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08-11-04, 10:54
Morgen könnt ihr mit Yannis Mallat, dem Produzenten von Prince of Persia, chatten!!! Der Chat wird in englischer Sprache stattfinden.

Und hier kommen auch schon die Details:

Dienstag, 09.11.2004 um 18 Uhr

Server Type: beyondIRC (irc.beyondirc.net)
Channel: POP

Viel Spaß dabei!

08-11-04, 10:54
Morgen könnt ihr mit Yannis Mallat, dem Produzenten von Prince of Persia, chatten!!! Der Chat wird in englischer Sprache stattfinden.

Und hier kommen auch schon die Details:

Dienstag, 09.11.2004 um 18 Uhr

Server Type: beyondIRC (irc.beyondirc.net)
Channel: POP

Viel Spaß dabei!

09-11-04, 09:17
Da sollte man vorallem die Frage stellen welche Version (bzw. Plattform) die meisten funktionen hat!! Bzw. Vor und Nachteile!!!

Ist der multiplayer Modus nur in der X-Box Version enthalten???

Dies sind Fragen die mich interessieren!!!

Also falls ihr Herrn Mallat über den weg läuft fragt ihn mal das http://forums.ubi.com/infopop/emoticons/icon_wink.gif

09-11-04, 13:07
So ich hab dies selbst in die hand genommen!!!

Ich hoffe man wird den Chat nachlesen können!!! War echt cool!!!

Netter mann der Mallat^^ !!!

( ich hieß farfaraway)

09-11-04, 15:35
Was hat er auf deine Fragen geantwortet ich konnte nichthttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gifhttp://forums.ubi.com/infopop/emoticons/icon_frown.gif: war bei capoeira )http://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gifhttp://forums.ubi.com/infopop/emoticons/icon_smile.gif:):):):):):):)v

19-11-04, 06:59

Hi Everyone

Here is the Raw Transcript of the Interview with Yannis Mallat, the Executive Producer for Prince Of Persia: Warrior Within.

It will be made available on the Official Prince of Persia Website very soon.

<Ryosan> Hello and welcome to today's Prince of Persia Warrior Within chat!
<Ryosan> Thank you for not sending private messages to Yannis directly.
<Ryosan> My name is Ryosan, I'm the EMEA Community Manager for Prince of Persia.
<Ryosan> Thanks for joining us. Our guest this evening is Yannis Mallat, Producer for POP WW. Thanks for taking the time to be with us Yannis.
<Yannis> Hello guys !
<Ryosan> Let's begin, then. The session will be moderated: only Yannis and I may post.
<Yannis> Nice to be here, it's been a while
<Ryosan> This is how we'll proceed: you may send your questions only to me and I will relay them. Please do not send them directly to Yannis, he will only answer to mine. To send me a question double-click on my nick (Ryosan) on the right hand column and a new window will open in which we may chat.
<Ryosan> We will then choose the questions according to their interest and relevance. Please remember this chat is exclusively dedicated to Prince of Persia Warrior Within. We will not answer questions not related to this game.
<Ryosan> We will post a full transcript of the chat on the official POP:WW site, http://www.princeofpersiagame.com and on the boards ASAP.
<Ryosan> Here we go!
<Ryosan> (pop_sot): How much Jordan Mechner's influence is involved in Warrior Within?
<Yannis> That's a good question: Jordan and I are good friends...
<Yannis> He was not THAT involved in the developmenet of POP WW because he's very confident
<Yannis> he knows what's happening here in Montreal
<Yannis> but I think he's pretty busy on the Hollywood side with the movie
<Yannis> He's writing the script and that takes him time.
<Yannis> We're taking care of the baby (the game) here, and he told me he couldn't wait to play the game !
<Ryosan> (AZARD): what is the full story of pop2?
<Yannis> The FULL story ? Wow... you're pretty demanding ! ;-)
<Yannis> Remember the Prince opened the Hourglass in the first game ?
<Yannis> By doing that, he screwed up the timeline...
<Yannis> And by screwing up the Timeline, he called upon himself the incarnation of his own fate: DEATH. Whoever opens the Sands, should die.
<Yannis> So, the Dahaka, the Guardian of Time has no other goal but correcting this timeline the Prince is not supposed to live in.
<Yannis> The Dahaka cannot be killed: the Prince will die. In a fool attempt to save his life, or rather than staying here waiting for death, the Prince is going to the Island of Time -- the Birthplace of the Sands
<Yannis> in order to travel backwards through time even before the creation of the Sands themselves : if there are no Sands, the Dahak will have no quarrel with him
<Yannis> So, this is the main plot we find the Prince in at the beginning of the game
<Yannis> For the rest, it's up to you guys to end the story ... ;-)
<Ryosan> (pop_sot): How many cinematics are in the game as compared to Sands of time?
<Yannis> It depends what kind of cinematics you're talking about
<Yannis> Hi-rez cinematics, as we call them (or pre-rendered) are pretty much the same in quantity
<Yannis> BUT NOT IN QUALITY !! They are much better !!!
<Yannis> Now, for the other (in-game cinematics)... I think we have more, because we wanted to immerse the player
<Yannis> and we don't want to remote him from the action... in that sense, some of the in-game cinematics will even be playable, for what we call : interactive cinematics, this is the most immersive experience ever seen, believe me.
<Ryosan> (POP_Fan): How long did it take your team to develop Warrior Within and how is it different from Sands Of Time?
<Yannis> That's 2 big different questions dudes !! All right, it took exactly 11 months to make the game, from beginning to the end. Now the trick is
<Yannis> in the video-game development, the moment where the productivity reaches its max, is at the end of the production, because all the team knows the engine, the tools, they know how to work with each other...etc...
<Yannis> so we actually began POP2, before even POP1 was completed and we kept the same team, so we have been able to produce HIGH VALUE CONTENT VERY QUICKLY
<Yannis> That's why we're proposing a richer, better, longer game only 1 year after POP 1 :-)
<Ryosan> (JJR): Did you take serious consideration regarding the immense complains on the extreme heavy metal music rather than a balanced mix of metal and arabian?
<Yannis> Oh yes !! Indeed. One thing you guys need to know is that the GodSmack music (since you seem to refer to that ;-) ...) is only a very small part of the whole score (music of the game)
<Yannis> All the in-game music has been composed by Stuart Chatwood (the same composer as for POP1) among others
<Yannis> We have, in that sense, kept the cool and "organic arabian" mood in the musical score that we know everyone loved.
<Yannis> But I want to say that the heavy metal music does actually fits very well here and there in the game (in some chase mode for example). That's a very small part of the game, once again. I'm sure people will love it. Everyone did here.
<Ryosan> (Sultans_Apple): How old is the Prince?
<UbiRazz> If you guys want to hear more 'non-metal' music from PoPWW pop along to www.princeofpersiagame.com (http://www.princeofpersiagame.com) and listen to tracks 3 and 4
<Yannis> How old do you think he is ? :-) ...
<Yannis> The Prince of Persia is older than in the first opus. He is in his first thirties for sure
<Yannis> he has grown up a lot in between the two opus, and you guys are going to see exactly what we mean very soon...
<Yannis> his own personality has shifted from someone who never had to care about his own fate to someone who is the central piece of destiny...
<Yannis> When a man knows he gonna die, do you think he cares about other things anymore ?
<Yannis> The Prince is a DOOMED character, that makes him immediately the center of the whole story. It's not a question of rescuing a damzel anymore ;-)
<Yannis> It's all about WHO is this guy, what he did and what can be done to save his "life"
<Ryosan> (Coolflame): Is the new Game Engine going to be used in any other game's,Like POP:SoT was used in BG&E?
<Yannis> heeheehee... :-)
<Yannis> YES ! But what games ?... ****, I forgot !! ;-)
<Ryosan> (Coolflame): About How many right hand weapon's does the prince get in WW?
<Yannis> Very specific question indeed ! :-)
<Yannis> We have more than 60 weapons in the game, mostly secondary weapons... but the most powerful ones are not always the right handed blades !
<Yannis> Right hand weapons are about 6 or 7, depending on if you think a craft-self-made can make a good weapon when you don't have anything else at your disposal !
<Ryosan> (alimokrane): Please, Could you tell us the official release date for POP WW in the US and the UK?
<Yannis> Sure: the game will be on shelves the 2nd of December everywhere in Europe except for our UK guys who will have to wait a little extra day (don't ask me why...)
<Yannis> Regarding the US, depending on what version, the game will be on shelves starting Nov. 30th and will go through the first week of December.
<Ryosan> (farfaraway): What are the differences between all platforms?? I mean does the Pc Version have the same features like the X-box? (Time Attack mode and so on)
