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Chipping away at game dev barriers is an ongoing focus at PlayStation
Chipping away at game dev barriers is an ongoing focus at PlayStation
June 10, 2014 | By Kris Graft




The most significant change in this console generation is how platform holders are making concerted efforts to lower the barriers for developers to bring their games to consoles.

As VP of developer and publisher relations at Sony Computer Entertainment America, it is Adam Boyes job to reduce bottlenecks and improve developers experience on PlayStation platforms.

Its about continually making our processes better, he said in an E3 interview with Gamasutra. Weve made massive progress in making things better, but there are still some manual processes, some filing of paperwork.

Boyes said PlayStation has an internal process team called MOLT, which stands for minimize operating lead times. That team focuses solely on reducing the bottlenecks associated with making a PlayStation game.

What else can we be doing? Can we be doing click-throughs, can we do propagations, can we do sales reports directly to the developers? are questions that are happening internally. Were just trying to make ourselves more efficient.

Aside from direct phone support, Sony also has DevNet, where developers can file issues, which connects them to people who can support them in the forums, when a phone call isnt as efficient.

One of the biggest barriers for console game developers is obtaining a dev kit. Microsoft has promised that retail Xbox Ones will eventually be functioning dev kits, and even Sonys own retail PS Vita can be used as a dev kit. Boyes said giving the PS4 that functionality is something that has been discussed internally, but nothing has been decided quite yet.

Were always looking at different ways to make life easier [for devs], he said. Were leaving no stone unturned as to what we can do. We actually have a global strike team plus an SCEA strike team thats in charge of looking at [possibilities] of early alpha access, and paid betas, which weve allowed before. Were always looking for ways to make development more accessible, looking at the barrier of entry.

Selling games that are still in development is a serious discussion that is happening at PlayStation, says Boyes. Its not unusual to see an early alpha game on Steam to top the sales charts. But the console audience is a bit different from the PC audience, and Sony is looking into just how complete does a game have to be before it releases on a PlayStation platform.

Thats one of the massive conversations we have internally that, at what point does [a game meet standards of release]? Boyes said. Because at some point, we have to ensure that were being mindful of the consumer. You dont want someone to stumble across [a game in alpha] and expect it to be finished, and have a negative experience.

However, Boyes, who does play Early Access games on Steam such as Rust and DayZ, said he knows there is an audience of players who want to help form the vision of a game as its being developed. We live in a different world, there are people out there who enjoy trying things that they know arent going to be finished, he said.

Honestly, were working through [paid alpha discussions] right now, said Boyes. Were figuring out what is ok. And obviously we have the technical requirement checklist that people have to adhere to.

Were sort of internally discussing what does that [TRC] list look like, with titles like this what are the caveats? Its still a project that a lot of minds are knocking around together. Its something thats at the top of my mind every day.

Well have more from our interview with Boyes in the near future.


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