WEBVTT - Good Games From a Naughty Dog

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<v Speaker 1>Get in text with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer over

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<v Speaker 1>at How Stuff Works, and I love things that are

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<v Speaker 1>technologically oriented. I'm the technology guy. Fun story. The reason

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<v Speaker 1>I'm the tech guy is because many years ago at

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<v Speaker 1>How Stuff Works, we had decided that all the writers

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<v Speaker 1>were going to specialize in different fields, and we're all

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<v Speaker 1>liberal arts graduates, and it turned out I was the

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<v Speaker 1>one guy who wasn't afraid of technology. That's how I

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<v Speaker 1>landed this gig. Actually, I argue that I had the

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<v Speaker 1>best gig out of everybody, because technology either works or

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<v Speaker 1>it doesn't. Everything else is a lot more fuzzy. Today,

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<v Speaker 1>we're gonna talk about a topic that gets a little

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<v Speaker 1>fuzzy at times. Uh, We're gonna talk about a video

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<v Speaker 1>game company. Now. A few years ago, this particular video

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<v Speaker 1>game studio got started by two teenage boys, and just

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<v Speaker 1>a just a couple of years ago, it hit its

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<v Speaker 1>thirtieth anniversary. If you had picked up the first couple

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<v Speaker 1>of games that that studio produce, you probably would not

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<v Speaker 1>have predicted that the company would go on to create

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<v Speaker 1>some of the most popular games for Sony's PlayStation consoles,

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<v Speaker 1>which makes sense because at that time PlayStation didn't even exist,

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<v Speaker 1>So how could you predict this? But the studio was

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<v Speaker 1>Naughty Dog, and this is its story, and the story

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<v Speaker 1>is so big, so epic, and I'm not making that

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<v Speaker 1>up that this is going to be a two parter.

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<v Speaker 1>So in this first part we're going to focus on

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<v Speaker 1>the formation of Naughty Dog and how it grew into

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<v Speaker 1>a big studio. Now that those two teenage founders were

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<v Speaker 1>actually not even teenagers when they first met one another.

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<v Speaker 1>Their names are Jason Rubin and Andy Gavin. They met

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<v Speaker 1>when they were twelve years old. They were attending Hebrew

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<v Speaker 1>school and preparing for their individual bar mitzvahs. Now, Ruby

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<v Speaker 1>and Gavin shared a common passion which was video games.

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<v Speaker 1>Actually it was a little broader than that. It was

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<v Speaker 1>computers and video games. Both of them had a fascination

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<v Speaker 1>with them and had each worked independently to learn how

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<v Speaker 1>to program computers and build their own video games. Now

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<v Speaker 1>they each had Apple two computers, and they had been

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<v Speaker 1>building these little programs using those computers. Gavin had actually

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<v Speaker 1>gone to the trouble of learning assembly language programming. Rubin

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<v Speaker 1>largely programmed in Apple Basic, and they, along with a

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<v Speaker 1>couple of other classmates at Hebrew School, would have these

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<v Speaker 1>little quick conversations about games and programming, and they focused

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<v Speaker 1>on that a little bit more than they were their

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<v Speaker 1>actual studies in preparation for their apartments, because they found

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<v Speaker 1>it really fascinating and fun and they were passionate about it,

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<v Speaker 1>and Gavin and Rubin soon discovered that their individual skills

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<v Speaker 1>would complement the others, where one person might not be

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<v Speaker 1>as strong the one was, and so they ended up

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<v Speaker 1>realizing that they could form together to create a sort

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<v Speaker 1>of computer vultron Andy Gavin was the better programmer of

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<v Speaker 1>the two, and his games would typically run pretty well

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<v Speaker 1>with very few bugs or glitches, but he was not

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<v Speaker 1>a very strong artist. He had not developed artistic skills,

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<v Speaker 1>and so his games often didn't look like much. Jason Rubin,

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<v Speaker 1>on the other hand, was a very gifted artist, but

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<v Speaker 1>his code wasn't the tightest and his games would often

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<v Speaker 1>crash or run slowly. So the two decided that it

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<v Speaker 1>made the most sense to work together and have Reuben

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<v Speaker 1>concentrate on graphic design and Gavin would focus on game

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<v Speaker 1>engine and mechanic design. Now, this was in the early

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<v Speaker 1>nineteen eighties. Now that was a time when it was

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<v Speaker 1>possible for maybe one or two people to make a

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<v Speaker 1>full game from start to finish. So games like the

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<v Speaker 1>early Ultimate Titles were proof of this. That was the

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<v Speaker 1>work of Richard Garriott, primarily in the first few games.

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<v Speaker 1>It took some imagination and skill to create a compelling game,

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<v Speaker 1>but the relatively low bar for technical requirements meant that

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<v Speaker 1>things were not yet so complicated that it would require

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<v Speaker 1>specialized talent to pull it off. The machines that were

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<v Speaker 1>running these games were fairly primitive, especially by today's standards.

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<v Speaker 1>They they're more primitive than the most basic version of

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<v Speaker 1>a smartphone out there. So being that simple, comparatively speaking,

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<v Speaker 1>was a benefit for anyone who wanted to make content.

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<v Speaker 1>You had restrictions you had to work within, and you

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<v Speaker 1>couldn't try and tackle a game that was too complicated

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<v Speaker 1>because there literally weren't any machines that could run those games,

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<v Speaker 1>so you could be a generalist and find success. This

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<v Speaker 1>was an era before the World Wide Web. The Internet

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<v Speaker 1>itself did technically exist, but it was very young and

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<v Speaker 1>limited to eggheads and research facilities and universities. Jason Reuben

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<v Speaker 1>and Andy Gavin didn't even have the benefit of a

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<v Speaker 1>large library of computer programming books to pull from, because

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<v Speaker 1>it was still a pretty young yield. There were books

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<v Speaker 1>on programming, but they were few and far between and

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<v Speaker 1>they weren't necessarily easy to find, so they did their best.

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<v Speaker 1>They worked together. They read a magazine called Bite Magazine

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<v Speaker 1>that had a lot of programming tips inside of it,

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<v Speaker 1>and they would occasionally consult with other people on computer

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<v Speaker 1>forums that were on bulletin board systems and things like

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<v Speaker 1>that in order to get a little more information. Uh

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<v Speaker 1>Reuben would refer to them as Gandolf's. There would be

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<v Speaker 1>someone who would have at least a little more information

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<v Speaker 1>than you did, and they were happy to share it.

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<v Speaker 1>And they learned largely through this process and through teaching themselves.

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<v Speaker 1>Their first real collaboration was a faithful port of an

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<v Speaker 1>existing game. That game was Nintendo's Punch Out. It took

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<v Speaker 1>them somewhere between a year and a year and a

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<v Speaker 1>half to make this game. They did a really good

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<v Speaker 1>job of copying the game. They painstakingly studied every single

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<v Speaker 1>frame of animation so that they could recreate it in

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<v Speaker 1>their own version, but then reality popped in to give

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<v Speaker 1>the two boys their first lesson. Jason's father was a

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<v Speaker 1>lawyer who specialized in intellectual property law, and he told

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<v Speaker 1>the boys that copying someone else's game might be a

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<v Speaker 1>good way to practice programming, but you couldn't actually legally

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<v Speaker 1>sell it because you'd be infringing on copyright. Now, initially

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<v Speaker 1>that did not actually stop them from working on the game,

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<v Speaker 1>but then fate stepped in and forced them to change

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<v Speaker 1>because while making a backup copy of a working, almost

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<v Speaker 1>perfect part of the game, they accidentally erased it. They

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<v Speaker 1>erased the whole game. See, in those days, we would

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<v Speaker 1>store these games on floppy disks, external floppy disks. You'd

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<v Speaker 1>put one in the disk drive. You would save your

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<v Speaker 1>work to the floppy disk and it would exist there.

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<v Speaker 1>And apparently what happened was they accidentally copied a blank

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<v Speaker 1>disc over top of their master disc holding the code

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<v Speaker 1>for the game, and they erased it. It overwrote the data.

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<v Speaker 1>If you listen to my episode about the process of deleting,

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<v Speaker 1>you know, one to overwrite data on a on a

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<v Speaker 1>piece of media, it's gone. And that's what happened. They

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<v Speaker 1>got rid of the source code for their game. And

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<v Speaker 1>erased all of that work that had taken more than

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<v Speaker 1>a year to put together, and so the teenagers went

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<v Speaker 1>back to the drawing board. Their goal was to create

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<v Speaker 1>a game that they could potentially sell to someone. So

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<v Speaker 1>they worked on another game for the Apple two, and

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<v Speaker 1>they had our working game ready to go in night five.

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<v Speaker 1>It was an educational title and it was called math Jam,

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<v Speaker 1>and they had also come up with a name for

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<v Speaker 1>their company they incorporated in four. Actually that name was

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<v Speaker 1>JAM Software. Jam was an acronym that stood for Jason

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<v Speaker 1>and Andy's Magic. They self published this game, math Jam.

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<v Speaker 1>That meant at the time that you would create a game,

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<v Speaker 1>you would put it on a floppy disc, you would

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<v Speaker 1>make copies onto other floppy disks, you'd throw those copies

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<v Speaker 1>into ziplock bags, put a cop a photo copy sheet

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<v Speaker 1>of instructions in the bag with the game, and then

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<v Speaker 1>you would try and sell it to various customers. Typically

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<v Speaker 1>it was a computer store, but sometimes it was something else.

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<v Speaker 1>And because it was educational, they were hoping to see

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<v Speaker 1>if they could get the game accepted into school curricula

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<v Speaker 1>and sell it to school systems. They figured that was

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<v Speaker 1>a big market, that it was a pretty sure thing.

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<v Speaker 1>But while they did not count on is that schools

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<v Speaker 1>have typically a pretty bureaucratic organization with layers of approval

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<v Speaker 1>that were necessary for any game to be accepted into

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<v Speaker 1>the school system. And rather than try and navigate that,

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<v Speaker 1>the two boys decided that they would cut their losses

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<v Speaker 1>and walk away from math Jam and create something else.

