about it now makes me a bit sad," lamented Jaffe, who was re-realizing that the would-be allegory that depicted a fictional Chinese invasion of the US would have been an important effort for the games industry -- and perhaps Western culture at-large.
Our perception of what
Heartland could have been has been damaged by Jaffe's often-manic outbursts. The designer essentially snuffed out all curiosity in the title when he spastically proclaimed last September that the future of the industry was in (in all caps) "SHORTER, LESS EXPENSIVE" games, beginning with his
PSN launch pad
Calling All Cars. Though the
Calling All Cars delays will
apparently cease by mid-May, the untimely delivery has led many of us to tune out Jaffe's banter. So, just as we've yet to join Jaffe's "pop songs" crusade (a belief that small-time games will
pwn the market), we have little faith in the notion of his PSP tearjerker. Shame on us then for feeling a pang of sorrow -- that sudden urge to pour one out -- over
Heartland, as Jaffe confesses to Newsweek's N'Gai Croal his reasons for abandoning the project:
Continue reading Shed a tear for Jaffe's Heartland
by Ross Miller Apr 5th 2007 4:55PM
Filed under: Sony PlayStation 3, Action, Driving, Online, Casual

Insomniac Games (
Resistance: Fall of Man, Ratchet and Clank series) interviewed David Jaffe (
God of War) for the second episode of their new
podcast, The Full Moon Show. Of note is Jaffe's explanation for the
delay of his upcoming PlayStation Network title,
Calling All Cars.
Jaffe said that during playtests people were enjoying themselves more when the scores were close, rather than when the scoring gap was wide. He talked to some industry vets who had worked on a few Midway titles to see if they had any code that could be used to narrow that scoring gap, and sure enough they had some code.
"We certainly don't want to go into and put in tons of that, but we've gone in and added just a little bit," he said. He continued to say that his hope is folks who are within 20% of each other's skill levels to have very competitive matches. Jaffe also explained that this was the reason for another playtest, and if the code's effects are noticeable then they will take it out.
Jaffe noted that they are still planning for a release during the month of April.
The interview starts 21 minutes into the 2-hour podcast. Jaffe also talked about his frankness in discussion, his love of playtests (the fifth one is coming up) and his ambitious, now on
permanent hiatus, PSP tearjerker
Heartland. The podcast also includes updates on
Resistance: Fall of Man and the upcoming
Ratchet and Clank Future.
[Via
Aeropause]
by Ross Miller Mar 9th 2007 5:05AM
Filed under: Culture, Puzzle, Simulations, GDC, Casual
The game design challenge is an honored tradition four years in the running at the Game Developers Conference, pushing creativity in a competitive, humorous environment. This year's winner was
Tetris creator Alexey Pajitnov who managed to create a viable action-puzzler using needle, thread and cloth. He bested both David Jaffe (
Calling All Cars, God of War) and
last year's winner Harvey Smith.
The following is a pseudo-live blog of the event from earlier this afternoon. Read on for a full description of each game proposed.
Continue reading Pajitnov, with needle and thread, wins Game Design Challenge
by Ross Miller Jan 31st 2007 10:59PM
Filed under: Culture, Sony PlayStation 3, Action, Driving, Online
Designer
David Jaffe's latest blog entry, as vulgar-laden as usual, was a liveblog of his day at a focus test for
Calling All Cars (previously
Criminal Crackdown), an upcoming PlayStation 3 downloadable title. You won't find much in terms of new game details, but aspiring game developers could learn a lot from this manic entry.
We know that some of you out there don't appreciate Jaffe's verbose language or feel like the designer, who's probably known best for
God of War, hasn't "earned" his street cred yet, but naysayers can still walk away from this transcript with an understanding of the inordinate amount of anxiety put on game makers when they watch their projects get critiqued and criticized by various demographic representative, for better and worse, and how technical issues will vastly affect the situation.
Calling All Cars is planned for a release next month in the range of $5 to $10.
by Dan Choi May 8th 2006 6:24PM
Filed under: Sony PlayStation 2, Action, Adventure, E3

IGN got an early hands-on preview of
God of War II, and they're lovin' what Sony's Santa Monica studio has come up with so far.
Without revealing too much of the sequel's plot, our hairless hero now sports some new magical attacks and context-sensitive finishing moves. Needless to say, prominent Greek mythological figures will also be showing up to keep Kratos company, and there will certainly be a lot of flashy slashing-first-ask-questions-later kind of action to fill the hours.
For more spoilers on "an early section of the sequel," simply follow the image link above or Read link below, where you can find a few more details on the new power-up system and annoying enemy combatants (otherwise known as smarter fodder for your sharper blades). A practical explanation goes into the reasons for keeping things on the PS2 rather than the PS3, and hopefully less frustrating puzzles are revealed as well. More will likely be revealed at Sony's big E3 press conference today.
See also: