BS: How did you get that to go through? It seems somewhat technically difficult.
MR: No, I mean, we have Unreal Editor on the PC version of the game, and the content is compatible between the two. That's the thing that people don't realize. When you take a level in Unreal Tournament 3, you build it on PC. The exact same levels you're running between the PC and the PS3.
The things that are different between the games aren't really the levels. They're the speed that certain vehicles move, the firing rate of weapons, the turning radius for the player camera. Things like that are tweaked specifically between PC and console. But the levels and the content itself is 100 percent compatible. It's really no big deal. You make something on the PC, and say, "Oh, now I can go test it on my PlayStation 3," right then and there.
What we do to finalize it, make sure it makes the most efficient use of memory, and runs the fastest, is we bake it down to the PS3 version, but that's just like saving a file in Word in a different format. If you save it on a PlayStation 3 format, you can stick it on the Internet, and someone can download it, put it on a memory card, and import it into their PlayStation 3 version of the game. That works really well.
BS: Level files are pretty small, in general.
MR: Not always! There's more than just levels we're talking about here.
BS: Is it also possible to do graphical mods?
MR: Absolutely. You kind of have to divorce yourself from the idea that levels are just maps. Let's say you have something called the level. A level can contain maps, vehicles, models, static masses, materials, UnrealScript code, our digital scripting tools, matinee cinematics, and cascade particle systems. That's what our game content is. Pretty much what any gamer would want in a level.
BS: To me, that seems to be a bit of a conceptual leap, in terms of how people are trying to run stuff. Maybe I've got it all wrong.
MR: No, that's what's so special about this game. We're enabling people not just to move the furniture around in the levels we give them. You've seen in-game level editors, and that's essentially what they do. They let you move blocks and stuff they already created around, and in the most sophisticated one, maybe it lets you make terrain and things like that. We're divorcing ourselves from that kind of ridiculousness.
This is the full power of the Unreal Editor. The same editor we used to create the games is now available to you. You want to import your objects you made in 3D Studio Max or Maya? Bring them in! You want to code an UnrealScript? Code an UnrealScript! All those things you can do. If they fit on our map, you can stick them on the PlayStation 3 and they'll run!
BS: How does exactly that go through you?
MR: It doesn't go through us.
CN: Does Sony not care?
MR: It's user-created content! It's fantastic! I can't understand why people are so nervous about what Sony... no, Sony's wonderful. When they embrace user-created content, that's what it means to be an open system. That's why we're on PlayStation 3 first -- because they are embracing user-created content. It's not just moving the deck chairs around the boat. They are embracing real art.
CN: They have technical requirements for people who make packaged games. Someone could make a giant map that says "F*ck Sony. Microsoft rules!" or something like that, or even something that's just offensive to other players.
MR: If you're going to allow user-created content, you're going to allow user-created content.
CN: It's not going to be... I bet they're going to police LittleBigPlanet and other stuff.
MR: Well, LittleBigPlanet is more of an example of rearranging chairs on the deck, right?
CN: It's pretty robust.
MR: This is the real thing. You can't import your own models in LittleBigPlanet. You can't write script code in LittleBigPlanet.
BS: I think it's kind of like baking the stuff so that it's proper for release. Is there going to be any kind of...
MR: We have nothing to do with that process. Users do that themselves. It's user-created content. This is amazing! It's a little tough to get your head around. We don't know how deep people will take it, or how players will embrace it. They could do lots of things or littler things. We're going to encourage it, because we're going to create a mod contest. We're basically going to throw money at people to take a chance at it.