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<v Speaker 1>They wanted to regroup and create a different title. Now

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<v Speaker 1>this time, they wanted to create an original title, something

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<v Speaker 1>that wasn't a copy of an existing game, and they

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<v Speaker 1>wanted to just be a game first and foremost not

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<v Speaker 1>necessarily an educational title, because it would mean that they

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<v Speaker 1>would work on something that they both loved and there

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<v Speaker 1>wouldn't be any bureaucratic roadblocks in the way. There's no

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<v Speaker 1>approval process, or at least there wasn't at the time

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<v Speaker 1>to get a game that you created out to market

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<v Speaker 1>if it was just for a general audience. Now, Ruben

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<v Speaker 1>had an earlier project he had been working on that

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<v Speaker 1>he was inspired to create after his family went on

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<v Speaker 1>a ski trip, and the original title for this project

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<v Speaker 1>was Ski stud It featured the enlightened plot of a

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<v Speaker 1>skier who's going down a mountain slope and your job

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<v Speaker 1>is to get to the bottom and then relax in

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<v Speaker 1>a hot tub with a couple of really attractive women.

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<v Speaker 1>That was the concept behind the game, so you know,

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<v Speaker 1>teenage fantasy stuff. Gavin suggested that they revisit Ruben's game

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<v Speaker 1>idea and punch it up. So Gavin took Reuben's original game,

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<v Speaker 1>which had been programmed in Basic, and he said, this

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<v Speaker 1>is too slow. The game is not very fun to

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<v Speaker 1>play because everything's moving at a crawling speed because you've

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<v Speaker 1>you've programmed it in Basic. So he took the idea

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<v Speaker 1>and he reprogrammed it in Assembly language, which had the

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<v Speaker 1>benefit of speeding everything up and making the game feel

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<v Speaker 1>more like you know, a game now. Reuben had used

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<v Speaker 1>a few tools to create the art for this game.

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<v Speaker 1>One of them was a tool setiment for a totally

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<v Speaker 1>different type of game. It was called Pinball Construction Set

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<v Speaker 1>and it was published by Electronic Arts. Ruben used a

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<v Speaker 1>tablet device to input changes to art, so it was

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<v Speaker 1>directly connected to his computer and he would try and

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<v Speaker 1>draw things on this tablet. It was not as precise

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<v Speaker 1>as he would like. There was like a three pixel

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<v Speaker 1>in precision there, so if you're trying to do some

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<v Speaker 1>fine detail it was very easy for a pixel next

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<v Speaker 1>to the one you wanted to create to pop up,

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<v Speaker 1>so there's a lot of racing and trying again, and

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<v Speaker 1>racing and trying against very slow process. Also, to make

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<v Speaker 1>it more challenging, there was no native solution to exporting

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<v Speaker 1>the art to incorporate it into their game because it

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<v Speaker 1>wasn't meant to be used to create art for other games.

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<v Speaker 1>So in order for him to get his art off

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<v Speaker 1>this tool set and to import it into the game,

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<v Speaker 1>he would actually have to do a hard reset on

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<v Speaker 1>his Apple two computer. So in other words, he had

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<v Speaker 1>to turn his computer off, turn it back on, and

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<v Speaker 1>then the art he had created would be stored in

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<v Speaker 1>the cash memory of the computer, so before he could

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<v Speaker 1>do anything else, he would pull that data off of

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<v Speaker 1>his machine. Which is a pretty janggie way of creating

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<v Speaker 1>graphics for your computer game, but it was really one

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<v Speaker 1>of the few options that they had. The other tool

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<v Speaker 1>they were using came from a Michigan based company called

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<v Speaker 1>Baudeville b a U d V I l l E.

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<v Speaker 1>That company had a policy which was if you wanted

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<v Speaker 1>to use their their tools to create a game, you could,

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<v Speaker 1>but in order to publish that game. You had to

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<v Speaker 1>get permission from Baudeville, and you had to pay a

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<v Speaker 1>hundred and fifty dollar licensing fee, essentially, So the two

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<v Speaker 1>submitted the game their Ski Game to bod Bill, and

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<v Speaker 1>Bobyville's response was, hey, nice game. Tell you what, We

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<v Speaker 1>can publish this game for you, So we'll take over

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<v Speaker 1>the publishing, which the boys thoughts sound like a great idea.

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<v Speaker 1>All the hard work of copying the game onto disks

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<v Speaker 1>and getting that distributed to different stores would be on

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<v Speaker 1>the publisher side and not on their shoulders. In return,

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<v Speaker 1>Bodeville offered jam Software the princely sum of two hundred

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<v Speaker 1>fifty dollars for the game, plus a two dollar royalty

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<v Speaker 1>for every copy sold, and they jumped at this opportunity.

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<v Speaker 1>They were over the moon when the game came out

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<v Speaker 1>because it was in a box and everything. It was

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<v Speaker 1>like a real game. And these are two teenagers. Remember

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<v Speaker 1>they're like fourteen fifteen years old at this point. There

0:12:46.720 --> 0:12:50.080
<v Speaker 1>are no zip block bags. It was actually a legit product.

0:12:51.080 --> 0:12:55.760
<v Speaker 1>The game sold around one thousand, five hundred copies, which is,

0:12:56.080 --> 0:12:58.440
<v Speaker 1>you know, laughable these days, you would call that a

0:12:58.760 --> 0:13:02.600
<v Speaker 1>colossal failure in to day's days, day's numbers rather, but

0:13:02.760 --> 0:13:05.160
<v Speaker 1>Gavin Rubin felt like they had the jackpot. They got

0:13:05.160 --> 0:13:08.120
<v Speaker 1>two dollars out of every copy sold in fifteen copies

0:13:08.120 --> 0:13:11.559
<v Speaker 1>meant three grand is fifteen hundred dollars apiece. When you're

0:13:12.559 --> 0:13:15.280
<v Speaker 1>fourteen or fifteen years old. Fifteen hundred dollars is a

0:13:15.280 --> 0:13:19.079
<v Speaker 1>heck of a lot of money. So they were able

0:13:19.120 --> 0:13:22.240
<v Speaker 1>to actually take that money and reinvested into their company.

0:13:22.280 --> 0:13:25.080
<v Speaker 1>They bought new computers when they needed them. Uh, and

0:13:25.160 --> 0:13:27.000
<v Speaker 1>they felt like they were rolling in it. They were like,

0:13:27.040 --> 0:13:31.120
<v Speaker 1>this is this is real success. What's more, Bodeville was

0:13:31.160 --> 0:13:33.920
<v Speaker 1>open to publishing more of their games so they could

0:13:33.960 --> 0:13:37.120
<v Speaker 1>create another one for the same company. Their next title

0:13:37.800 --> 0:13:41.400
<v Speaker 1>was one called dream Zone. This one would release in

0:13:41.520 --> 0:13:45.400
<v Speaker 1>n seven, and this was the only other game that

0:13:45.440 --> 0:13:49.160
<v Speaker 1>the two made under the company name JAM Software. It

0:13:49.240 --> 0:13:51.840
<v Speaker 1>was the last one, and this was an adventure game

0:13:51.840 --> 0:13:53.760
<v Speaker 1>in which the player would control a character who has

0:13:53.800 --> 0:13:56.920
<v Speaker 1>been trapped within his own dream. The title got some

0:13:56.960 --> 0:14:00.640
<v Speaker 1>critical praise from early computer gaming magazines and propelled the

0:14:00.679 --> 0:14:04.600
<v Speaker 1>sales to ten thousand units, which meant the two game

0:14:04.640 --> 0:14:08.280
<v Speaker 1>developers made about fifteen thousand dollars from their work, not

0:14:08.400 --> 0:14:10.880
<v Speaker 1>bad at all when you're a teenager. But they weren't

0:14:10.920 --> 0:14:14.160
<v Speaker 1>satisfied with stopping there. They were just getting started and

0:14:14.200 --> 0:14:17.680
<v Speaker 1>they had a big idea that probably should not have worked,

0:14:18.760 --> 0:14:23.640
<v Speaker 1>but it totally worked. They made a cold call to

0:14:23.760 --> 0:14:27.920
<v Speaker 1>the front desk of Electronic Arts. Now that means they

0:14:27.920 --> 0:14:31.160
<v Speaker 1>didn't know anyone at e A. They just called the

0:14:31.200 --> 0:14:34.880
<v Speaker 1>reception desk and they said, hey, we would like to

0:14:34.920 --> 0:14:39.440
<v Speaker 1>make games for you, and so e A, for their part, said,

0:14:39.480 --> 0:14:41.760
<v Speaker 1>tell you what, fed access a couple of your games.

0:14:42.120 --> 0:14:44.120
<v Speaker 1>Let us see what you've made so far, and we'll

0:14:44.120 --> 0:14:47.160
<v Speaker 1>get back to you. So they did. They sent copies

0:14:47.160 --> 0:14:49.000
<v Speaker 1>of their games to the offices of EA, and then

0:14:49.000 --> 0:14:50.920
<v Speaker 1>they received a call a little bit later that said,

0:14:51.640 --> 0:14:53.600
<v Speaker 1>we want you to make games for us. We're ready

0:14:53.680 --> 0:14:57.720
<v Speaker 1>to sell to to get a contract between us and you.

0:14:57.720 --> 0:15:00.160
<v Speaker 1>You can make games for us for real money. They

0:15:00.160 --> 0:15:02.640
<v Speaker 1>were offering a deal that was fifteen thousand dollars plus

0:15:02.680 --> 0:15:04.680
<v Speaker 1>ten percent of the revenue of the next game they

0:15:04.680 --> 0:15:08.160
<v Speaker 1>would make, which the two thought wasn't amazingly awesome. My

0:15:08.680 --> 0:15:12.960
<v Speaker 1>idea was fantastic. They were gonna guaranteed fifteen grand the

0:15:13.000 --> 0:15:15.720
<v Speaker 1>amount they had made on their previous game, plus ten

0:15:15.800 --> 0:15:19.920
<v Speaker 1>percent royalty fees and That's how they hit the big time.

0:15:20.320 --> 0:15:24.400
<v Speaker 1>But e A did have one condition. The company had

0:15:24.440 --> 0:15:27.240
<v Speaker 1>to change its name because, as it turns out, there

0:15:27.280 --> 0:15:32.000
<v Speaker 1>was already another company called Jam Software, so they had

0:15:32.040 --> 0:15:35.920
<v Speaker 1>to come up with something different, and they began to brainstorm.