<Yannis> The main data is pretty much shared by all platforms (meaning: it's the same game we're talking about here)... Xbox will profit from the Xbox Live feature starring two new game modes:
<Yannis> - time attack
<Yannis> - Survival mode
<Yannis> those 2 modes fit sooo well with the core gameplay of WW
<Yannis> PC will benefit from advanced graphics (and this time, the game will support just ALL and EVERY gamepad ;-) ...)
<Yannis> as well as a good bunch of graphic cards
<Yannis> PS2 will feature a huge number of extra features videos and other goodies
<Yannis> GameCube graphics will be optimized for the engine (cool water effects and so on)
<Yannis> Without recommanding anything, I have to say that this year, the PC version is just BLOWING me AWAY !! The graphics are just GORGEOUS... I was really surprised.
<Yannis> Console versions look awesome too, the art team made a tremendous job helped by the programmers who managed to optimize the engine where we thought it was already 100% using the hardware.
<Ryosan> (Jixs): What does the subtitle, Warrior Within, refer to in terms of the story
<Yannis> Well, as I said earlier, the story now relates around our hero, not on "saving the world or a princess again"
<Yannis> In fact, in the Prince's background story, he's doomed and it's his fault. He is the one who opened the Hourglass... and he's chased by the Guardian of Time. Despite the fact that everything seems to go wrong for him, the Prince is still a good guy but ...
<Yannis> HE HAS TO AWAKEN THE WARRIOR WITHIN to solve the situation
<Yannis> the solution is within him
<Yannis> That's the truth: none will come to help him
<Yannis> He and his skills are the only hope. That's a cool message to give away to people: when you want, you can.
<Ryosan> (Sunrise): I heard that the prince will die in the end of te game. Is it true?
<Yannis> There is no other choice or option for the Prince... Whoever opens the Sands should die.
<Yannis> I know this sounds like a Marketing blah-blah... but it's coming from the production team: the Prince broke something that he cannot fixed without paying the price: his own life
<Yannis> Now, know this: it will up to the players to make the Prince:
<Yannis> - at least live as long as possible
<Yannis> - for the foolest: to try changing your fate (have you ever try ?)
<Yannis> By trying changing your fate, you're making your fate a reality... anyway...
<Ryosan> (Codename): What is the proportion between PUZZLES and BATTLES compared to POP Sands of Time ?
<Yannis> I used to say: POP 1 was 50% fight and 50% puzzle/exploration --> now POPWW is 100% of both
<Yannis> But I realize it sounds (again !!) like marketing blah blah ... ;-) so I'll go into details
<Yannis> in this game, we have achieved what I really wanted POP to be
<Yannis> We are mixing, melting and combining (is that enough ?) level design ingredients and fight
<Yannis> level design ingredients were usually used to puzzling and exploration and acrobatics... whereas fight (like monsters and enemies) were to be found apart from those level design ingredients...
<Yannis> In POP 2, the two are combined for real: how many of you ever dreamed of fighting someone while doing a walling (run on wall) in POP1 ?
<Yannis> We do have this in POPWW
<Yannis> how many of you ever dreamed of using the column to turn around and slash surrounding people in POP1 ?
<Yannis> We do have this in POPWW
<Yannis> and so on and so on... the thing is that it is GORGEOUS to play !
<Ryosan> (AZARD): what's the role of the empress of time?
<Yannis> While the Empress of time is mortal, and by all outward appearances seems to be a beautiful woman, she is certainly not human. She was made eons ago by the Gods.
<Yannis> She's an unwitting byproduct of the creation of the timeline. So she carries part of it within her. The Old Man knows some about her, he tells the Prince.
<Ryosan> (AZARD): who's the old man
<Yannis> the old man is a mystic who warns the Prince about what is happening to him
<Yannis> the Prince will seek advice from him
<Yannis> He'll tell the truth, the sad truth: the Prince will die.
<Ryosan> (farfaraway): what was the most challenging thing to create this game?
<Yannis> Good question: the most challenging thing was something totally hidden from you guys: it's the management of such a big team (more than 150 people at peak)
<Yannis> but, regarding gameplay: we added a lot to the Prince's behavior and the most challenging thing was to keep the right balance of level design that would work with all the new crazy moves the Prince is able to do.
<Ryosan> (pop_sot): Who's enemy is more Challenging in the entire game?Dahaka?or Empress of time?
<Yannis> Well, starting by the fact the Dahak cannot be killed, it sounds like the beast is the most difficult to defeat. But the Beauty is quited challenging too, remember she carries part of the Timeline within her, will all the powers that go with that.
<Ryosan> (POP_Fan): What are the connections between enemies in Warrior Within?
<Yannis> Well, basically, they've been "created" by the Empress of Time in a sense that they work for her.
<Yannis> The most important thing to know about that is that they work together while a good bunch of them have their own behavior (in fact, most of them)
<Yannis> To be honnest, they have a much more advanced A.I. than in the first game
<Yannis> they tend to surround the Prince, while contextual enemies are to challenge the Prince on specific level design ingredients (blade dancers, etc...)
<Yannis> This time, you cannot use one "combo" slash move to go through the game, you need to adapt your attacks to them and that's cool.
<Ryosan> (Codename): Do you have any story ideas/plans for a third POP at this time ?
<Yannis> We, of course, have ideas, that's for sure. Having idea is our job. Now having the game made is yours: meaning, it will mostly depend on the success of WW :-) !!
<Yannis> Simply the fact that we want to listen to gamers, we want them to tell us what's good, what's not... etc... So, if it's good, then we would be dumb not to think about expanding this beloved franchise, because we love it as you do.
<Ryosan> And last but not least...
<Ryosan> (AZARD): will the prince make love to shadee or kahleena?
<Yannis> WOW !! Well, what would you do if you were in his shoes ?
<Yannis> I would for sure and I know the Prince pretty much thinks as I do... hee hee...
<Yannis> Now the question is: which one to choose (Shahdee or Kaleeina ?) I pretty much think Kaleeina is gorgeous... No ?
<Ryosan> I guess that's it then. Thanks Yannis for taking the time to answer our questions, and thanks to all of you that joined us today.
<UbiRazz> Remember to visit www.princeofpersiagame.com (http://www.princeofpersiagame.com) regularly for new screens, videos, music, and all sorts of other fun things. Today there are two new videos available for download
<Yannis> All right guys !! Thank you very much for your participation
<Ryosan> We will post a full transcript of the chat on the official POPWW site, http://www.princeofpersiagame.com and on the boards ASAP.
<Yannis> See you soon !!
<Ryosan> now you can tell Yannis how much you love POPWW




