Killzone 2 and PS3 Images

I don’t know how long it’ll be on the front page, but the game trailer for Killzone 2 is well worth a look. If this is what one of the first titles for Sony’s PS3 looks like, it’s pretty impressive already. It’s a bit violent (go figure), but this is a good example of the future of online 3D. Watch it over on gametrailers.com (available as both a Windows Media Video and as a Quicktime).

Motor Storm screenshot

If you don’t want to watch the video, then check out these screenshots over on C|Net (the above image is from a Gamespot early review of Evolution Studios’ Motor Storm). Yes, Mom, that’s a videogame.

(edit – there’s some online discussion over which PS3 movies and screenshots are real time and which are pre-rendered or just cinematics. As of now, it appears the Killzone 2 trailer is a pre-rendered video clip intended to match the eventual real-time game rendering. I’m venturing the above image is also pre-rendered. However, the F1 racing car screenshot on the C|Net link is reportedly real time gameplay.)

When Is “Xtreme” Too Extreme

I guess for game developer Tecmo, it got too extreme when a relatively common videogame practice – reskinning a model (e.g. changing a game player’s visual appearance by modifying the model’s texture or “skin”) – crossed onto their XBox turf. Apparently the villians had the nerve to take scantily-clad beach volleyball babes from the classy Dead or Alive Xtreme Beach Volleyball and reskin the models sans itsy-bitsy bikini’s. Making game models bare it all isn’t new, but I guess Tecmo had never seen this kind of thing before. Yeah, right. Read the bullsh… story over on Wired.

(and if companies think this is bad, just wait til browsers morph into 3D interfaces; yes Virginia, the net can get worse)

Did P&G Rewrite History Here?

In the late 90’s I was working at a well-known and very well-respected company. It was the kind of company that attracted impressive individuals from other, well-known and well-respected companies. One such person came from Procter & Gamble to take over as the (lone) VP of Marketing.

The first thing this newcomer did was schedule every member of every product development team for training; every project manager, every marketer, every project engineer, every industrial designer spent two solid days learning this new development tool. What kind of training you ask? Well, the kind of training that supposedly appeared at P&G a couple years later in 2000, as suggested in the Newsweek article, “Going Home With the Customers” (Link). From the article:

Claudia Kotchka, a 27-year P&G veteran, as the company’s first vice president for design innovation and strategy. And one of Kotchka’s first acts was to embed top designers in brand teams to help rethink not just the superficials – graphics, packaging, product design – but, more importantly, how consumers experience products.

Kotchka now teams with such outside design firms as Palo Alto, Calif.-based IDEO. Their m.o.? Don’t interview consumers – go home with them. Observe, for example, how they use diapers.

(Note for later reference that Tide is listed as an example of a product lacking innovation.)

I’m not saying Kotchka didn’t spearhead this. For all I know she was working with or for the person my former employer hired and moved up the ladder in her place; or, more likely, was her superior and was the reason for the defection. But from what I recall, we were being trained (in 1998) to do what P&G was supposedly already doing!

Further, we were told it was this consumer observation practice that led to P&G’s Tide detergent bottles being modified in order to prevent liquid from running down the sides of the bottle after consumers used the provided measuring cap (discovered, my “encounter” training class was informed, when a team member noticed a consumer had “permanently” placed a towel down near the clothes washer so she could set a drippy bottle somewhere and not make a mess).

We called it “Home Encounters” or something like that, and it was both great training and a wonderful development tool. But if what they’re reporting on wasn’t in successful use at P&G before 2000, I’d really like to know what they’re doing.

Parisi Speaks

Nice couple pages over on C|Net about the (re-)emergence of web 3D in an interview with vr pioneer Tony Parisi. Good article. The only issue I have is this quote from Mr. Parisi:

The bulk of the interface design will come from (the) gaming community, with additional innovation through these proprietary 3D chat worlds. But in most of these chat rooms, there’s nothing to do! You see someone’s avatar, and they’re picking their nose. It’s a piece of glitz attached to text chat. In an application like “Everquest,” you have exactly the same environment design and you’re there to do something. There has to be a purpose.

There is no real “purpose” in Second Life either other than what people who sign on bring to it, yet they somehow either manage to find things to do or not – just like most people do in real life. The assumption that people want to do more doesn’t really jive with what I’m discovering. Not everyone wants to spend their evenings slaying dragons or mining virtual gold or, for that matter, creating virtual content or managing virtual property; alot of people just chat about real life issues. So in that way, these 3D interfaces are more like teleconferencing than gaming. Now that the technology is here, we might discover that most people would rather just talk than fire their BFG’s at each other.

I also wonder if Parisi is aware of the serious discussion going on about open-sourcing Second Life. I mean, how can Linden Labs not be aware of the open source solutions beginning to invade their space… one of the people behind Croquet is giving a virtual talk inside Second Life! Interesting times. Now excuse me while I load Maya and work on a nose-picking animation.

XBox 360 Design Process

When people there were asked what company might have made the console, they guessed Sony or Apple. That thrilled Microsoft executives.

*sigh*

Doesn’t Microsoft already make products? Don’t those have a design language and strategy behind them? What happened?

Read the full spiel here. Via Blue’s News.