0:15:35.960 --> 0:15:40.840
<v Speaker 1>Now sadly, the origins of the name Naughty Dog are

0:15:40.920 --> 0:15:45.320
<v Speaker 1>lost to time, because neither Reuben nor Gavin can remember

0:15:45.440 --> 0:15:49.000
<v Speaker 1>who came up with the name or why. They do

0:15:49.080 --> 0:15:52.320
<v Speaker 1>remember that they had essentially twenty four hours to create

0:15:52.360 --> 0:15:54.960
<v Speaker 1>a new name for their company because e A wanted

0:15:55.000 --> 0:15:58.320
<v Speaker 1>that contract signed right away. I wish I could say

0:15:58.320 --> 0:16:00.480
<v Speaker 1>there was a cool story about a dog eating a

0:16:00.520 --> 0:16:03.520
<v Speaker 1>floppy disc containing the next game, but we'll just have

0:16:03.640 --> 0:16:05.960
<v Speaker 1>to accept that at some point during those twenty four

0:16:05.960 --> 0:16:08.760
<v Speaker 1>hours one of the two of them wrote down Naughty

0:16:08.800 --> 0:16:11.600
<v Speaker 1>Dog as a possibility, and they decided in the end

0:16:11.920 --> 0:16:15.760
<v Speaker 1>to go with it, and thus Naughty Dog was officially born.

0:16:16.520 --> 0:16:19.680
<v Speaker 1>The first game they made for e A was called

0:16:19.880 --> 0:16:23.040
<v Speaker 1>Keith the Thief. There's a role playing game that came

0:16:23.040 --> 0:16:25.440
<v Speaker 1>out for the Apple to gs, the Amiga, and the

0:16:25.480 --> 0:16:30.400
<v Speaker 1>PC systems. The Apple version in particular got a really

0:16:30.520 --> 0:16:33.800
<v Speaker 1>nasty review. In fact, it got a do not recommend

0:16:33.880 --> 0:16:37.840
<v Speaker 1>buying review not because of the game itself, but because

0:16:38.200 --> 0:16:41.480
<v Speaker 1>e A had put on some copy protection on top

0:16:41.600 --> 0:16:45.880
<v Speaker 1>of the game that the reviewers felt essentially broke the

0:16:45.920 --> 0:16:48.880
<v Speaker 1>experience of trying to play it. Anyone who has dealt

0:16:48.920 --> 0:16:53.200
<v Speaker 1>with draconian copy protection strategies knows what this is like,

0:16:53.920 --> 0:16:58.120
<v Speaker 1>where the protection for the game actually impedes your ability

0:16:58.160 --> 0:17:02.200
<v Speaker 1>to play the game and can sometimes encourage people to

0:17:02.240 --> 0:17:06.880
<v Speaker 1>seek out pirate id and broken copies of the game,

0:17:06.920 --> 0:17:10.200
<v Speaker 1>things where people have broken the encryption around the game

0:17:10.720 --> 0:17:12.240
<v Speaker 1>just so that you can play the game you want

0:17:12.240 --> 0:17:15.200
<v Speaker 1>to play. It's one of the reasons why pirates will

0:17:15.280 --> 0:17:18.280
<v Speaker 1>point to game studios and say they brought this on themselves.

0:17:18.359 --> 0:17:23.040
<v Speaker 1>I don't think that's necessarily a fair statement. However, I

0:17:23.119 --> 0:17:26.879
<v Speaker 1>don't blame people for going out and seeking a version

0:17:27.040 --> 0:17:30.000
<v Speaker 1>of a game that is actually playable. If I bought

0:17:30.000 --> 0:17:32.240
<v Speaker 1>one of these games and I found that the copy

0:17:32.280 --> 0:17:35.520
<v Speaker 1>protection was making it impossible to play, I imagine I

0:17:35.600 --> 0:17:40.560
<v Speaker 1>too would look for a different solution, one that perhaps

0:17:40.640 --> 0:17:43.840
<v Speaker 1>had already had the copy protection broken. So I totally

0:17:43.880 --> 0:17:46.840
<v Speaker 1>get it. And anyway, they encountered this and that really

0:17:46.920 --> 0:17:50.880
<v Speaker 1>kind of hurt their sales figures. They didn't do too

0:17:50.920 --> 0:17:53.560
<v Speaker 1>well with Keith the Thief. However, that was just the

0:17:53.600 --> 0:17:56.800
<v Speaker 1>first game for e A and largely was kind of

0:17:56.840 --> 0:18:00.600
<v Speaker 1>swept under the rug. Their next one was A Friend Story.

0:18:00.920 --> 0:18:04.600
<v Speaker 1>Their second game was the most ambitious of theirs to date,

0:18:04.960 --> 0:18:08.240
<v Speaker 1>and it was also their entry into the world of consoles.

0:18:08.720 --> 0:18:11.760
<v Speaker 1>So by now we're getting up to nineteen. The two

0:18:11.800 --> 0:18:13.880
<v Speaker 1>friends were going off to college, and it was two

0:18:13.960 --> 0:18:18.080
<v Speaker 1>different colleges in two different states. Jason Rubin would attend

0:18:18.119 --> 0:18:21.720
<v Speaker 1>the University of Michigan. Andy Gavin got accepted into the

0:18:21.880 --> 0:18:26.560
<v Speaker 1>Haverford College in Pennsylvania. They collaborated over the phone and

0:18:26.600 --> 0:18:29.800
<v Speaker 1>they used dial up modems to send information back and forth,

0:18:29.840 --> 0:18:32.080
<v Speaker 1>but it was a very slow process and to make

0:18:32.160 --> 0:18:35.399
<v Speaker 1>matters more challenging, they had picked an ambitious project as

0:18:35.440 --> 0:18:37.639
<v Speaker 1>their next pitch to e A. Originally was going to

0:18:37.720 --> 0:18:40.240
<v Speaker 1>be a computer game, a PC game, and it was

0:18:40.240 --> 0:18:43.160
<v Speaker 1>going to be a complex role playing game called Rings

0:18:43.200 --> 0:18:46.639
<v Speaker 1>of Power. But they had a meeting over at Electronic

0:18:46.720 --> 0:18:49.639
<v Speaker 1>Arts and when they were at this meeting, Andy Gavin

0:18:49.640 --> 0:18:51.679
<v Speaker 1>looks over and he sees something interesting. He sees this

0:18:51.760 --> 0:18:54.600
<v Speaker 1>weird shiny box with a whole bunch of wires coming

0:18:54.600 --> 0:18:57.560
<v Speaker 1>out of it and it was seeming to run a

0:18:57.640 --> 0:19:01.000
<v Speaker 1>game from a console system, and he asked the people

0:19:01.040 --> 0:19:07.280
<v Speaker 1>that e A said, is that A reverse engineered Sega Genesis. Immediately,

0:19:07.320 --> 0:19:10.960
<v Speaker 1>according to Andy Gavins, some e A officials swept them

0:19:11.000 --> 0:19:14.840
<v Speaker 1>into an office and said, yeah, we're gonna need you

0:19:14.880 --> 0:19:18.520
<v Speaker 1>to sign an inn d A, a non disclosure agreement

0:19:18.680 --> 0:19:21.920
<v Speaker 1>so that you don't tell people that you saw this here,

0:19:22.000 --> 0:19:24.480
<v Speaker 1>because this is not something that we're ready to talk

0:19:24.520 --> 0:19:27.240
<v Speaker 1>about yet. So then Gavin says, does this mean we

0:19:27.240 --> 0:19:31.040
<v Speaker 1>should start developing games for the Sega Genesis? And the

0:19:31.119 --> 0:19:34.840
<v Speaker 1>guys that e A said, that would be an excellent idea.

0:19:35.520 --> 0:19:38.800
<v Speaker 1>The second best idea you could have right now. The

0:19:38.840 --> 0:19:41.640
<v Speaker 1>best idea you could have right now is to sign

0:19:41.760 --> 0:19:46.120
<v Speaker 1>the in d A. So they did and only talked

0:19:46.160 --> 0:19:48.600
<v Speaker 1>about it years and years later when no one really cares.

0:19:49.160 --> 0:19:53.159
<v Speaker 1>But they decided, well, maybe we should develop Rings of

0:19:53.200 --> 0:19:56.320
<v Speaker 1>Power for the Genesis, not for the PC, and they

0:19:56.359 --> 0:20:00.200
<v Speaker 1>decided to switch gears. It took some time to at

0:20:00.200 --> 0:20:03.359
<v Speaker 1>the game together since they were living in different states

0:20:03.400 --> 0:20:07.200
<v Speaker 1>and also had schoolwork to attend to, although Andy Gavin

0:20:07.240 --> 0:20:09.800
<v Speaker 1>said he was spending maybe two or three hours a

0:20:09.880 --> 0:20:11.680
<v Speaker 1>day on his schoolwork and the rest of the time

0:20:11.680 --> 0:20:14.440
<v Speaker 1>he was working on developing games. But in the end

0:20:14.840 --> 0:20:16.640
<v Speaker 1>they produced a game that was one of the most

0:20:16.760 --> 0:20:20.520
<v Speaker 1>robust console based RPGs of its time, and it was

0:20:20.680 --> 0:20:23.480
<v Speaker 1>largely Andy Gavin's project. It was an idea he was

0:20:23.600 --> 0:20:26.679
<v Speaker 1>really excited about, and Jason Rubin did a lot of

0:20:26.680 --> 0:20:29.600
<v Speaker 1>work on it. It's not like he didn't contribute, but

0:20:30.040 --> 0:20:33.120
<v Speaker 1>it was kind of Andy Gavin's pet project, the one

0:20:33.160 --> 0:20:37.679
<v Speaker 1>he really wanted to do. It went gold in and

0:20:37.720 --> 0:20:40.800
<v Speaker 1>it did really well. It sold like a hundred thousand copies.