2 Chat von Playstation.com

posted Fri November 19 2004 04:17
I found the transcript in playstation.com !

Prince of Persia: Warrior Within chat with Executive Producer Yannis Mallat!

Baz_Top: Who is doing the voice of the prince ?
Yannis Mallat: To Baz_Top: We have found one very skilled talent from Hollywood and we think he fits the prince character perfectly personality-wise - he's not the same guy as last year. His voice fits the new character of the prince.

SMOKE898: How come we dont get online support but the Xbox counterpart does.
Yannis Mallat: To SMOKE898: Our main data and our lead platform is PS2 and when it comes time to author versions such as PC and XBOX we have the time to develop versions with online features but for the PS2 we devote the max time to make sure that Prince of Persia is an incredible single player action adventure experience.

TheQuantumWhip: What "Sand powers" will we have in this game?
Yannis Mallat: To TheQuantumWhip: There are more powers in this game than in Sands of Time - we have kept the slow motion, the fast forward, we have of course kept the rewind and we have added the SHOCKWAVE. All of those powers are embedded within the action/gameplay meaning that enemies in fighting situations call on those sand powers to be used. The same goes for the exploration part of the game where sand powers are called by the gameplay. The cool thing with the sand powers in Warrior Within is that the prince doesn't need the dagger anymore. He has kept the medallion from the first game and the medallion is embedded into his armor. The medallion does the job of collecting the sand by itself. One of the complaints in Sands of Time was that in order to kill enemies you had to retrieve sand with the dagger and that became routine and boring. In Warrior Within it does the job for you and leaves the fun stuff for the player to do.

alimokrane: Will the Empress of Time be one of the bosses we fight during the game ?
Yannis Mallat: To alimokrane: Yes of course the Empress of Time is one of the numerous bosses that you will have to fight in the game. She is mortal but she certainly is not human. She was made eons ago by the gods and she is some sort of by-product of the creation/timeline itself. Remember that the prince has corrupted the timeline in the previous game by opening the sands of the hourglass, not only is he chased by the DEHAKA but he will have to face the Empress of Time b/c she carries part of the timeline within her. A confrontation is a sure thing. The old man knows a bit about her and he tells the prince.

