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Do you want to become a PlayStation Home community volunteer?
Now that PlayStation Home is twelve million strong, Sony is looking for community volunteers to help newcomers ease their way into the PS3 virtual world. Applicants need to be "friendly and knowledgeable" as they help new users navigate the various community events available online. According to a recent call for applicants, the program "offers a great outlet to the most passionate Home users to help give back to the community."
To submit an application, you must be at least 18 years old, a resident of the US, and have "dependable access to email and Internet." Also, not only will you need to describe your most embarrassing PlayStation Home experience, you'll also have to answer this very telling question: "Do you have more friends in real life or in Home? Which do you prefer?" Don't worry, you should answer truthfully. We won't judge you.
To submit an application, you must be at least 18 years old, a resident of the US, and have "dependable access to email and Internet." Also, not only will you need to describe your most embarrassing PlayStation Home experience, you'll also have to answer this very telling question: "Do you have more friends in real life or in Home? Which do you prefer?" Don't worry, you should answer truthfully. We won't judge you.
PlayStation Home population at 12 million

Buser expanded on the stats, pointing out that these numbers aren't based on one-off visits; according to Sony's data, 85 percent of users who create a Home avatar return more than once. The average citizen, he said, spends an hour in Home each visit.
While Buser's talk was primarily aimed at developers interested in developing in-Home games, he spoke on what to expect in terms of Sony's strategy for the service in 2010, saying, "You're going to see us really embrace this idea of total game integration" to "really extend out the experience of your games." He used the Home presence of Sucker Punch's inFamous as an example, saying that we can expect to see more spaces, minigames and tie-in content timed alongside game launches this year, and that "It's an Incredibly important part of [Sony's] strategy."
Interview: Sony's Scott Rohde on PlayStation Move

Our complete interview with Rohde follows:
It's obviously going to take internal resources to develop games for PlayStation Move. How can you guarantee that this won't take away from the resources devoted to traditional hardcore games?
Scott Rohde: The bottom line is, you know Worldwide Studios is a huge organization. I'm not sure exactly where it sits among other global publishers, but it's right up there. There's a lot of resources put into product development. I'm pretty proud of the roll that we've been on -- with Uncharted 2 kind of sweeping the awards recently.
There's plenty of resources to go around. It's our heritage: we're never going to compromise our core; great exclusive games. This is a new initiative to us. Some teams are looking into how they might incorporate motion control into some existing plans; others are totally focused on making the best sequels to the games we all love. It's not something I'm worried about.
Sony's free PhyreEngine expands to PSP

"We're very happy to see the continued popularity of PhyreEngine with the global game developer community," SCEI senior VP of technology Teiji Yutaka said. "PhyreEngine for PSP was developed in response to requests from the game developer community, and we hope that the release of the PSP version demonstrates our commitment and support for game developers on all our platforms." The engine will be demoed at GDC this week.
The PS3 version of PhyreEngine has been praised by studios like Capybara and Sidhe. Perhaps the PSP iteration will be met with an equal amount of enthusiasm and help bolster the portable development community.
Sony files patent for game demos that lose features over time

Essentially, it's the DIVX rental system, but downloadable and for games. You know, DIVX, the system in which you "bought" a cheap disc that would only work for a short time unless you paid a fee to "unlock" it. That lasted less than a year because it was too popular, right?
SOCOM 4 announced for PS3, Zipper developing
Click to enlarge
Hot off the release of MAG, Sony has revealed that the game's developer, Zipper Interactive, will be returning to the SOCOM: U.S. Navy SEALs franchise for the development of SOCOM 4 on PS3, slated for release this fall.Unlike the Slant 6-developed, online-only SOCOM: Confrontation and Zipper's own MAG, this new SOCOM will include a full story-driven, single-player campaign comprised of 14 missions that the dev expects to offer around 12 hours of gameplay (according to IGN). Of course, the developer's experience on the excellent 256-player MAG will undoubtedly be carrying over (in as many ways as possible) to the announced 32-player online component of its new project. Only 32 players? (We kid.)