0:20:40.840 --> 0:20:43.639
<v Speaker 1>That's not anything to sneeze at, and it had the

0:20:43.640 --> 0:20:46.080
<v Speaker 1>potential to sell a whole lot more. It was getting

0:20:46.160 --> 0:20:50.439
<v Speaker 1>great reviews, and then the two hit a problem that

0:20:50.680 --> 0:20:56.840
<v Speaker 1>almost made them walk away from developing games entirely. What happened, well,

0:20:56.880 --> 0:21:01.119
<v Speaker 1>I'll tell you, but first let's take quick break to

0:21:01.280 --> 0:21:11.359
<v Speaker 1>thank our sponsor. All Right, So why would Ruben and

0:21:11.440 --> 0:21:15.480
<v Speaker 1>Gavin leave game development if they were doing such a

0:21:15.520 --> 0:21:17.520
<v Speaker 1>great job with Rings of Power? What would make them

0:21:17.520 --> 0:21:20.880
<v Speaker 1>walk away? The issue came down to a lack of

0:21:20.920 --> 0:21:27.600
<v Speaker 1>control with politics and economics. Sega Genesis games were on cartridges,

0:21:28.000 --> 0:21:31.800
<v Speaker 1>so making a cartridge is a hardware manufacturing process. The

0:21:31.840 --> 0:21:35.959
<v Speaker 1>games are hard coded onto the cartridge itself, so if

0:21:36.000 --> 0:21:38.560
<v Speaker 1>you contrast that with games on floppy disks or c

0:21:38.680 --> 0:21:41.720
<v Speaker 1>d s, those are just blank media. You can write

0:21:41.720 --> 0:21:45.120
<v Speaker 1>to them directly. It doesn't take any special equipment. You're

0:21:45.119 --> 0:21:48.080
<v Speaker 1>not creating a circuit board, but a cartridge. Essentially that

0:21:48.240 --> 0:21:50.800
<v Speaker 1>is a circuit board. Then the circuit board, the physical

0:21:50.880 --> 0:21:54.240
<v Speaker 1>circuit board itself, represents the game. So every cartridge is

0:21:54.320 --> 0:21:58.160
<v Speaker 1>unique to the specific game. You can't override a cartridge

0:21:58.200 --> 0:22:00.240
<v Speaker 1>and put a different game on it. So it takes

0:22:00.320 --> 0:22:03.360
<v Speaker 1>time and resources to put together cartridges, and that limits

0:22:03.760 --> 0:22:06.040
<v Speaker 1>how many you can make. It's all based on your

0:22:06.080 --> 0:22:11.119
<v Speaker 1>capacity of your manufacturing facility. You're physically limited by that fact. Now,

0:22:11.560 --> 0:22:14.120
<v Speaker 1>if Rings of Power had been the only major game

0:22:14.160 --> 0:22:17.560
<v Speaker 1>coming out that season, Sega probably could have put more

0:22:17.640 --> 0:22:20.920
<v Speaker 1>manufacturing power behind it and turned it into a colossal hit.

0:22:21.480 --> 0:22:23.840
<v Speaker 1>But there was another game that was coming out at

0:22:23.880 --> 0:22:27.280
<v Speaker 1>that same time and it was an even bigger sensation.

0:22:27.560 --> 0:22:31.760
<v Speaker 1>That game was Madden. It was an American football game. Uh,

0:22:31.800 --> 0:22:35.960
<v Speaker 1>it's part of an incredibly popular franchise that has gone

0:22:36.000 --> 0:22:41.840
<v Speaker 1>across multiple platforms and spanned decades. So there's an incredible

0:22:42.040 --> 0:22:46.200
<v Speaker 1>call for Madden Games. There's a guaranteed audience that's going

0:22:46.200 --> 0:22:49.320
<v Speaker 1>to buy Madden year over year, so that game was

0:22:49.359 --> 0:22:52.119
<v Speaker 1>pretty much guaranteed to sell out. The company had to

0:22:52.119 --> 0:22:54.240
<v Speaker 1>make a choice. Do you go with the game that's

0:22:54.359 --> 0:22:56.959
<v Speaker 1>essentially guaranteed to sell out, or do you try and

0:22:56.960 --> 0:22:59.560
<v Speaker 1>push a game that's doing well but doesn't have a

0:22:59.560 --> 0:23:02.440
<v Speaker 1>built in audience, And they went with the easy money decision.

0:23:02.640 --> 0:23:05.600
<v Speaker 1>As any company would, they went with Madden. Ruben and

0:23:05.640 --> 0:23:08.760
<v Speaker 1>Gavin were discouraged by this decision because they had worked

0:23:08.800 --> 0:23:11.560
<v Speaker 1>really hard to create what they thought was an extremely

0:23:11.600 --> 0:23:14.360
<v Speaker 1>good role playing game, and they felt that only a

0:23:14.359 --> 0:23:16.880
<v Speaker 1>fraction of their potential audience was ever going to get

0:23:16.920 --> 0:23:20.600
<v Speaker 1>a chance to play it because they literally wouldn't have

0:23:21.000 --> 0:23:24.159
<v Speaker 1>enough copies of it made to meet the demand. So

0:23:24.200 --> 0:23:26.240
<v Speaker 1>they were ready to focus on their schoolwork and call

0:23:26.280 --> 0:23:28.800
<v Speaker 1>it quits. They had already achieved a great deal of

0:23:28.840 --> 0:23:31.520
<v Speaker 1>success in the gaming world, so they felt like it

0:23:31.600 --> 0:23:34.160
<v Speaker 1>wasn't a shame to walk away from it. So any

0:23:34.200 --> 0:23:36.920
<v Speaker 1>Gavin went and enrolled in graduate school at m i T.

0:23:37.160 --> 0:23:40.679
<v Speaker 1>He was studying computer science and artificial intelligence. Jason Rubin

0:23:40.880 --> 0:23:43.080
<v Speaker 1>moved out to California and he had a goal of

0:23:43.119 --> 0:23:46.200
<v Speaker 1>getting into the special effects industry while picking up a

0:23:46.240 --> 0:23:49.280
<v Speaker 1>new skill set that would be surfing, and they figured

0:23:49.400 --> 0:23:52.200
<v Speaker 1>they had retired from making games and that retirement would

0:23:52.280 --> 0:23:55.760
<v Speaker 1>last about half a year. In nine they got a

0:23:55.800 --> 0:23:59.199
<v Speaker 1>phone call from a guy named William Murray Hawkins, the

0:23:59.280 --> 0:24:03.639
<v Speaker 1>third better known as Trip Hawkins. Now, Ruby and Gavin

0:24:03.680 --> 0:24:07.200
<v Speaker 1>have described Trip as a phenomenal salesman who has sort

0:24:07.240 --> 0:24:11.760
<v Speaker 1>of the reality distortion field, similar to what people would

0:24:11.800 --> 0:24:15.400
<v Speaker 1>say Steve Jobs was capable of doing. Tripp had founded

0:24:15.440 --> 0:24:18.320
<v Speaker 1>Electronic Arts way back in nine two, but he had

0:24:18.440 --> 0:24:22.080
<v Speaker 1>left e A in n to create a new video

0:24:22.119 --> 0:24:25.560
<v Speaker 1>game console company, and that console company was called three

0:24:25.840 --> 0:24:28.880
<v Speaker 1>d O. The console itself was coming out in nine

0:24:29.640 --> 0:24:32.920
<v Speaker 1>and it was at that time the most powerful console

0:24:33.119 --> 0:24:36.640
<v Speaker 1>on the market. But Hawkins needed developers to create games

0:24:36.880 --> 0:24:39.120
<v Speaker 1>for this new platform, and he felt that Naughty Dog

0:24:39.200 --> 0:24:41.800
<v Speaker 1>was the right studio to create a killer game. Now,

0:24:41.800 --> 0:24:44.959
<v Speaker 1>despite feeling like they had been burned on their previous title,

0:24:45.280 --> 0:24:47.440
<v Speaker 1>the two agreed that they would develop a game for

0:24:47.480 --> 0:24:49.760
<v Speaker 1>the three d Oh system. And one of the reasons

0:24:49.800 --> 0:24:53.320
<v Speaker 1>that they decided this, you know, they had just been

0:24:53.320 --> 0:24:55.359
<v Speaker 1>burned by e A, so they didn't really want to

0:24:55.400 --> 0:24:58.359
<v Speaker 1>do it. But what changed their mind was that Hawkins said, Hey,

0:24:58.640 --> 0:25:02.399
<v Speaker 1>here's the thing. We're not using cartridges. You're not going

0:25:02.440 --> 0:25:05.520
<v Speaker 1>to have a rings of power situation here. We're using

0:25:05.600 --> 0:25:10.280
<v Speaker 1>compact discs, so we can write information to those discs easily.

0:25:10.359 --> 0:25:14.119
<v Speaker 1>The manufacturing process is a breeze compared to creating cartridges,

0:25:14.600 --> 0:25:17.320
<v Speaker 1>so you're never going to run into that situation where

0:25:17.320 --> 0:25:19.760
<v Speaker 1>a company is going to make one game more than

0:25:19.840 --> 0:25:23.280
<v Speaker 1>another game because of manufacturing issues. That's just not a

0:25:23.320 --> 0:25:26.000
<v Speaker 1>problem here. So with that in mind, the two accepted

0:25:26.040 --> 0:25:29.359
<v Speaker 1>a developer machine for the three D O and they

0:25:29.400 --> 0:25:32.440
<v Speaker 1>got to work. Now, developer machines are machines upon which

0:25:32.680 --> 0:25:35.760
<v Speaker 1>you can program your games tested on there because it

0:25:35.760 --> 0:25:38.960
<v Speaker 1>will run the hard the software just as the consumer

0:25:39.000 --> 0:25:42.200
<v Speaker 1>hardware would, but it has more capabilities than a consumer

0:25:42.320 --> 0:25:44.760
<v Speaker 1>version of the three D O. They looked around and

0:25:44.840 --> 0:25:47.639
<v Speaker 1>what was popular in arcades, and they saw that fighting

0:25:47.680 --> 0:25:52.560
<v Speaker 1>games were breaking all the records. Games like Mortal Kombat

0:25:52.680 --> 0:25:56.359
<v Speaker 1>and Street Fighter were gobbling up quarters left and right.

0:25:56.920 --> 0:25:59.280
<v Speaker 1>But the two felt that no one had really nailed

0:25:59.320 --> 0:26:02.040
<v Speaker 1>it for the home on soul market, and they noticed

0:26:02.480 --> 0:26:05.480
<v Speaker 1>that no one had signed up to create such a

0:26:05.480 --> 0:26:07.679
<v Speaker 1>game for the three d OH. There was no Mortal

0:26:07.760 --> 0:26:09.639
<v Speaker 1>Kombat that was on its way to the three d O,

0:26:09.920 --> 0:26:14.000
<v Speaker 1>no Street Fighter, so there was opportunity there, and they

0:26:14.040 --> 0:26:17.359
<v Speaker 1>got to work immediately on a new piece of intellectual

0:26:17.400 --> 0:26:20.560
<v Speaker 1>property called Way of the Warrior. And if you look

0:26:20.560 --> 0:26:23.719
<v Speaker 1>at Way of the Warrior, you could immediately say this

0:26:23.840 --> 0:26:28.040
<v Speaker 1>was obviously influenced by Mortal Kombat. By influence, I mean

0:26:28.080 --> 0:26:31.800
<v Speaker 1>you could argue that it's a distant cousin to Mortal Kombat,

0:26:31.880 --> 0:26:36.360
<v Speaker 1>complete with finishing moves that look a lot like Fatalities, uh,

0:26:36.680 --> 0:26:40.320
<v Speaker 1>cast of characters that resemble that sort of Mortal Kombat approach,

0:26:41.000 --> 0:26:44.600
<v Speaker 1>and those characters all had backstories and unique move sets

0:26:44.960 --> 0:26:48.320
<v Speaker 1>so similar in many ways to Mortal Kombat. Initially, they

0:26:48.359 --> 0:26:51.879
<v Speaker 1>had no publisher for that game. Ruben and Gavin self

0:26:52.080 --> 0:26:55.440
<v Speaker 1>funded the development using the money they had earned from

0:26:55.560 --> 0:26:58.320
<v Speaker 1>Rings of Power. It took them about a year and

0:26:58.359 --> 0:27:01.040
<v Speaker 1>a hundred thousand dollars of their own money to make

0:27:01.080 --> 0:27:04.760
<v Speaker 1>the game. The characters are actually modeled after their friends.

