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PlayStation®Network |

March 2011

Swarm: From Ph.D To PSN

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We’re super excited that Swarm is finally about to be released on PlayStation Network. The genesis of the original idea for the game stretches all the way back to 2006, shortly after we started Hothead. There was an indie video game developer contest we wanted to enter, so we brainstormed a ton of ideas on what to submit. Dr. Mike Hayward, Hothead’s resident Ph.D., brought forward a concept based on his doctoral research in artificial life. He called it Swarm and it had plenty of science cred. We thought this was our contest winner, so we came up with a cute adorable character to go with his tech, the swarmite, and got to work on a prototype.

In the end we did very well in that contest, placing in the final four, winning the people’s choice vote, and garnering $300,000 in winnings. Every time we wore a Swarm t-shirt in public, invariably someone would ask us about the character. People really seemed to like it. So we knew we were onto something. We just had one problem: what we created wasn’t really a game.

The prototype was cool. 50 pudgy, blue swarmites milled around and waited for you to act. You took control of a single swarmite and the rest watched attentively. You’d take some action, like picking up a rock, and the rest of them would frantically run around, trying to find rocks. There were never enough rocks to go around, and so the swarmites would absentmindedly pick up other items or even their fellow swarmites. Then you’d throw the rocks at a target and they would all follow. Every time you did something, they learned, and as you progressed through the level they used all their learning to move you forward. So the tech was very cool and the way the swarmites behaved was funny, but because you were teaching them, the further you progressed through the level, the more time you spent simply watching and the less time you spent playing.

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Our response to this was to park the uber-smart Dr. Mike in a corner and let him play for three years or so. “Turn it into a game!” was our direction. He kept at it, finally hitting a big turning point when he started playing with the idea of directly controlling 50 swarmites at once. Suddenly Swarm started looking like an action game and a platformer. And there were cool examples of emergence that he kind of stumbled on. For example, if you huddle the swarm together and then jump repeatedly, they stack on each other’s heads and form a tall totem. That wasn’t planned in any design document, it just happened by accident in one of Mike’s prototypes.

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Armed with some cool new control schemes, we put the game into production and set out to make the coolest PSN game ever. Then we hit our next obstacle. Turns out if you move 50 characters at once and put them in a ridiculously dangerous world with explosives, fans and other things that tend to blow them all over the place, it can get a tad confusing for the player just what is going on and where their swarm is when all hell is breaking loose. So to address this, we did what we always do: lots and lots of playtests. We’d bring in four or five fresh players that have never seen the game before, put a controller in their hand and let them give it a go. Certainly it can be a humbling experience when you watch players get frustrated with your game, but we persisted at iterating and improving it a little each week. It wasn’t long before we had something that users reported was intuitive and fun to play… no small feat for a brand new type of gameplay mechanic!

With our deadline quickly approaching, we turned our attention to replayability. What would give players a reason to want to go back and replay levels they’ve already completed? The epiphany here turned out to be our scoring system. Swarm has multipliers, multipliers on multipliers, checkpoint bonuses, time bonuses and lots and lots of shiny pickups. The upshot of all of it is that whether you’re a beginner or a seasoned player, you can always work to make your score better. There is no natural maximum score on any level. And the great benefit of that is it makes the leaderboards in the game naturally quite competitive. We put your results right in your face as frequently as we can so you always see how you’re measuring up against your friends on each level. We even have the game automatically facilitate a bit of smack talk.

We’re proud of what we’ve made in Swarm: it was wrought from our indie blood, sweat and tears. We’re confident you’ll like what you see when you play it.

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Japan Tsunami Appeal On PSN

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It’s been over a week since the devastating earthquake and tsunami hit Japan, inflicting serious loss of life and leaving hundreds of thousands homeless. The Japanese people, together with support and compassion from the global community, are beginning what will be a long recovery process.

Sony Computer Entertainment’s headquarters are located in Tokyo, and so we’ve heard firsthand of the disaster’s impact from our colleagues and friends. As we here in Europe watch the tragic events that continue to unfold, you might be left thinking, “Is there any way I can help?”

Sony Corporation is aiding the recovery through financial contributions and donating radios, batteries and other equipment that can be used in the relief efforts. Today we’re making it possible for you to contribute directly to the earthquake and tsunami recovery efforts through a medium you’re already quite familiar with – the PlayStation Network.