LittleBigPlanet reaches two million user created levels
You may not be checking LittleBigPlanet for new levels as obsessively as you once were, but that doesn't mean that junior designers aren't still out there trying to perfect Super Mario Bros. 1-1 or trying to recreate the myth of Sisyphus. The game's community has just reached another big milestone: Two million available levels. It took them nine months to get the first million in late July of 2009, meaning that development isn't slowing down. In fact, it would appear to be speeding up.
It's inspired us to dust off our LittleBigPlanet disc and ... oh, wait.
It's inspired us to dust off our LittleBigPlanet disc and ... oh, wait.
Court tosses disabled gamer's suit against Sony
A U.S. District Court for the Central District of California has dismissed a lawsuit against Sony Corporation of America and its related gaming branches (SCEA and SOE) which alleged the company denies access to its services for people with disabilities. According to court documents, plaintiff Alexander Stern argued that his "visual processing impairments" prevent him from enjoying titles manufactured by Sony and its game divisions.
Stern had filed the suit last October, claiming Sony's practices had violated Title III of the Americans with Disabilities Act (ADA). According to Game Politics, the court stated that in order to prove a violation of Title III of the ADA a plaintiff must show: "(1) [the plaintiff] is disabled within the meaning of the ADA; (2) the defendant is a private entity that owns, leases, or operates a place of public accommodation; and (3) the plaintiff was denied public accommodations by the defendant because of [the plaintiff's] disability."
In the dismissal notice (PDF), the court ruled that because Sony is not a "place of public accommodation" it was "not liable" for violating Title III of the Americans with Disabilities Act.
Stern had filed the suit last October, claiming Sony's practices had violated Title III of the Americans with Disabilities Act (ADA). According to Game Politics, the court stated that in order to prove a violation of Title III of the ADA a plaintiff must show: "(1) [the plaintiff] is disabled within the meaning of the ADA; (2) the defendant is a private entity that owns, leases, or operates a place of public accommodation; and (3) the plaintiff was denied public accommodations by the defendant because of [the plaintiff's] disability."
In the dismissal notice (PDF), the court ruled that because Sony is not a "place of public accommodation" it was "not liable" for violating Title III of the Americans with Disabilities Act.
Sony reorganization shuffles names, but doesn't mess with the games
You ready? Okay -- follow along: Sony announced today that the Sony Computer Entertainment subsidiary will change its name to SNE Platform (or "SNEP"), and then transfer its video game operations to a new subsidiary, named -- surprise! -- Sony Computer Entertainment. On April 1, SNEP, which will be primarily operating Sony's network services and business as a wholly-owned subsidiary, will merge with Sony, and then promptly dissolve into the parent company. Since Sony already owns all shares of SNEP, there's not going to be any market action (issuance of new shares, share capital increases or cash payments) upon the merger.
So, wait, what's happening? Essentially, Sony is moving its network business out from under the gaming wing and bringing it up to the parent company level. This is a different path than the one laid out a year ago, which suggested SCE, as then operator of the network business (think: PSN), would begin to play a larger role in the unification of the company as it pertains to an online strategy. Instead, the "new" Sony Computer Entertainment will have a slightly more narrow focus, "mainly consisting of the planning, development, manufacturing and sales of home-use/portable game consoles and software," according to the reorganization announcement; and Sony Online Service, including the proposed expansion of PSN IDs to non-gaming Sony devices, will seemingly be handled by a new division (but possibly the same personnel) within the Sony parent company.
Though listed as the "Representative Director" of the short-lived SNEP subsidiary, Kaz Hirai will presumably remain in charge of the PlayStation division now and after the April 1 merger. Sub-divisions SCEA and SCEE are unaffected by the reorganziation.