0:27:04.760 --> 0:27:09.359
<v Speaker 1>A lot of Andy Gavin's classmates are characters in Way

0:27:09.400 --> 0:27:11.840
<v Speaker 1>of the Warrior. One of his professors, a guy who

0:27:11.920 --> 0:27:14.679
<v Speaker 1>was a leading expert on robotics, is a character in

0:27:14.720 --> 0:27:17.720
<v Speaker 1>the game. Another person who became an expert in protein

0:27:17.840 --> 0:27:21.119
<v Speaker 1>folding and was a candidate for the Nobel Prize is

0:27:21.160 --> 0:27:23.000
<v Speaker 1>one of the characters in the game. It's one of

0:27:23.040 --> 0:27:27.080
<v Speaker 1>the most illustrious fighting rosters I've ever seen, but only

0:27:27.119 --> 0:27:29.520
<v Speaker 1>if you count the people playing the characters, not the

0:27:29.560 --> 0:27:33.960
<v Speaker 1>characters themselves. As for the production of the game, they

0:27:34.200 --> 0:27:37.919
<v Speaker 1>really made the most out of their situation. Andy Gavin

0:27:38.000 --> 0:27:42.200
<v Speaker 1>was renting an apartment in Boston and Jason Rubin would

0:27:42.200 --> 0:27:45.400
<v Speaker 1>go there and work out of that same apartment. They

0:27:45.520 --> 0:27:48.360
<v Speaker 1>had their friends dress up in ridiculous costumes that were

0:27:48.400 --> 0:27:52.320
<v Speaker 1>made with whatever stuff they happened to have nearby, including

0:27:52.359 --> 0:27:55.239
<v Speaker 1>and I am not making this up, hello, cases and

0:27:55.320 --> 0:27:59.520
<v Speaker 1>containers from fast food restaurants. They made costume pieces out

0:27:59.520 --> 0:28:02.200
<v Speaker 1>of all of this stuff, and that's what the characters

0:28:02.240 --> 0:28:05.320
<v Speaker 1>in the game are wearing now. To the credit of

0:28:05.359 --> 0:28:07.840
<v Speaker 1>the game. It doesn't look as cheesy as I'm making

0:28:07.840 --> 0:28:11.200
<v Speaker 1>it sound, but they were really just kind of making

0:28:11.240 --> 0:28:13.480
<v Speaker 1>all this stuff up as they were going along while

0:28:13.480 --> 0:28:15.359
<v Speaker 1>trying to build out the game. I think of it

0:28:15.400 --> 0:28:17.280
<v Speaker 1>as being really kind of cool and dorky at the

0:28:17.320 --> 0:28:19.320
<v Speaker 1>same time. I totally approve of it. By the way,

0:28:19.400 --> 0:28:21.640
<v Speaker 1>now they had no publisher, so they had no one

0:28:21.680 --> 0:28:24.280
<v Speaker 1>they had to answer to. But eventually they were going

0:28:24.359 --> 0:28:26.800
<v Speaker 1>to need a publisher because they're going to need someone

0:28:26.840 --> 0:28:29.560
<v Speaker 1>to take over the production side of actually making and

0:28:29.560 --> 0:28:32.159
<v Speaker 1>shipping copies of the game. So it's gonna be for

0:28:32.359 --> 0:28:34.199
<v Speaker 1>the three d O, but they needed to partner with

0:28:34.240 --> 0:28:37.240
<v Speaker 1>somebody to produce it for the three d O. They

0:28:37.359 --> 0:28:40.360
<v Speaker 1>ended up attending a trade show and they began to

0:28:40.360 --> 0:28:43.920
<v Speaker 1>shop their game around. They essentially got an eight ft

0:28:43.960 --> 0:28:46.760
<v Speaker 1>by eight foot square of the three d O booth

0:28:46.800 --> 0:28:51.680
<v Speaker 1>at E three and they demonstrated their game. Now, publishers

0:28:51.680 --> 0:28:54.440
<v Speaker 1>would come up and ask them, Hey, who's publishing this game,

0:28:54.560 --> 0:28:57.640
<v Speaker 1>and they said, no one yet, we're actually looking for

0:28:57.680 --> 0:29:00.840
<v Speaker 1>a publisher. And this was something very different rent from

0:29:00.880 --> 0:29:04.280
<v Speaker 1>the typical way that things would work at trade shows. Generally,

0:29:04.600 --> 0:29:09.120
<v Speaker 1>publishers get pitches from established teams that have an idea,

0:29:09.720 --> 0:29:12.239
<v Speaker 1>but they have not actually started a game, or they

0:29:12.280 --> 0:29:16.320
<v Speaker 1>certainly haven't finished one, so this was a brand new experience.

0:29:16.960 --> 0:29:19.920
<v Speaker 1>They ended up creating something of a bidding war between

0:29:19.920 --> 0:29:22.680
<v Speaker 1>publishers because here was a game that was fully finished.

0:29:22.760 --> 0:29:24.680
<v Speaker 1>Publishers didn't have to wonder how it was going to

0:29:24.720 --> 0:29:27.680
<v Speaker 1>turn out. They could see the game, and they started

0:29:27.680 --> 0:29:32.320
<v Speaker 1>to you know, court Naughty Dog, saying, hey, come over here,

0:29:32.360 --> 0:29:34.600
<v Speaker 1>we'll publish the game for you. The winner of that

0:29:34.640 --> 0:29:38.040
<v Speaker 1>bidding war was the Universal Studios, as in the movie

0:29:38.080 --> 0:29:42.360
<v Speaker 1>production company. Universal was deciding they wanted to get into

0:29:42.600 --> 0:29:46.000
<v Speaker 1>the video game business and they started to acquire smaller

0:29:46.040 --> 0:29:50.120
<v Speaker 1>companies to create the Universal Interactive brand of computer games,

0:29:50.760 --> 0:29:53.080
<v Speaker 1>and they gave the two an offer they couldn't refuse.

0:29:53.640 --> 0:29:58.320
<v Speaker 1>The studio would actually provide office space for Naughty Dog.

0:29:58.480 --> 0:30:01.480
<v Speaker 1>They would also provide support staff, and all of that

0:30:01.520 --> 0:30:04.920
<v Speaker 1>would be on Universal's dime. It wouldn't be a charge

0:30:05.000 --> 0:30:08.000
<v Speaker 1>to Naughty Dog at all. They would get free studio

0:30:08.040 --> 0:30:12.880
<v Speaker 1>space in Hollywood, California, on the Universal Studio's lot, right

0:30:12.960 --> 0:30:16.800
<v Speaker 1>next door to the office of a certain Mr. Steven Spielberg.

0:30:17.120 --> 0:30:20.960
<v Speaker 1>So they agreed now to take this opportunity. Andy Gavin

0:30:20.960 --> 0:30:23.640
<v Speaker 1>actually had to drop out of graduate school. He had

0:30:23.680 --> 0:30:25.920
<v Speaker 1>been working towards his master's degree, and this was not

0:30:26.120 --> 0:30:31.080
<v Speaker 1>an easy or light decision. His dad was reportedly very

0:30:31.160 --> 0:30:35.560
<v Speaker 1>much against this idea, but ultimately he figured this was

0:30:35.600 --> 0:30:39.080
<v Speaker 1>a way he could chase his dream job. As part

0:30:39.080 --> 0:30:41.440
<v Speaker 1>of this agreement, the two were signed to create a

0:30:41.480 --> 0:30:45.400
<v Speaker 1>few games for Universal. Gavin and Ruben would take a

0:30:45.440 --> 0:30:49.280
<v Speaker 1>cross country road trip from Boston to Hollywood with all

0:30:49.320 --> 0:30:52.160
<v Speaker 1>of their possessions either in their car or in a

0:30:52.200 --> 0:30:55.640
<v Speaker 1>truck that was following along behind the car. Along the way,

0:30:55.720 --> 0:30:59.000
<v Speaker 1>the two brainstormed ideas for what their next game would be,

0:30:59.520 --> 0:31:03.040
<v Speaker 1>and they toss around several possibilities, such as another fighting

0:31:03.080 --> 0:31:05.400
<v Speaker 1>game that would take advantage of the three D capabilities

0:31:05.440 --> 0:31:09.080
<v Speaker 1>that consoles now could support, because suddenly, with consoles like

0:31:09.080 --> 0:31:11.960
<v Speaker 1>the three D O and the next generation of consoles,

0:31:12.480 --> 0:31:16.120
<v Speaker 1>you could incorporate three dimensional aspects into your game when

0:31:16.160 --> 0:31:19.560
<v Speaker 1>before it was all too D. That opened up a

0:31:19.600 --> 0:31:23.360
<v Speaker 1>world of opportunities. But ultimately they decided to put all

0:31:23.360 --> 0:31:25.920
<v Speaker 1>these other ideas on the back shelf and they started

0:31:25.960 --> 0:31:30.920
<v Speaker 1>talking about platformers that had traditionally been side scrolling games,

0:31:30.960 --> 0:31:36.320
<v Speaker 1>games like Super Mario Brothers or Donkey Kong Country from Nintendo.