You can make donations in the amounts of €2, €5, €10, €20 from your wallet in the PlayStation Store. With your donation, you’ll get a free Sunrise Blossom Theme for your PlayStation 3. In order to make a donation, click on the ‘Japan Tsunami Appeal’ banner on the homepage of the PlayStation Store or via the latest category.

It’s important to note that your contributions will go directly to the British Red Cross, part of the International Red Cross and Red Crescent Movement – Japan Tsunami Appeal. Every penny and cent will go to the fund, which supports emergency relief and recovery efforts, including deploying personnel, sending relief supplies and providing financial resources.

Many gamers in particular feel a special bond with Japan, even if they’ve never traveled there personally. Its ingenuity and innovation have shaped our industry, and its culture and style have spread to communities across the world.

Please join us now in helping the Japanese people during this great time of need. Together we can have a significant impact on the relief process.

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PlayStation.Blog Recap

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This week’s highlight was the chance to go along to the BAFTAs where two of my favourite PS3 games, Heavy Rain and God of War III, were given the recognition they thoroughly deserve.

Following on from a conversation I had with some of you via twitter, I’ve decided I’m going to make a concerted push for my first Platinum trophy and was thinking of documenting that mission with diaries here on the blog. The first step is deciding on the game and I’m currently thinking Yakuza 4. Any other suggestions?

Here’s your recap.

PlayStation.Blog.Europe Weekly Content Recap

Playstation EU

  • Weekend Essentials 70 - Spend your weekend at war in Homefront or on the tennis court in Top Spin 4. Read on to see what else is new on PlayStation this weekend…
  • Demo Guide: PlayStation Move Heroes - Step into the action with the PlayStation Move Heroes demo, available to download from PlayStation Store for free.
  • Game Talk – SOCOM: Special Forces - Travis Steiner, lead game designer at Zipper Interactive, chats to eu.playstation.com about the latest outing of SOCOM on PlayStation 3.
  • The People vs: PlayStation Move Heroes - Put your questions to Nihilistic Software and find out how the biggest icons on PlayStation are joining forces for the first time.
  • Top Tips: GT Academy 2011 - Stake your claim for pole position in GT Academy with these top tips from previous winners Lucas Ordóñez and Jordan Tresson.
  • Demo Guide: Mortal Kombat - Beat your friends to the punch in the ferocious Mortal Kombat demo on PlayStation 3, available to download for free from PlayStation Store.
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David Cage Reflects On Heavy Rain’s BAFTA Success And Discusses Quantic Dream’s Next Project

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At Wednesday’s Video Game BAFTAs, PS3 exclusive interactive drama Heavy Rain scooped the awards for technical innovation, original music and story. As soon as the ceremony finished, I braved the media room – which was a scrum fiercer than anything at this year’s Six Nations – to grab an interview with David Cage, Heavy Rain’s writer and director.

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What are your initial feelings after collecting three BAFTA awards this evening?

I’m very proud to have collected three awards. We came here with no expectations and I’m proud for my team who all worked so hard during those three years of development. I’m also proud for Sony, because they took a big gamble on this game and showed faith and support throughout, which not all publishers would have done.

Which is the most gratifying to you personally: winning awards, critical acclaim or lots of sales?

Definitely sales, and not because of the money. When you create games, you don’t create them for journalists or awards panels; you create them for real people – for gamers. To have nearly two million people paying good money to play Heavy Rain is a really great feeling for me.

Which of tonight’s awards is the most pleasing?

I’m proud of all of them but, from a personal point of view, it has to be best story. I worked so hard on this aspect of the game, inventing rules for the world; trying to be creative and emotional while all the time thinking about the technical aspects like structure and the different variables that were necessary to make it all work. I spent a year writing for 12 to 15 hours a day and there have been many personal sacrifices. As I said on-stage, I want to dedicate this all to my family, especially my two sons, who I didn’t see much of during that time but they shared my passion.

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Can the auteur theory be applied to games, with development teams getting bigger all the time?

It must be applied to games – there is no other way. If this industry wants to mature and evolve then we need to talk about emotions and work on stories that appeal to all people, not just hardcore gamers between the ages of 15 and 17. We have a much wider market out there just waiting to interact if we can go to them with the right ideas.

I know no good stories written by 50 people. A story is something emotional; something personal that you want to share and it is strongly linked to your own life and experiences. We need auteurs and the biggest problem in this industry is that we don’t trust them – we trust programmers instead. Auteurs are scary because they come back with ideas, but that is exactly what this industry should be about.