Drain Red: In the last game Sand of Time there was a surreal feel to the game. Is that same feeling in this one or will we feel more of an anger and rage type feeling?
Yannis Mallat: To Drain Red: A lot of people say that we have lost something with Warrior Within in terms of the general feel regarding the Persian environment. I definitely don't agree. Some people also say that we have lost our inspiration from Arabian Nights - that's not true either. I think if you read the book you can find in it a more gruesome, a more cruel, a more rough description of the world. PoP2 is bringing that view of the game. We are not losing anything, on the contrary we are gaining something. Its the same world we are talking about - but we are showing you a different angle/perspective. I can guranatee that we haven't lost anything. The surreal feel is still here - its not the same though - its a little more crude - but its still here.

meep: As a PS2 Gamer I am curious about your stance on development for different platforms. People always say that the XBox is easier to develop for over the PS2. Is this true in your opinion?
Yannis Mallat: To meep: I think you are right when you say that it seems easier to develop on the XBOX then on the PS2, maybe b/c the architecture is not made the same way but there is one common rule to be followed in ea. platform and the rule is know what your constraints are. I wanted the PS2 to be the best possible for the machine. When you focus on the PS2 and its assets, then you have what we do which is one of the most beautiful games ever on PS2 - even compared to games on XBOX.

Kyrwolf: Graphically the first game was an amazing treat for the eyes. Are you working with the same engine or are you upgrading the graphics in any way?
Yannis Mallat: To Kyrwolf: Both. We are indeed working with the same engine, team and tools. This is the only way I know to produce high quality content in the classic way. Its also the best way I know to better the previous iteration meaning we have been able to optimize the tools. We have a very trained team that knows how to work with each other. In terms of creating the graphics, yes, we have upgraded the graphics in several ways. First, we upgraded the graphics by optimizing the engines. We are able to display more more polygons, more special effects, more maps, less slowdown, more textures, more of everything. The experience for the players, for the eyes, is that you feel like the world is much bigger, much richer. This is some kind of paradox, where we are really surprising the player by providing a rich world in detail that is HUGE. Usually its one or the other -but we have both.

alimokrane: Will the PC version have the same optional modes as Xbox and will it support the downloadable content as well ?
Yannis Mallat: To alimokrane: No. Unfortunately the reason behind this is that its one thing to plug some online components on the XBOX but its another thing to do that on the PC. XBOX is basically a plug & play this is not the case at all on PCs where you have to support all systems, configurations, internet connections. PCs are naturally our target.

NoGame13: What improvements have been made to the fighting system?
Yannis Mallat: To NoGame13: The dev team has listened to players & consumers after Sands of Time launched and we have found ways to improve the game even though the game was well received. In our opinion the fighting system lacked depth. Enemies were responding here & there out of nowhere leading to frustrating situations. The biggest of all changes was made on the fighting system. We made sure it was embedded into the core action of the game, into the core campaign. We addressed that in 2 ways, we have added a lot of moves/fighting behavior. All of the moves we have in Warrior Within make him able to fight while using the environment which was not true in Sands of Time. And that makes the difference b/c in Sands of Time you had this sequential experience where you fight & figure out puzzles. Now you can do both at the same time. The other way is through the enemies. In Sands of Time, the enemies are sharing the same AI. In PoP: Warrior Within, we have specific AI per enemy which allows us to use specific enemy behavior per enemy. Now running on the wall can be more dangerous b/c you may have to fight while running on the wall. All of the level ingredients, the wall, columns, the rope, the curtains are here to enhance/ support the fighting experience. If you are surrounded by 4-6 enemies, you can use that column to fight. It combines level design & fighting.

Deltan: We'll be closing the question queue in 10 minutes. Please post your questions now. Once the queue is closed, you will not be able to make a submission. Questions currently in the queue will be answered.

SMOKE898: Is the storyline continuing with the first PoP in any kind of way.
Yannis Mallat: To SMOKE898: Yes definitely. The prince is living the consequences of his own actions in PoP1. So the story takes place 7 years after Sands of Time and during all of this time the prince has been chased by the Guardian of the Timeline called Nona the Dehaka. In terms of continuum its a pure sequel story-wise. In terms of how you approach the story, there is a usual shift, its really about the prince, the prince is the center of everything in this game. Its not saving a damsel, its risking your life to change your fate.