0:31:36.800 --> 0:31:40.560
<v Speaker 1>They both loved Donkey Kong Country. They loved the art style,

0:31:40.680 --> 0:31:43.080
<v Speaker 1>they loved the gameplay, and they got to thinking about

0:31:43.080 --> 0:31:45.880
<v Speaker 1>the possibility of creating that style of game but using

0:31:45.880 --> 0:31:48.640
<v Speaker 1>the capability of going in three dimensions with it adding

0:31:48.680 --> 0:31:51.000
<v Speaker 1>real depth to the game, like, what if instead of

0:31:51.080 --> 0:31:55.120
<v Speaker 1>running left to right, the character was running forward from

0:31:55.160 --> 0:31:59.760
<v Speaker 1>your perspective or towards you. That suddenly opened up new

0:32:00.000 --> 0:32:03.240
<v Speaker 1>sabilities for game playing, new challenges, and that got them

0:32:03.240 --> 0:32:06.200
<v Speaker 1>really excited. By the time they finally reached California, they

0:32:06.240 --> 0:32:08.160
<v Speaker 1>knew their next project was going to be a three

0:32:08.240 --> 0:32:11.400
<v Speaker 1>D based platform er, and they even had a general

0:32:11.440 --> 0:32:14.200
<v Speaker 1>idea of what the story and setting we're going to be,

0:32:14.960 --> 0:32:17.960
<v Speaker 1>but that's about all they knew at that point. Now

0:32:18.000 --> 0:32:22.960
<v Speaker 1>they jokingly referred to the game as Sonics Ass was

0:32:23.080 --> 0:32:25.760
<v Speaker 1>named after Sonic the Hedgehog. The reason they called it

0:32:25.800 --> 0:32:27.960
<v Speaker 1>this is they imagine that the game was going to

0:32:28.040 --> 0:32:31.120
<v Speaker 1>be where the player controlled the character, where their back

0:32:31.280 --> 0:32:33.600
<v Speaker 1>was going to be to the player's perspective, so you're

0:32:33.640 --> 0:32:38.360
<v Speaker 1>always looking at the backside of your protagonist. And it

0:32:38.360 --> 0:32:41.840
<v Speaker 1>turns out that that side scroller going to a front

0:32:41.960 --> 0:32:45.120
<v Speaker 1>or back scroller would mean this, and since you'd be

0:32:45.160 --> 0:32:47.480
<v Speaker 1>looking at the rear end as of this as yet

0:32:47.560 --> 0:32:51.120
<v Speaker 1>unnamed character, they chose sonics Ass as a quick descriptor.

0:32:51.520 --> 0:32:53.680
<v Speaker 1>At this stage, they had no idea what form this

0:32:53.760 --> 0:32:55.840
<v Speaker 1>character was going to take or what its name might

0:32:55.880 --> 0:33:00.000
<v Speaker 1>eventually be, but they did have those big ideas, they

0:33:00.120 --> 0:33:03.280
<v Speaker 1>only knew that they wanted to have a heavily story

0:33:03.480 --> 0:33:06.480
<v Speaker 1>driven game with lots of cut scenes and plot details

0:33:06.520 --> 0:33:10.280
<v Speaker 1>interwoven into the experience. Now, ultimately a lot of their

0:33:10.320 --> 0:33:13.000
<v Speaker 1>ideas would end up on the cutting room floor, not

0:33:13.040 --> 0:33:16.520
<v Speaker 1>because they thought they weren't good ideas, but because the

0:33:16.560 --> 0:33:20.680
<v Speaker 1>consoles they were working on ultimately could not really support

0:33:20.880 --> 0:33:26.280
<v Speaker 1>that level of detail or that level of memory requirements.

0:33:26.400 --> 0:33:30.240
<v Speaker 1>So just from a technological standpoint, they had to cut back,

0:33:30.440 --> 0:33:33.280
<v Speaker 1>but it was a starting point. Universal was putting an

0:33:33.320 --> 0:33:36.480
<v Speaker 1>executive team in place to oversee the game development division,

0:33:36.520 --> 0:33:40.120
<v Speaker 1>which was not just Naughty Dog and included other divisions

0:33:40.120 --> 0:33:42.720
<v Speaker 1>as well other other former companies that were brought on

0:33:42.880 --> 0:33:45.800
<v Speaker 1>under a Universal. So Naughty Dog had an executive producer

0:33:45.800 --> 0:33:49.520
<v Speaker 1>from Universal named Mark Sarney, who was tuned into what

0:33:49.560 --> 0:33:51.520
<v Speaker 1>was going on in the business of video games. He

0:33:51.600 --> 0:33:54.240
<v Speaker 1>was a very smart guy, and he worked very closely

0:33:54.320 --> 0:33:56.320
<v Speaker 1>with Ruben and Gavin to figure out where the team

0:33:56.320 --> 0:33:59.400
<v Speaker 1>would go next. Now, as Reuben would relate later on,

0:34:00.040 --> 0:34:03.600
<v Speaker 1>Way of the Warrior became the last of the garage

0:34:03.800 --> 0:34:07.760
<v Speaker 1>games produced by Naughty Dog, the last game that just

0:34:07.920 --> 0:34:10.960
<v Speaker 1>the two of them would work on independently, sort of

0:34:11.000 --> 0:34:15.840
<v Speaker 1>as a scrappy little company that could to take the

0:34:15.880 --> 0:34:18.680
<v Speaker 1>next step, they needed to put a team together and

0:34:18.719 --> 0:34:21.879
<v Speaker 1>expand beyond this two man operation. It was suddenly too

0:34:21.960 --> 0:34:24.560
<v Speaker 1>much work for just two people to do on any

0:34:24.880 --> 0:34:27.439
<v Speaker 1>you know, reasonable time frame. By the time you would

0:34:27.480 --> 0:34:30.759
<v Speaker 1>produce a game with just two people, the console you're

0:34:30.760 --> 0:34:33.960
<v Speaker 1>developing for would be out of date. So with Serny,

0:34:34.000 --> 0:34:37.480
<v Speaker 1>they set out to find a good team. At this point,

0:34:37.600 --> 0:34:41.399
<v Speaker 1>Ruben and Gavin were twenty four years old and they

0:34:41.440 --> 0:34:45.719
<v Speaker 1>had never hired anyone before. Their interview process was perhaps,

0:34:45.840 --> 0:34:49.520
<v Speaker 1>let's say, a little casual. One of the first employees

0:34:49.760 --> 0:34:52.000
<v Speaker 1>was a guy Andy Gavin had met in grad school

0:34:52.000 --> 0:34:54.919
<v Speaker 1>at M I. T. His name was Dave Baggett, and

0:34:55.040 --> 0:34:59.080
<v Speaker 1>he joined the programming team. Taylor Kurosaki was a universal

0:34:59.239 --> 0:35:01.920
<v Speaker 1>visual effects artist. He worked in an office a floor

0:35:02.160 --> 0:35:06.719
<v Speaker 1>below Naughty Dog, and he would visit Naughty Dogs offices frequently.

0:35:06.760 --> 0:35:09.400
<v Speaker 1>He was big into games and really interested in what

0:35:09.440 --> 0:35:12.080
<v Speaker 1>they had to do, and he also admired the computers

0:35:12.120 --> 0:35:14.880
<v Speaker 1>and software that Naughty Dog had at its access. And

0:35:14.960 --> 0:35:18.440
<v Speaker 1>they had some of the most cutting edge computers and

0:35:18.480 --> 0:35:22.960
<v Speaker 1>software available at the time, and he really wanted a

0:35:23.080 --> 0:35:25.480
<v Speaker 1>chance to work on that type of machinery and that

0:35:25.520 --> 0:35:27.200
<v Speaker 1>type of software. It was the sort of stuff that

0:35:27.239 --> 0:35:30.240
<v Speaker 1>was used in ground bake breaking visual effects for movies

0:35:30.280 --> 0:35:33.400
<v Speaker 1>like Jurassic Park. So eventually Jason Rubin just said, hey,

0:35:33.400 --> 0:35:34.920
<v Speaker 1>why don't you just come over here and work for us,

0:35:34.960 --> 0:35:36.480
<v Speaker 1>and then you can use these machines all the time.

0:35:36.560 --> 0:35:41.000
<v Speaker 1>He said, okay. They also approached an artist named Bob Rothe,

0:35:41.520 --> 0:35:44.680
<v Speaker 1>who was being courted by Sega at the time. Rothe

0:35:44.840 --> 0:35:48.920
<v Speaker 1>was actually looking at several potential job opportunities, but he

0:35:48.960 --> 0:35:51.760
<v Speaker 1>said that Ruben and Gavin had such a bootstrap approach

0:35:51.760 --> 0:35:54.160
<v Speaker 1>and a good attitude that he chose to join Naughty

0:35:54.239 --> 0:35:56.800
<v Speaker 1>Dog rather than what could have been a more lucrative

0:35:56.840 --> 0:35:59.839
<v Speaker 1>starting position at a different company. They also went on

0:36:00.000 --> 0:36:05.160
<v Speaker 1>who contract higher two animators, Charles Simbillis and Joe Pearson.

0:36:05.480 --> 0:36:09.160
<v Speaker 1>They had worked on major cartoons like an American Tale,

0:36:09.200 --> 0:36:12.319
<v Speaker 1>you know, the five Old movies. The artists and programmers

0:36:12.400 --> 0:36:14.640
<v Speaker 1>got to work. They started to figure out what the

0:36:14.680 --> 0:36:17.680
<v Speaker 1>game would be and who the protagonist should be. Ruben

0:36:17.719 --> 0:36:19.920
<v Speaker 1>and Gavin had already worked out a lot of those

0:36:19.960 --> 0:36:22.600
<v Speaker 1>story elements, including thoughts on the setting and the villain,

0:36:22.960 --> 0:36:25.400
<v Speaker 1>but they still had not yet nailed down what the

0:36:25.440 --> 0:36:29.040
<v Speaker 1>hero was going to be. Around the same time, Naughty

0:36:29.080 --> 0:36:32.120
<v Speaker 1>Dog was looking to see which console they'd ultimately developed

0:36:32.120 --> 0:36:35.880
<v Speaker 1>the game for. The three d O despite Trip Hawkins

0:36:35.880 --> 0:36:39.120
<v Speaker 1>work was not taking off. It just wasn't doing well

0:36:39.160 --> 0:36:41.319
<v Speaker 1>in the market place. It might have been a little

0:36:41.320 --> 0:36:43.840
<v Speaker 1>bit ahead of its time. The best known variant of

0:36:43.880 --> 0:36:46.319
<v Speaker 1>the three d O was made by Panasonic, but in

0:36:46.360 --> 0:36:48.640
<v Speaker 1>fact the console was a platform that could be licensed

0:36:48.640 --> 0:36:52.200
<v Speaker 1>out to different manufacturing companies, so there were competing versions

0:36:52.400 --> 0:36:54.480
<v Speaker 1>of the three d O on the market. You could

0:36:54.480 --> 0:36:56.560
<v Speaker 1>get a Panasonic three d OH, but there were other

0:36:56.600 --> 0:37:00.200
<v Speaker 1>companies that were also making licensed three d O consoles,

0:37:00.239 --> 0:37:04.840
<v Speaker 1>and that maybe confused the marketplace a little bit. It

0:37:04.920 --> 0:37:09.000
<v Speaker 1>was also an expensive system, and while it predated the PlayStation,

0:37:09.120 --> 0:37:11.600
<v Speaker 1>it couldn't gain enough traction in the market to be

0:37:11.640 --> 0:37:14.600
<v Speaker 1>a real contender, despite the fact that clearly was more

0:37:14.640 --> 0:37:17.640
<v Speaker 1>powerful than other consoles that were out at the same time.