Is this recognition of Heavy Rain the culmination of your work on Fahrenheit?

We are working with a young medium and there is no pre-existing language with which to tell an interactive story. Everyone needs to learn and I’ve had 15 years of learning, starting with Omikron: The Nomad Soul. Nobody knew what the story was about in that game because it was so messy and poorly told, but then I had the chance to work on Fahrenheit and the story was kind of OK for two-thirds of the game, but got a bit messy at the end. So I progressed some more as a writer and, with Heavy Rain, I feel that there were many stories in there and they were all good from start to finish.

Heavy Rain is the result of those 15 years of fighting and struggling with this new language. Receiving this award is undoubtedly one of the highlights of my career but I don’t see it as an achievement, more like the first step – it’s like I’ve finally got something that works. Now, I can build on it and continue learning. I’m a student and I’m still at the beginning.

For our next project we’re going to build on what we have discovered with Heavy Rain. We own this genre of Interactive Drama and we want to show that Heavy Rain was not a coincidence; it is something that makes sense and we can build on it.

At the same time, we will not make a sequel and I made that very clear from the beginning, regardless of whether the game was a success or a failure, because I wanted to show that this is a new genre that you can use to tell any kind of story, in any style.

We’re going to be exploring a different direction, which will still be very dark and still for adults, but completely different to Heavy Rain. Our challenge is to satisfy our fans, and also surprise them.

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LittleBigPlanet 2 – Upcoming Downloadable Goodness, And New Behind The Scenes Documentary

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Happy Friday, Sack-fans! There are more and more awesome LittleBigPlanet 2 levels being uploaded every day, which is great to see (and in fact we’re getting very close to a fantastic milestone…) – so great work to all the creators out there.

This week, though, I wanted to give you all a sneak peak at some of the new content that is planned for LittleBigPlanet 2 over the next few months. As all the loyal players of the original LittleBigPlanet will remember, we always like to ensure that there are plenty of new bits and pieces popping up to inspire fresh creations, to let you show some of your other favourite games and movies a bit of LittleBigPlanet love, or just to keep your Sackboy looking a la mode.

First off, be sure you’ve picked up your free St. Patrick’s Day costume from the Store this week – it’s Sackboy’s yearly chance to become Craic-boy, and you surely wouldn’t want to deprive him of that, would you? There will be plenty more time-limited free costumes throughout the year, so keep your eyes peeled.

Last week, the Even More Animals costume pack was released – to ensure that those of you that weren’t able to pick up the LittleBigPlanet 2 Collector’s Edition have the option of dressing up as a Cobra, Mandrill, Crocodile or Vulture, should you so desire. The individual costumes are €0.99 / £0.79 each, whilst the pack of four is available for €2.99 / £2.39.

Looking ahead to next month, you’ll get the chance to take your Sackboy on a journey into The Grid with the Tron: Evolution minipack. Featuring characters from the game that serves as a prequel to last year’s Tron: Legacy movie, this pack will contain two brand new costumes Anon and Abraxas – plus plenty of sleek and stylish Tron-themed stickers to decorate your levels.

You’ll also be seeing plenty of costumes and kits based around other PlayStation characters this year – look out for the brand new Killzone 3 minipack, coming soon and featuring Rico and a very cool looking Hazmat Trooper.

But what better way to kick things off than with some indisputable PlayStation icons? Next week we’ll be releasing three pairs of costumes based alongside the release of PlayStation Move Heroes on PS3 – Jak & Daxter, Ratchet & Clank, and Sly & Bentley (I’ve got my fingers crossed for some particularly awesome examples of Sly-themed platforming from the community…). Each pack of two will be on sale for €2.99 / £2.39.

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The sharp-eyed amongst you will also have noticed Media Molecule talking about a future Move expansion pack in interviews, and they are indeed beavering away on this. It is a VERY exciting pack that will be coming later in the year, and we’ll be sharing more details soon.

LBP2: Upcoming downloadable goodness

Finally, and moving away from DLC – as part of the Make.Believe campaign for this year, our colleagues elsewhere within Sony have put together a cool new behind the scenes documentary that tells the story of how two of the lovely folk from Media Molecule came to be working there. Neither John nor Christophe were originally working in the games industry, but after people noticed the creative wizardry they were showing in LittleBigPlanet, something amazing happened…

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