Jepp...
Hittade denna, vet inte om den e postad här redan, orkar inte gräva baklänges:
Okay here's the rest of the interview, although a bit shortened to cut some crap, questions were send in by users btw. And the answers were rewritten by the website in their own words (mixing it with quotes), so I had to translate from that, it reads a little bit weird sometimes :
Q: As a First Party Sony daughter you guys are bonded to the PS3, you think it's a restriction or a benefit?
A: Huge benefit, the exclusivity does not bring the multi-platform pain where you have to balance the code to suit on every platform. When you have to do that, you are always compromising. The Sony deal enabled them to get the most out of one specific console. Killzone Liberation became a completely different game compared to the PS2 version since they had to take the PSP controls and the small screen into account. There are no limits on the PS3.
Q: When you had to choose one nextgen console at this moment, which one would that be, and why not the other two. And do you think it's interesting to experiment with the Wii-mote.
A: They would choose the PS3 (what a surprise), not in the least because of the FPS genre Guerilla is focussing on. The Killzone world needs huge proccessor power to simulate the gameworld. So the Wii is no contender since it lacks power.
The Wii mote is interesting from a gamesdesign-point, but not suited for the Killzone-genre. It would be perfectly suited for the adventure-genre. The 360 would be a more suitable candidate, but the lack of Blu Ray storage and the lesser CPU power make the PS3 the best choice.
Q: What do you devs think about the choices Sony made for the PS3.
A: 3 things spring to their minds instantly: Cell, RSX and Blu Ray. They are very happy with these components. Cell and BR have been designed to pull the PS3 into the future. People still think: You don't need the storagespace, you don't need the power, but they will see the limits of the other 2 consoles pretty soon, and there's not much bonus there to find after that. The limits of the PS3 are still a long way off.
Q: How long is it going to take to take advantage of this power, the maximum potential.
A: The coming years everything will get better and better by each game. Just as every console on the market so far, programmers will maximise potential near the end of the console's lifecycle. Especially the Cell still has a lot to offer. So a couple of years from now at least to expect PS3's full potential.
Q: Making PS3 games is expensive. If you guys were still independend, would you be able to make a PS3 game.
A: There are enough independend studio's right now working on PS3 games, so they also would certainly be able to do a PS3 game. There's no denying though that with a huge project as this Killzone, it's very handy to be able to work together within the Sony-family with other firstparty studio's to share resources and technology.
Q: With all the emails, USB sticks, PDA's, mobilephones, information is easily communicated these days. There must be some guys within the company that are so glad and proud they work for you, that they have leaked info unintentionally or intentionally. What methods do you guys use to prevent that.
A: NDA's, access control systems, confidentiality agreements, there are all part of the daily routines everybody deals with. He says a lot of friends of the people who work at Guerilla complain they do only get their info from the press instead of them, which causes some frustration the Guerilla peeps only can laugh about. Working at this place brings a lot of responsibilities, and everybody should be realising this.
Q: Can gamedevelopment be compared to standard programming, and where are the similarities and differences. What about assembly.
A: Gamedevelopment is indeed very much comparable to programmingwork in other bizniz-areas, including "unit and integration testing". At Guerilla C++ is mainly used, in some rare specific cases assembly is used, and they use a lot of C#-tools that are made inhouse. So Agile development, build machines, source-control, .Net and MySQL-databases is not something strange to the mind of a Guerilla coder. One difference to standard coding could be that a game-devver is always looking for the best of the best.
If a game is canceled at the last moment because of a performanceproblem or a bug, it means financial trouble. Non-adaptive code or clumsy code will surface sooner in gamedevelopment because of strict demands.
There is also alot of streamingtechniques involved to load in textures and data. Killzone would not even be possible without them. "So the whole thing basicly is like standard programming...but on steroids."
Q: How is determined which concepts are integrated into a game, and which games will be choosen to develop.
A: Such decisions are closely negotiated with Sony. First step is always writing a concept and developing a prototype. They use this prototype to examine how people react to it. Do they find it challenging, is it fun, does it fit the market, does it fit Guerilla and Sony target-audience. After that they evaluate and both decide whether the idea or game is going to be produced or integrated, and the whole process is called 'greenlighting'.
Q: What's your stand on outsourcing?
A: All of the important, interesting and complex work and tasks are done in-house, and the repetitive work moves abroad and is being outsourced. Easy productiontasks, modeling characters and heads, cleaning up motioncapture-data are a bunch of things they are perfectly suited for outsourcing.
Q: How do you guys see the future of gaming. Do you expect room for user-generated content or do you see other directions with potential.