So, wait, what's happening? Essentially, Sony is moving its network business out from under the gaming wing and bringing it up to the parent company level. This is a different path than the one laid out a year ago, which suggested SCE, as then operator of the network business (think: PSN), would begin to play a larger role in the unification of the company as it pertains to an online strategy. Instead, the "new" Sony Computer Entertainment will have a slightly more narrow focus, "mainly consisting of the planning, development, manufacturing and sales of home-use/portable game consoles and software," according to the reorganization announcement; and Sony Online Service, including the proposed expansion of PSN IDs to non-gaming Sony devices, will seemingly be handled by a new division (but possibly the same personnel) within the Sony parent company.
Though listed as the "Representative Director" of the short-lived SNEP subsidiary, Kaz Hirai will presumably remain in charge of the PlayStation division now and after the April 1 merger. Sub-divisions SCEA and SCEE are unaffected by the reorganziation.
Watch Heavy Rain's European TV ad
PlayStation Blog has dropped the European advertisement for Heavy Rain. The ad, which you can watch after the break, places a heavy emphasis (geddit?) on the various choices that players make throughout the game. Specifically, it asks players to "start a journey that changes with every single decision." The PS Blog post notes that different versions of the ad will be airing in several countries over the next few weeks, so be sure to keep an eye out for it.
If there's any justice in the universe, the US version will feature Kevin Butler.
If there's any justice in the universe, the US version will feature Kevin Butler.
Sony's Dyer predicts more games for PlayStation Motion Controller than Natal
SCEA's Senior VP of Publisher Relations, Kevin Butler Rob Dyer, has some pretty lofty expectations for the still-unnamed PlayStation Motion Controller. Set for release this Fall, it must not only compete against the Wii, but Microsoft's controller-free foray into motion gaming, Project Natal. Dyer obviously believes that Sony's offering has an edge, and expects more games to take advantage of the controller: "My feeling is that we're going to have a lot more games, a lot more innovation," he told IndustryGamers.
"It's easier to develop for," Dyer explained. "You can use the same code base that you currently use for PS3 or 360 or even the Wii in order to get a motion controller game out. You can't do that with Natal." While Microsoft treads new territory with its Project Natal offering, Sony's motion controller does seem to play it safe, offering an experience not unlike the one offered by Nintendo. Last year, Resident Evil 5's Jun Takeuchi commented about the theoretical ease of porting Wii games to the PS3, a trait that should expedite the number of games available on Sony's platform.
Even the announced offerings have played it safe for now, with familiar titles like LittleBigPlanet and the aforementioned Resident Evil 5 representing a large majority of the Motion Controller's upcoming library. However, while Dyer may tout a larger library of titles, gamers are likely to be disappointed if Sony's line-up is little more than "Wii games in HD" and "old games with tacked-on motion controls." Perhaps Sony's upcoming GDC presentation will assuage some of our concerns.
"It's easier to develop for," Dyer explained. "You can use the same code base that you currently use for PS3 or 360 or even the Wii in order to get a motion controller game out. You can't do that with Natal." While Microsoft treads new territory with its Project Natal offering, Sony's motion controller does seem to play it safe, offering an experience not unlike the one offered by Nintendo. Last year, Resident Evil 5's Jun Takeuchi commented about the theoretical ease of porting Wii games to the PS3, a trait that should expedite the number of games available on Sony's platform.
Even the announced offerings have played it safe for now, with familiar titles like LittleBigPlanet and the aforementioned Resident Evil 5 representing a large majority of the Motion Controller's upcoming library. However, while Dyer may tout a larger library of titles, gamers are likely to be disappointed if Sony's line-up is little more than "Wii games in HD" and "old games with tacked-on motion controls." Perhaps Sony's upcoming GDC presentation will assuage some of our concerns.
