SAPARi (さぱり) was an online 3-Dvirtual world service developed in Java and run by Sony. Users could speak to one another and join chat lobbies by using a dedicated server browser called the Community Place Browser. Upon selecting a server, users would appear in a 3-D virtual world as an avatar in the form of a human or an animal. The service's name is a shortening of the name Sampo Park Relaxation. From 1997 to 2001, the service came pre-installed on Sony's VAIO series of computers. The official SAPARi service was discontinued on January 31, 2003.[1]
Worlds were 3D virtual spaces written in Virtual Reality Modeling Language (VRML) and ran on Sony's dedicated servers. At the time of the service's launch, only one World, named "Park", was available to users. Numerous other Worlds were added as the number of players increased.
Browser
SAPARi used its own dedicated browser for use by clients that could run VRML. Called the Community Place Browser, it was organized into a main window used for displaying 3D graphics, and a second window containing the chat lot titled "Multi-User Window". It also handled another piece of software which came pre-installed on the VAIO series developed and sold by Sony called the "Internet 3D Pack". Even though the servers are no longer in operation, it is still possible to browse the internet in VRML by operating a SAPARi avatar.
Avatars
SAPARi avatars consisted of over 100 human and animal models, and allowed for customizable colors and scaling. By default, players would begin as a pink cat. Certain Worlds would have restrictions on which Avatars could be used on them.
File:Avatars.pngA showcase of the various avatars on the "Coast" world that can be customized.
Communication
Multiple users were able to converse with each other within a certain proximity. When a user spoke, their message would appear above their avatar for a short period of time and would be logged in the chat window. Users were able to perform actions with their avatars, such as waving or sleeping.
Development
Tsunetake Noma's PC during development was a DEC, and his monitor was a Mitsubishi Diamond model. For GCO, A VRML output was created using 3DCG software called "LightWave 3D" from NewTek Co.. Polygons were edited using "LightWave3D".
The development process is described below:
3D modelling (DXF format)
DXF was converted to VRML (only for models)
Authoring in VRML (adding movement)
Movement was originally programmed in Java (TCL/TK at the very beginning)
Movement testing on the Community Place Browser
For a server-Client environment, testing was done on multiple PCs.
3D contents are published
The official site is updated and moderated by a user group
User Communication and support is opened in the 3D contents
Modelling was done by placing an order to the designer. Noma was in charge of the entire process after the DXF file was received from the designer. Noma also overlooked the direction of the project.
Timeline
February 6, 1997 - Beginning of the SAPARi Service
November 1999 - "SAPARi Millenium" β version release
January 2000 - "SAPARi Millenium" official release
September 1, 2001 - A usage fee is added to the service (300¥ monthly)
January 31, 2003 - End of the SAPARi service
Since SAPARi came pre-installed on VAIO systems, it reached hundreds of thousands of users at one point. However, server fees and the lack of a business model relating to the increase in new users stopped the user base from expanding. After this, control of SAPARi was transferred to So-net, which added fees to previously free material. Users actively disliked this, which led to the collapse of the community, causing revenue to sharply decrease and eventually the entire service to shut down at the end of January 2003. However, in 2020, two private servers were made thanks to reverse-engineering and fan efforts, with them being Kogs and Kitunes, respectively.
It is a single internal entity overseeing all wholly owned development studios within SIE. It is responsible for the creative and strategic direction of development and production of all computer entertainment software by all SIE–owned studios, all of which is typically produced exclusively for the PlayStation family of consoles.
With the launch of the PlayStation 5 in 2020, Worldwide Studios brands all releases be it internal or externally developed under the "PlayStation Studios" label.[3]
History
SCE Worldwide Studios (SCE Worldwide Studios) was established on September 14, 2005, with Phil Harrison being appointed as president.[4] On May 16, 2008, Shuhei Yoshida became president.[5] In April 2016, Sony's Sony Computer Entertainment (SCE) and Sony Network Entertainment International (SNEI) divisions merged, creating SIE Worldwide Studios.[5] Hermen Hulst succeeded Shuhei Yoshida as president of SIE Worldwide Studios on November 7, 2019, with Yoshida being delegated to lead Sony's indie development.[6]
Naughty Dog is home to the ICE Team, one of Sony's Worldwide Studios central technology groups. The term ICE originally stands for Initiative for a Common Engine which describes the original purpose of the group.[25] The ICE Team focuses on creating core graphics technologies for Sony's worldwide first party published titles, including low-level game engine components, graphics processing pipelines, supporting tools, and graphics profiling and debugging tools. The ICE Team also supports third party developers with a suite of engine components, and a graphics analysis, profiling, and debugging tool for the RSX. Both enable developers to get better performance out of PlayStation hardware.[26][27]
XDev
XDev Europe, established in 2000 and based in Liverpool, England,[7] collaborates with independent development studios across Europe and other PAL territories to publish content to PlayStation platforms all over the world. XDev has helped to create and publish, titles such as the LittleBigPlanet, Buzz!, MotorStorm and Invizimals series, Super Stardust HD, Heavenly Sword, Heavy Rain, Beyond, Tearaway and Resogun. Partners include independent developers such as Quantic Dream, Magenta Software, Climax Studios, Novarama, Supermassive Games and Sumo Digital, as well as SCE subsidiaries such as Media Molecule and Guerrilla Games. In addition to funding projects, XDev offer full production, project management and game design support. Titles are also supported with community management, online production and dedicated outsourcing management facilities. XDev work directly with Marketing and PR teams in all Sony territories to promote and publish games worldwide.[28][29]