A: Within Sony recently a new Game 3.0-vision was published, following the Web 2.0 vision. While Game 1.0 entailed individial consoles (PS1), Game 2.0 added online equipment and PC's for making static content (PS2-PC-Linux). Now with Game 3.0 (PS3 era) consoles should work together online to create dynamic worlds within reach, optionally user created. Sony's Home and Little Big Planet are only the first steps to that. It also works the other way round. Guerilla is also thinking about releasing techdemo's and testmaterial for the community after the Killzone launch.
Q: What do you guys think about MS's XNA, where every amateur can gain experience with consoles.
A: XNA is a cool initiative that can bring people closer to gamedevelopment. They do think though that XNA is too restricted in terms of sharing created software, it's restricted to share the sourcecode only to other XNA subsciption-owners.
With Linux-support for the PS3 Sony choose an other more open approach, but as long as all the hardware available is not compatible to Linux-applications, it's not possible to gain experience with creating consolegames on the PS3, so XNA is doing better there so far.
Q: Why Killzone3 on the PS3 in stead of a new franchise or shooter. Which gamegenre would Guerilla also like to be involved in. What about new PSP-plans.
A: Future plans are not disclosed right now as you can imagine. FPS-genre is our thing currently. It fits the PS3-power and our company perfectly, and we also have experience in the genre. So don't expect a Tetris-clone any time soon.
Q: How much does a game-devver make nowaydays, compared to a standard programmer. Is it financially-interesting to become a gamedevver, and what about bonusses.
A: Not all 'game-makers' program code. About 1/3 of the total personal here actually codes, the rest is working in the artistic or design area. Good people are never cheap, so it's the same in the gamersindustry. Salary is competitive with what other companys pay for the same knowledge and experience. Bonusses are indeed part of the deal, and they motivate, everybody profits when a project is succesfully finished.
Q: eSports are probably taking place on the PC for 99%, although consoles are gaining terrain here. Is there any growth for sportgames here on consoles and how can the PS3 play a role in this.
A: The many Forza Tournaments and other sport-activities proof that the percentage of Esports on consoles is much higher than 1% compared to the PC scene. It will only grow. Not only do consolegames have bigger budgets, they also have less problems with piracy. The tech-specifications of consoles are not inferior to high-end PC's, so technically there's no obstacle to grow further. The only problem could be lack of mouse and keyboard, but USB-connections have solved that problem also.
Q: What is the Unique Selling Point of Guerilla, and what do you guys do better or worse than companies like Ubi or Blizzard.
A: Ubi and Blizzard are strong competition and excellent studio's. Guerilla itself is currently very proud of their gfx in general, and how specific their games look and feel with a cinematic style. Gameplaywise there is still alot to win, but reviewscores of Liberation (which were a lot better than the original Killzone) illustrate they are on the right track. They want to continue to improve with the next Killzone on PS3.
Q: There's a lot of focus on graphics and multiplayer these days. Is there room for singleplayergames, or is everything moving towards mmorpgs and multiplayer-fps.
A: There is still a lot of room for singleplayer games, since the number of sold consoles is increasing vastly, still the majority is not connected to an online-source. The game-experience of a wellwritten storydriven singleplayer shooter is much different to a multiplayer fragparty, so both choices will have their audience.
Q: Every 0ldsk00l gamer knows Jazz Jackrabbit, is there any chance this rabbit will reemerge in a new game on PS3, or are there possibilities to port old Jazz to an arcade-surrounding, or a PS3 PSN download. (Arjan Brussee of Guerilla made the game in '94 with CliffyB)
A: I recently talked about this to CliffyB, he wanted it on XBLA. Would be cool to do it on PS3/PSN/Live, but there is a lack of time to do it at the moment, maybe I'll get some inspiration sooner or later...
Q: Lot's of people in the gamingindustry come from the demoscene. Do Guerilla-devs get sparetime to fool around with PS3-devkits to get to know the PS3 better.
A: A couple of people are doing some stuff yes. Some weekends there is some sort of a Homebrew weekend were GG-people show what they came up with in their own time, and were they eventually can work on as new ideas.
Q: What about the mobile phone market. You think there's a market for it, and do you have plans.
A: We are monitoring closely, but so far the technical possibilities/specs of mobiles are too limited to be interesting as a new market. While it's fun and easy to create a mobile game with a couple of GG-people within no time, they still have to go back in specs-time for like 10 years. Upcoming GSM phones with Nvidia VGA chips are showing some perspective in this regard, but for now it's still too far off for a worthy game-experience on a mobile phone.
Final words:
In short, there was a lot of coding, designing and testing going on over there, no sneak peak or hard material on Killzone PS3 was offered to them though. The reason for that, the interviewers say, was because Guerilla told them they were working too hard on a big surprise, even no time to take some screencaps...(ofcourse it's also Sony forbidding them to show anything yet)