Uncharted 2 sells 3.5 million worldwide with the quickness
You know what, Uncharted 2? We get it -- okay? We get it. You're awesome. Not only did you win all the awards, now, according to Scott Rohde, VP of product development for SCEA, you've sold 3.5 million units, enough to become the fastest-selling first-party game on the PlayStation 3 to date.
Frankly, Mr. "Among Thieves," we've all been talking about it and ... well, it's starting to come off as a little desperate. And, to be honest, we're a little upset that Joystiq GOTY honors wasn't good enough for you. There -- we said it.
Frankly, Mr. "Among Thieves," we've all been talking about it and ... well, it's starting to come off as a little desperate. And, to be honest, we're a little upset that Joystiq GOTY honors wasn't good enough for you. There -- we said it.
Sony teases 'very robust' 2010 for PSP, which still struggles with piracy
After completing 2009 with redesigned hardware and several high-profile games (including Assassin's Creed: Bloodlines, MotorStorm: Arctic Edge and LittleBigPlanet), the PSP platform is looking for another strong lineup to carry it until the end of another year. Sony's senior vice president of publisher relations, Rob Dyer, told Industry Gamers that third parties will provide a "very robust lineup" in 2010 -- albeit one that has to face a very old problem.
"I think we had a great lineup last year. The biggest problem that plagued PSP was piracy; we have not been able to slow that down," Dyer said. "We think we have some answers going forward, but we're not ready to talk about that publicly at this point. So we're working on fixing that, because that's been a big problem. Publishers, when they put out good games, are not getting the same sales results that they got a few years back. So piracy's been a big issue and we're working on that very diligently to bring about some solutions."
Some solutions include the PSP Go, which focuses on digitally acquired games (through the PlayStation Store, of course!) and -- as recently demonstrated by third-person shooter SOCOM Fireteam Bravo 3 -- a form of potentially consumer-unfriendly online activation. And while Sony appears pleased with the platform's longevity, six years is a long time to still be tinkering with anti-piracy experiments.
"We're into the sixth year now on the platform, and that's a long time for a handheld," Dyer noted. "I think given where we're at right now, we're doing very, very well. But yes, the business has had problems and I think it all stems, candidly, from the piracy."
"I think we had a great lineup last year. The biggest problem that plagued PSP was piracy; we have not been able to slow that down," Dyer said. "We think we have some answers going forward, but we're not ready to talk about that publicly at this point. So we're working on fixing that, because that's been a big problem. Publishers, when they put out good games, are not getting the same sales results that they got a few years back. So piracy's been a big issue and we're working on that very diligently to bring about some solutions."
Some solutions include the PSP Go, which focuses on digitally acquired games (through the PlayStation Store, of course!) and -- as recently demonstrated by third-person shooter SOCOM Fireteam Bravo 3 -- a form of potentially consumer-unfriendly online activation. And while Sony appears pleased with the platform's longevity, six years is a long time to still be tinkering with anti-piracy experiments.
"We're into the sixth year now on the platform, and that's a long time for a handheld," Dyer noted. "I think given where we're at right now, we're doing very, very well. But yes, the business has had problems and I think it all stems, candidly, from the piracy."
Buy your love a Flower for half price today

Gallery: Flower
Interview: Zipper's Alan Van Slyke on MAG's past, present and future

We first spoke to the game's producer, Alan Van Slyke, during PAX 2009, when he explained a bit of the techno-wizardry which powers the game's internal servers. Yesterday, we got a chance to speak with Van Slyke once more -- this time about the pressures associated with developing a game of this (forgive the pun) magnitude, whether the game's rigorous beta testing paid off, and how one of MAG's three factions has evolved into an unstoppable victory machine.
Joystiq: When did Zipper Interactive decide on making a multiplayer game with 256 players? None of your studio's earlier games are nearly that large in scope – what kind of factors led to that decision?
Alan Van Slyke: Well, I think that specific number actually came more from design than it was just an arbitrary number -- but definitely the early thinking was we want to build something big.
Gallery: MAG
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