0:37:17.840 --> 0:37:20.239
<v Speaker 1>A little bit later, in nineteen ninety six, the three

0:37:20.320 --> 0:37:24.440
<v Speaker 1>d O would go dark for good, but in Sony

0:37:24.680 --> 0:37:26.600
<v Speaker 1>was gearing up to become a new leader in the

0:37:26.640 --> 0:37:30.560
<v Speaker 1>industry and rest control away from Nintendo and to a

0:37:30.640 --> 0:37:34.200
<v Speaker 1>lesser degree, from Sega. Naughty Dog in Universal turned their

0:37:34.239 --> 0:37:37.799
<v Speaker 1>attention to this newly emerging console, which would be known

0:37:37.840 --> 0:37:41.480
<v Speaker 1>as the PlayStation, and Naughty Dog employees got an early

0:37:41.560 --> 0:37:44.799
<v Speaker 1>look at the console at E three and nine, so

0:37:44.840 --> 0:37:47.400
<v Speaker 1>they knew which console was going to be home to

0:37:47.440 --> 0:37:49.759
<v Speaker 1>their game. Although originally they were hoping to make it

0:37:49.800 --> 0:37:53.360
<v Speaker 1>a multi platform game and sell it across multiple platforms

0:37:53.400 --> 0:37:56.680
<v Speaker 1>like consoles and computers, they were eventually convinced to go

0:37:57.000 --> 0:38:00.400
<v Speaker 1>PlayStation exclusive in exchange for a really good deal with Sony.

0:38:00.640 --> 0:38:03.920
<v Speaker 1>Ruben and Gavin were determined that whatever character they made

0:38:04.320 --> 0:38:07.919
<v Speaker 1>would be so compelling that Sony would start to think

0:38:07.960 --> 0:38:11.320
<v Speaker 1>of it as a mascot for the PlayStation because Nintendo

0:38:11.400 --> 0:38:16.560
<v Speaker 1>had Mario, Sega had Sonic, but without a mascot, the

0:38:16.600 --> 0:38:20.520
<v Speaker 1>PlayStation was bound to launch without an iconic character. So

0:38:20.640 --> 0:38:25.600
<v Speaker 1>they knew they needed a hero. They needed Willie the Wombat.

0:38:26.000 --> 0:38:28.080
<v Speaker 1>Are you folks out there who know your video games

0:38:28.080 --> 0:38:30.319
<v Speaker 1>are probably thinking of making a joke, But no, The

0:38:30.360 --> 0:38:34.919
<v Speaker 1>original character that would have inhabited this transformational Naughty Dog

0:38:34.960 --> 0:38:38.759
<v Speaker 1>game was called Willie, and he was a wombat. The

0:38:38.800 --> 0:38:41.600
<v Speaker 1>designers have been flipping through a book about native species

0:38:41.640 --> 0:38:46.880
<v Speaker 1>of Tasmania, and they had Tasmanian tigers, Tasmanian wolves, Tasmanian

0:38:47.160 --> 0:38:52.200
<v Speaker 1>all sorts of things, including bandicoots and wombats. Joe Pearson

0:38:52.239 --> 0:38:54.960
<v Speaker 1>created the initial design of Willie, who looked kind of

0:38:54.960 --> 0:38:58.759
<v Speaker 1>like a weasel wearing a bandit mask. Pearson described the

0:38:58.800 --> 0:39:02.359
<v Speaker 1>character as zoro like. The model wasn't that different from

0:39:02.360 --> 0:39:06.040
<v Speaker 1>what the ultimate character who spoiler alert is crash Bandicoot

0:39:06.280 --> 0:39:09.120
<v Speaker 1>would look like, but with a ninja mask on rather

0:39:09.160 --> 0:39:13.680
<v Speaker 1>than an uncovered head. Charles Zimbella's took that lanky design

0:39:13.760 --> 0:39:15.680
<v Speaker 1>that Pearson and created and gave him sort of a

0:39:15.760 --> 0:39:20.160
<v Speaker 1>hunched over, somewhat manic approach, animating him in a way

0:39:20.280 --> 0:39:23.880
<v Speaker 1>that made him look a little crazy. The combination created

0:39:23.920 --> 0:39:26.960
<v Speaker 1>an unusual effect that hadn't really been done in video games.

0:39:27.080 --> 0:39:30.279
<v Speaker 1>It felt right and a little weird. But something else

0:39:30.320 --> 0:39:32.920
<v Speaker 1>that the team felt was weird was the name, or

0:39:33.000 --> 0:39:36.480
<v Speaker 1>rather they felt it wasn't weird or memorable enough. Now

0:39:36.480 --> 0:39:39.719
<v Speaker 1>there's some memory based confusion over who came up with

0:39:39.800 --> 0:39:42.560
<v Speaker 1>the whole thing, but Karasaki said later that he was

0:39:42.600 --> 0:39:45.640
<v Speaker 1>pretty sure that he and Dave Baggett came up with

0:39:45.680 --> 0:39:48.120
<v Speaker 1>the name Crash, So there may have even been a

0:39:48.120 --> 0:39:50.960
<v Speaker 1>brief moment where the character would have been Crash Wombat.

0:39:51.680 --> 0:39:54.520
<v Speaker 1>That obviously didn't stick, and so they ultimately decided to

0:39:54.600 --> 0:39:57.480
<v Speaker 1>change the character species as well as his name, and

0:39:57.520 --> 0:40:00.680
<v Speaker 1>that's when we got Crash Bandicoot. Now, I've got a

0:40:00.680 --> 0:40:02.960
<v Speaker 1>lot more to say about the development of Crash Bandicoot,

0:40:02.960 --> 0:40:05.120
<v Speaker 1>but before I go on, let's take another quick break

0:40:05.520 --> 0:40:15.960
<v Speaker 1>and thank our sponsor. Well. Pearson and Zimbellis were important

0:40:15.960 --> 0:40:18.640
<v Speaker 1>in the creation of the world and the characters for

0:40:18.960 --> 0:40:21.960
<v Speaker 1>Crash Bandicoot. They were worked for higher employees. They were

0:40:22.000 --> 0:40:25.279
<v Speaker 1>not official members of the Naughty Dog team. They also

0:40:25.320 --> 0:40:28.920
<v Speaker 1>would later lament their deal that they made, stating that

0:40:28.960 --> 0:40:31.120
<v Speaker 1>they agreed to do the work for far less money

0:40:31.120 --> 0:40:33.759
<v Speaker 1>than what it was worth. But they also say that's

0:40:33.800 --> 0:40:37.200
<v Speaker 1>on us. We agreed to the terms, but we should

0:40:37.239 --> 0:40:40.200
<v Speaker 1>have really tried to negotiate for a better deal. After

0:40:40.239 --> 0:40:42.799
<v Speaker 1>this early development of character design, Naughty Dog braun a

0:40:42.800 --> 0:40:45.799
<v Speaker 1>few more employees to join their team. They included a

0:40:45.840 --> 0:40:50.400
<v Speaker 1>sound engineer named Dan call Morgan. He left a steady

0:40:50.440 --> 0:40:52.560
<v Speaker 1>gig at a company called Laser Graphics in order to

0:40:52.640 --> 0:40:56.320
<v Speaker 1>join the Naughty Dog team. They also hired Charlotte Francis,

0:40:56.360 --> 0:40:59.080
<v Speaker 1>who came from the movie industry. She joined the team

0:40:59.120 --> 0:41:01.840
<v Speaker 1>as the seventh member of Naughty Dog and the first

0:41:02.000 --> 0:41:05.960
<v Speaker 1>woman employee of the company. She became a texture artist

0:41:06.160 --> 0:41:09.400
<v Speaker 1>for the game, and that it didn't stop there. They

0:41:09.719 --> 0:41:13.200
<v Speaker 1>actually added one more person, a guy named Justin Monast

0:41:13.600 --> 0:41:17.040
<v Speaker 1>who had applied to work at Universal Interactive as an

0:41:17.040 --> 0:41:20.720
<v Speaker 1>associate producer for Mark Sarney, the executive producer that worked

0:41:20.719 --> 0:41:24.040
<v Speaker 1>with Naughty Dog. He did not land that gig, but

0:41:24.239 --> 0:41:26.399
<v Speaker 1>while he was applying, he found out that Naughty Dog

0:41:26.440 --> 0:41:29.680
<v Speaker 1>was seeking an I T professional to join their team,

0:41:29.760 --> 0:41:31.960
<v Speaker 1>and he decided to apply for that and he was

0:41:32.040 --> 0:41:36.919
<v Speaker 1>hired on. Meanwhile, they also had to line up Sony

0:41:36.960 --> 0:41:41.520
<v Speaker 1>as their customer to get this exclusive relationship going, so

0:41:41.600 --> 0:41:44.080
<v Speaker 1>they put together a demo reel of the work they

0:41:44.080 --> 0:41:46.719
<v Speaker 1>had done on the game so far to make a

0:41:46.800 --> 0:41:50.239
<v Speaker 1>real kind of sizzle reel for Sony executives. Karasaki was

0:41:50.239 --> 0:41:52.719
<v Speaker 1>actually able to secure some of the editing bays a

0:41:52.840 --> 0:41:56.399
<v Speaker 1>Universal's lot to make it look really slick, so this

0:41:56.480 --> 0:42:00.080
<v Speaker 1>was a a full fledged production here. They got the

0:42:00.120 --> 0:42:03.719
<v Speaker 1>tape to Sony executives, who immediately saw the appeal of

0:42:03.760 --> 0:42:06.680
<v Speaker 1>this style of game, and E three was coming up,

0:42:06.680 --> 0:42:09.360
<v Speaker 1>and Sony needed a character that could be an iconic

0:42:09.440 --> 0:42:13.239
<v Speaker 1>representation of the brand, and that's how Crash Banditoo Bandicoot

0:42:13.320 --> 0:42:17.600
<v Speaker 1>became the unofficial mascot for the PlayStation. Sony would end

0:42:17.640 --> 0:42:19.839
<v Speaker 1>up doing a big pr campaign in which a person

0:42:19.880 --> 0:42:23.400
<v Speaker 1>would actually dress up as Crash Bandicoot. Really more like

0:42:23.600 --> 0:42:26.800
<v Speaker 1>a person inside a Crash Bandicoot mascot outfit, because you

0:42:26.840 --> 0:42:30.240
<v Speaker 1>could see the guy's face inside Crash, his mouth and everything.

