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Posted Tuesday, May 27, 2008 11:05 AM

The XML-ization of Videogames, Part I: A Chat With Echochrome Associate Producer Kumi Yuasa

N'Gai Croal
 Echochrome, developed and published by Sony Computer Entertainment

Last month, as part of our ongoing obsession with Media Molecule's upcoming Playstation 3 game LittleBigPlanet, we threw out the idea of the developers turning their 2-D prototype Craftworld into a full-on game, while allowing levels to be exchanged between the two games using a common extensible markup language, or XML. We wrote:

Here's how it would work. Media Molecule would produce 2-D Craftworld versions of all of LBP's art assets, each tailored technically and aesthetically to both the the capabilities of the specific platform and the visual style of Craftworld. Marry that to our theoretical Media Molecule Markup Language (MMML for short), and we now have a system by which a level created in LBP could be exported as a small data file to Craftworld and vice versa, just as easily as a Web page can be authored once and read in various browsers....

Games like Echochrome and Spore are, like LBP, partially or entirely built around user-generated content. In the case of Echochrome and Spore, they're also multiplatform, as we're suggesting Media Molecule should do with LBP/Craftworld. Some of those platforms have similar technical specs, like Spore's support for PC and Mac. Others are radically different, as with Echochrome (PS3 and PSP) and Spore (PC, Wii, iPhone, DS). As more developers build games that support user-generated content across multiple asymmetric platforms, it only makes sense to design their file structures in such a way that much, if not all of that user-generated content can be shared across each and every target platform.

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At the end of our post, we promised to reach out to the teams behind Echochrome, Spore and LittleBigPlanet to find out how XML-ized each of their titles had become. First up is Echochrome associate producer Kumi Yuasa, who's based at Sony's Santa Monica Studio (the game itself was built at Sony's Japan Studio). As it turns out, PS3 users can share the Echchrome levels they create with other PS3 users, but not with PSP users. Similarly, PSP users can share created levels with each other, but not with their PS3 counterparts. We asked Yuasa about this; here's what she told us via email:

Why aren't the two versions of Echochrome file compatible for user-generated content?

There is a large size difference between PS3 levels and PSP levels, PS3 levels being 8 times larger than PSP levels. So if a user decides to create a small PSP-size level on PS3, technically it may be possible to have the levels downloaded to PSP.

One solution to this would have been to create a simplified markup language for Echochrome, much like XML. That way, user-generated levels could have been translated into small files that either version of Echochrome could properly render. Did you consider this solution?

The team didn't want to implement the markup solution to make PS3 and PSP levels compatible because of the basic rule of this game: optical illusions. This game is based on optical illusions when you see a level as a whole, not when you zoom in certain parts of levels. So if you were to convert a level into something 8 times smaller and transfer to PSP, it would make it very difficult to see levels unless you can zoom in.

Basically the team wants users to experience the difference between PS3 levels and PSP levels solely. PS3 levels are larger and more dynamic, whereas PSP levels are smaller and more condensed/concentrated. Smaller the level does not mean easier it is to clear. : )

***

Verdict: Fun, but not very XML.

Next: For a look at the data exchanging capabilities of Spore with senior development director Eric Todd, click here.

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Member Comments

Posted By: LegalArcade (May 27, 2008 at 9:59 PM)

Echochrome has just beaten out Everyday Shooter as my favorite Playstation Network game. I've played it so much that I'm moving on to writing and filming a walkthrough. I haven't played the PSP version enough to see how it's different, though.


 
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