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View Full Version : How PlayStation Move shaped the PS4



wraggster
April 11th, 2014, 21:58
http://o.aolcdn.com/hss/storage/midas/f6c9dab92973a3810a9098658a3a2a7/200022898/psmove_630pxhedimg.jpgThe PlayStation Move (http://www.engadget.com/2010/09/01/playstation-move-review/) has been called a lot of bad names. It's the PlayStation peripheral that's least used by game devs, least purchased by console owners, and least spoken of by Sony itself. Some of that sentiment's been turning lately, ever since Sony showed off Project Morpheus (http://www.engadget.com/2014/03/19/project-morpheus-hands-on/) a few weeks ago and demonstrated what an impact something like Move has on virtual reality immersion (the controller works for both PS3 and PS4). And the guy who heads up PlayStation's worldwide game studios, Shuhei " Shu" Yoshida (http://www.engadget.com/2014/03/21/interview-shuhei-yoshida-richard-marks/), says Move is responsible for far more than it's given credit.
"This project was one of the very first hardware projects formed with three groups: the software engineering team at SCEA, the hardware engineers at SCEI in Japan, and the Worldwide Studios team making games using the motion controller," Yoshida told attendees of a presentation tonight at the Computer History Museum in Mountain View, California. He and PlayStation 4 lead architect Mark Cerny explained that this trifecta was the first in a string of major collaborations: PlayStation Vita, PlayStation 4, and now Project Morpheus.

http://www.engadget.com/2014/04/11/playstation-move-y-con/