meep: Prince of Persia has some stunning physics and gameplay movements. How were these realistic moves accomplished? Some form of full motion capture?
Yannis Mallat: To meep: The last thing that you want to do to achieve such a high degree of animation is use motion capture. What we've done instead is build upon Sands of Time. We made all of the animations by hand. Motion capture could give you maybe the best/ most beautiful animation cycle. But say you want an animation of a double backflip/back-kick and then you ask Jackie Chan to do that move, you need the best animation cycle. When it comes to link that cycle in a game engine with 80 animations it will look bad. The secret is building all of the animations by hand and all of the transition animations that link all of the animation cycles with the others. That cannot be achieved through motion capture. In terms of physics we have developed our internal physics engine and we have decided that physics would take a big part of the game so we have lived within the contraints. We have devoted some CPU power and memory to that so yes, we are able to develop physics animated curtains that move according the wind. Its only a question of choice. When you decide to do pure things better, than you will get good results.

maricam: What prompted you to make this game M-rated instead of T-rated like the original? Do you think that will have an impact on sales?
Yannis Mallat: To maricam: The whole idea behind switching from T to M. It came from the dev team - it was not a marketing thing. Why go M? Because we new that we had to make this character, the prince, evolve. We new that he was cool in The Sands of Time but we wanted to make him oustanding. Our desire to make him appear was to make him grown up, older, aware of his destiny. In order to do that, we had to leverage all of the cruelty around him, all of the nasty things that happen in his world. To be able to exploit that in the best way we wanted no limits so we decided to go M. This would give us no limits to realize this character as strong & grown up. I don't think this will impact sales at all. If anything we will gain more sales.

SlaughterX: Will the dificulty be significantly harder in this game, I found TSOT to be pretty easy, will there at least be multiple difficulties?
Yannis Mallat: To SlaughterX: Yes and no. There are several difficulty levels but the global and overall difficulty of the game is harder in a sense that it is a much longer game, much more challenging in terms of fighting. But, the prince has much more at his disposal now. For example, if you master the princes abilities, then the difficulty will be adjusted by the system.

meep: Kind of a 2 part question, how many people does it take to create a game like Prince of Persia Warrior Within? What is the time required from concept to release?
Yannis Mallat: To meep: To create a game like PoP: Warrior Within it takes a team of 140 people but the avg. size of the team throughout the year is about 80 people. Now the time required from concept to release may not be significant because Warrior Within was a sequel. We started concepting in August 2003 and we are releasing on November 30th.
Yannis Mallat: In comparison, it took 26 months to make Sands of Time.

xlToxiclx: Sands of Time had some amazing character moves. (Slow down time, speed up time, wall jumps, ect.) What can we expect in Warrior Within? Anything returning or added?
Yannis Mallat: To xlToxiclx: Everything that was cool in Sands of Time regarding the moves has been kept b/c they are the keystone of our gameplay/core mechanics. Running on the wall, rebounding, running on enemies, sliding down stuff, has all been kept. The thing is that we have added a lot more moves to emphasize the fighting and to incorporate the fighting with the environment. Let's say you can slide down curtains, you can extend the capabilities of your walling by grabbing ropes. You can run on enemies, as soon as you stand on an enemies shoulder you can choose from a slew of finishing moves. One of th biggest additions is for the prince to use a secondary weapon. We got rid of the dagger of time so you have another free hand. The prince can grab his sword or weapon and combine that with his time powers moves. This gives you the most action-packed fighting system of any action adventure game for sure.

Loving Live: So how does the sands of time still exist in WW
Yannis Mallat: To Loving Live: Storywise the Sands of Time have to exist because they have not been destroyed. In fact, the prince is trying to travel backwards through time through the creation of the sands themselves. If there are no sands then there will be no guardian of time to chase him. Regarding gameplay, I think I would think twice before getting rid of the Sands of Time because its cool to play, rewinding time, its just cool. The whole quest is to get rid of the sands. Who knows if he will manage to achieve the quest it will be up to the players to do that. The sad news is that we know that the prince is going to die...

anybodykilla: SoT was a great game but way to short will WW be longer and by how much
Yannis Mallat: To anybodykilla: We know for sure that Warrior Within will be 3 times the length of Sands of Time. I know this sounds suprising but once again since we have been working with the same engine, tools, team, we have been able to create real high quality content in a very short amt. of time. Because we have listened to the players one of the complaints was that the game was too short. We have really expanded the length of the whole game. For an anecdote: last year our best tester was able to finish The Sands of Time in 3 hours. But with Warrior Within it took him 8 1/2 hours. You should expect 20 hours of gameplay for Warrior Within!

Yannis Mallat: Prince of Persia: Warrior Within will be available on November 30th so go out and buy it! Also visit www.princeofpersiagame.com (http://www.princeofpersiagame.com) for more info on the game. Thanks for your time - its been fun.

Deltan: Thank you very much for your time Yannis! Excellent chat.

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