Why did they release it on PSX instead of PC?
>>12576064>Japanese PC games before Windows 95
https://shmuplations.com/fromsoftware/>I've heard some people say that SCEI's newly proposed middleware system will put a large burden on licensees. It's a change from the previous system which gave abundant support to licensees, isn't it.>Jin: The support for licensees wasn't something Sony did out of the kindness of their hearts or anything. When SCEI launched the PlayStation, Nintendo dominated the market and few companies were willing to develop for Sony, so providing robust support for devs was part of their overall strategy. Now, however, there are many companies willing to create for the new PlayStationâin fact, there's too many. Given Sony's ability to make million-seller smash hits on their own now, it seems like an obvious strategic decision to shift things this way.>Do you think it will be harder to nurture the next generation of developers, though?>Jin: I think it's true that without SCEI's support in the beginning, our company wouldn't have been able to create games. But of those hundreds of licensees, I think only a few of the companies remain today. There were a lot of companies that sadly folded, thinking "we'll make money with our next gameâŚ" Almost none of them remain today. So in the sense of "nurturing developers" as SCEI called it, it wasn't a very fruitful strategy. There were many developers making weird things you couldn't really call "games." I don't think it's a good thing if we have too few developers, but a certain degree of filtering or culling is necessary. Also, I think having larger big-name companies like Square and Enix publish smaller and mid-size companies' works is just fine. Developers can unearth talent among themselves in this way, without SCEI's direct intervention.Basically Sony in the PS1 era was really helpfull with small company like from software Without Sony , From software problably didn't make video game I suggest reading the entire article,it's one of the most based dev interview i have ever read
In late 94 and early 95, the PSX was better at handling polygonal 3D than computers were and it would remain that way until mid 96 at least
>>12576064Well, they did have this on PC.
>>12576083>Without Sony , From software problably didn't make video game holy esl...
>>12576098Redpill me on consoles vs PCs in the 90s and early 00s
>>12576064Because in the late 90s pc gaming in japan was nonexistent
>>12576064>psxBait aside, they were a japanese company who had never made a game before so it made sense to start fresh with new tech that everybody was going to have access to.
>>12576083Nice find thanks.
>>12576064Japanese PC gaming was for dating sims and VNs, not 3D games
>>12576110The PSX beat IBM PCs to the 3D punch because it was purpose built as a next-gen 3D system, with its own integrated 3D acceleration hardware.From the 80s to the early 90s, PCs were considered an extension of the workplace. A tool for productivity moreso than a potential video game platform or entertainment system. They were marketed and built for those who needed to create spreadsheets, use a word processor, trade stocks, compose MIDI music, etc. Because of that, PCs didn't ship with robust dedicated graphics hardware like consoles did as it simply wasn't necessary.
It's not that PCs of the time couldn't run it, it's that the PC market was so much smaller in Japan at the time and the game probably would've flopped.
>>12576083That is indeed a very based interview, holy shit I love this guy.although>You could also make a game where carrying more swords and weapons encumbers your character and makes them move slower⌠but that would make the game unfun*cough* Shadow Tower Abyss *cough*>For example, even if you try to increase the number of actions and animations for your character, to give them more expressiveness, in doing so the controls will become overly complicated and unwieldAnother prediction that came true just a few years later (not for them this time though)Not retro but the parts about how "everyone wants the tools to easily be a game creator" and "too many unfiltered releases would lead to a boring samey market" are very much describing the industry as it has been for a while now.
>>12576068really
PC games couldnt really do 3d models and shit that well, thats why ultima underworld has 2d sprites for a lot of stuff, original king's field came out only a couple years after ultima underworld, and ps1 was way more capable
>>12576064>King's Field 3>King's Field 2>Shadow Tower Abyss>King's Field 4>Shadow Tower>King's Field
>>12578970pretty much, you'd either be spending like $1000 on a pc to play games which had no more 3d than System Shock, or $300 on a psx that was way more capable, and more importantly though admittedly partly in hindsight, the psx would have about 6 years of improving games while a decent 1994 pc would need upgrading in a couple years to keep running new games
>>12576307If thatâs the case, why was the MSX such a popular gaming platform in Japan in the 80s?
In the late 80s and early 90s gaming home computers were Amiga, Atari ST in the west and FM Towns, PC-98 in Japan. PCs didn't really took off until Win98/DirectX. There were good games but they usually didn't sell very many copies.
>>12576064PSX was better at 3D than most PCs in 94/95. I assume that's why at least. PCs really didn't catch up until the first Voodoo card dropped in 96.
>>12579346They had doom for years before that though
>>12579503We're talking about polygonal 3D. Computers had faster CPU but PSX/Saturn had dedicated 3D hardware which wouldn't become the norm on PC until mid 96 or 97.Doom doesn't use polygons and is built around fast CPUs and nothing else, this is why straight ports of FPS games like Doom/Duke3D struggled on console but vice versa polygonal 3D struggled on computer. Not saying it was impossible, games likes Terminator Future Shock and Descent existed, but they had abysmal draw distance and/or framerate and even then both of these were made and released *after* King's Field.
>>12579291Obviously, games were still produced for the MSX, Speccy, C64, Amstrad, etc. because game publishers wanted to compete for the salary man's free time, but my point was that those PCs weren't the hardware trailblazers in the gaming space. The ports that those platforms received were far from arcade perfect and were all pared down to accommodate their respective limitations, because they weren't intended to be gaming machines. The MSX, Speccy, and CPC couldn't even scroll smoothly without clever programming tricky.