0:42:30.400 --> 0:42:34.600
<v Speaker 1>He would stand outside of places like Nintendo US headquarters

0:42:34.640 --> 0:42:36.520
<v Speaker 1>and he would hold a bullhorn and he would heckle

0:42:36.640 --> 0:42:40.799
<v Speaker 1>the company. Sony was leveraging this irreverent attitude of the

0:42:40.880 --> 0:42:44.840
<v Speaker 1>character to create buzz for the Sony PlayStation. So Crash

0:42:44.920 --> 0:42:48.640
<v Speaker 1>was a video game character with attitude, not some cartoonish

0:42:48.640 --> 0:42:51.440
<v Speaker 1>figure for little kids. And I'm saying that in a

0:42:51.480 --> 0:42:53.160
<v Speaker 1>little bit of a tongue in cheek way. Kind of

0:42:53.200 --> 0:42:57.520
<v Speaker 1>reminds me of a Pucci from The Simpsons. He's a

0:42:57.640 --> 0:43:02.040
<v Speaker 1>dog with attitude. Well, Crash Bandicoot had an interesting approach

0:43:02.080 --> 0:43:05.960
<v Speaker 1>to game level design and had a limited three D implementation.

0:43:06.440 --> 0:43:09.000
<v Speaker 1>It was on rails, which meant the segments where he

0:43:09.040 --> 0:43:11.960
<v Speaker 1>controlled Crash where he was either running away from you

0:43:12.200 --> 0:43:15.480
<v Speaker 1>or running toward you. Were set. You could not just

0:43:15.640 --> 0:43:18.680
<v Speaker 1>run freely. You had to either run forward toward the

0:43:18.719 --> 0:43:21.680
<v Speaker 1>camera or away from the camera. You could not wander

0:43:21.719 --> 0:43:25.279
<v Speaker 1>out into a fully three dimensional world. Now you contrast

0:43:25.360 --> 0:43:28.280
<v Speaker 1>that was something like Super Mario sixty four, which debuted

0:43:28.280 --> 0:43:31.399
<v Speaker 1>at the same E three that Crash Bandicoot first made

0:43:31.400 --> 0:43:33.919
<v Speaker 1>his public appearance, and you see that there's a big

0:43:33.960 --> 0:43:37.120
<v Speaker 1>difference there. In Mario sixty four, you can control your

0:43:37.200 --> 0:43:40.560
<v Speaker 1>character and run freely through all the environments, but this

0:43:40.640 --> 0:43:43.920
<v Speaker 1>creates a very different type of game experience. So Naughty

0:43:43.960 --> 0:43:48.040
<v Speaker 1>Dog had this real philosophical debate early on in the process.

0:43:48.120 --> 0:43:50.600
<v Speaker 1>They were concerned that if they did not keep the

0:43:50.640 --> 0:43:53.279
<v Speaker 1>game on rails, the amount of work they would need

0:43:53.320 --> 0:43:55.960
<v Speaker 1>to complete the game would be too much for the

0:43:56.000 --> 0:43:58.600
<v Speaker 1>small team that they had in place, and they wouldn't

0:43:58.600 --> 0:44:01.239
<v Speaker 1>be able to deliver a good aiming experience, so it

0:44:01.239 --> 0:44:04.480
<v Speaker 1>would be a failure on all accounts. So they chose

0:44:04.880 --> 0:44:07.600
<v Speaker 1>to put some restrictions in place to help guide not

0:44:07.719 --> 0:44:10.080
<v Speaker 1>only the player through the course of the game, but

0:44:10.160 --> 0:44:14.280
<v Speaker 1>the actual process of game development itself. The team learned

0:44:14.320 --> 0:44:16.919
<v Speaker 1>a lot from this experience. They had to do much

0:44:16.920 --> 0:44:20.160
<v Speaker 1>of their work as pioneers, and that included level design.

0:44:20.440 --> 0:44:22.920
<v Speaker 1>Kurasaki would later say one of his biggest regrets was

0:44:22.960 --> 0:44:25.239
<v Speaker 1>how difficult the game turned out to be. He said

0:44:25.239 --> 0:44:27.680
<v Speaker 1>that he made the levels way too hard in that

0:44:27.760 --> 0:44:31.120
<v Speaker 1>first Crash game, pushing the difficulty up further with every level.

0:44:31.440 --> 0:44:33.880
<v Speaker 1>He would amend that in the sequels to the game.

0:44:34.320 --> 0:44:37.400
<v Speaker 1>Another thing they learned was how to work within the

0:44:37.080 --> 0:44:40.200
<v Speaker 1>constrictions of the platform they were designing for. So the

0:44:40.200 --> 0:44:43.399
<v Speaker 1>PlayStation was capable of supporting a game containing about three

0:44:43.440 --> 0:44:47.080
<v Speaker 1>thousand polygons, individual little shapes out of which you would

0:44:47.080 --> 0:44:50.200
<v Speaker 1>create larger figures. So Crash was made up of about

0:44:50.280 --> 0:44:54.600
<v Speaker 1>five thirty two polygons. Everything on the screen was created

0:44:54.640 --> 0:44:57.440
<v Speaker 1>with polygons, so it became important to be as conservative

0:44:57.480 --> 0:45:02.080
<v Speaker 1>as possible. That's why they decided to create crates in Crash.

0:45:02.160 --> 0:45:04.640
<v Speaker 1>They needed to have some sort of interactive element in

0:45:04.640 --> 0:45:09.200
<v Speaker 1>the environment to make the game more fun. They found

0:45:09.200 --> 0:45:12.520
<v Speaker 1>that the game without the crates just wasn't quite having

0:45:12.520 --> 0:45:14.160
<v Speaker 1>the impact they wanted, so they had to come up

0:45:14.200 --> 0:45:17.240
<v Speaker 1>with something. Well, that's one of the simplest polygonal shapes

0:45:17.280 --> 0:45:19.640
<v Speaker 1>you can make. It's also why many of the creatures

0:45:19.640 --> 0:45:23.560
<v Speaker 1>in the original game are relatively simple or primitive in design. Now,

0:45:23.600 --> 0:45:26.760
<v Speaker 1>much of the development went relatively quickly. Andy Gavin described

0:45:26.800 --> 0:45:30.040
<v Speaker 1>the process of implementing those crates in the game as

0:45:30.080 --> 0:45:33.920
<v Speaker 1>being particularly fun and easy, with most of the functionality

0:45:34.000 --> 0:45:37.080
<v Speaker 1>created with just one or two days of work, which

0:45:37.120 --> 0:45:40.320
<v Speaker 1>is phenomenal to think about how something so central to

0:45:40.400 --> 0:45:44.040
<v Speaker 1>the gameplay of the whole title series just came about

0:45:44.120 --> 0:45:47.560
<v Speaker 1>in forty eight hours. The crates created a new aspect

0:45:47.600 --> 0:45:50.960
<v Speaker 1>of the game, allowing them to create puzzles within levels,

0:45:51.400 --> 0:45:54.120
<v Speaker 1>So according to Dave Baggett, it was this development that

0:45:54.160 --> 0:45:57.240
<v Speaker 1>turned the game from functional three D platform or into

0:45:57.239 --> 0:46:00.600
<v Speaker 1>something that was legitimately fun to play. One challenge they

0:46:00.640 --> 0:46:04.920
<v Speaker 1>overcame presented itself with a secondary problem they did not anticipate.

0:46:05.440 --> 0:46:08.120
<v Speaker 1>So the PlayStation had about two megs of RAM, but

0:46:08.160 --> 0:46:09.799
<v Speaker 1>Andy Gavin had to come up with a way to

0:46:09.840 --> 0:46:12.960
<v Speaker 1>make levels much larger than what that amount of memory

0:46:13.000 --> 0:46:15.560
<v Speaker 1>would allow, and the way he did it was he

0:46:15.560 --> 0:46:19.000
<v Speaker 1>would have the console reference the c D more frequently.

0:46:19.640 --> 0:46:23.280
<v Speaker 1>Usually a PlayStation would just load whatever information was needed

0:46:23.280 --> 0:46:25.840
<v Speaker 1>for a level before referencing the c D again, so

0:46:25.840 --> 0:46:27.880
<v Speaker 1>it would spin up the c D, pull the data

0:46:28.239 --> 0:46:30.480
<v Speaker 1>and then stop and just allow the player to play

0:46:30.480 --> 0:46:32.960
<v Speaker 1>the game till the CD needed to spin up again.

0:46:33.480 --> 0:46:35.920
<v Speaker 1>That meant all the levels had to be relatively small

0:46:36.120 --> 0:46:39.320
<v Speaker 1>or not take up too much memory. Gavin had created

0:46:39.320 --> 0:46:42.680
<v Speaker 1>a system in which the console would frequently reference the

0:46:42.719 --> 0:46:45.279
<v Speaker 1>c D, reading it so that it could load in

0:46:45.320 --> 0:46:48.959
<v Speaker 1>the images for the levels throughout gameplay, over and over.

0:46:49.040 --> 0:46:53.359
<v Speaker 1>But there in lines a problem. Kelly Flock, and executive

0:46:53.360 --> 0:46:56.600
<v Speaker 1>with Sony, pointed out that here's the issue. The PlayStation

0:46:56.719 --> 0:47:00.480
<v Speaker 1>was rated for four hundred thousand reads. That meant the

0:47:00.480 --> 0:47:03.200
<v Speaker 1>console was not intended to spin a c D so

0:47:03.320 --> 0:47:06.920
<v Speaker 1>many times over the course of one game. Mechanical parts

0:47:06.920 --> 0:47:09.760
<v Speaker 1>you see we'll wear out over time, and when designing

0:47:09.760 --> 0:47:13.000
<v Speaker 1>the console, Sony had determined that four hundred thousand reads

0:47:13.040 --> 0:47:16.480
<v Speaker 1>four hundred thousand times that this CD ROM would spin

0:47:16.560 --> 0:47:19.120
<v Speaker 1>a c D was a decent number to shoot for

0:47:19.320 --> 0:47:21.800
<v Speaker 1>before a system might fail from whear and tear. But

0:47:21.920 --> 0:47:25.000
<v Speaker 1>with Crash Bandicoot, the system would engage the CD drive

0:47:25.360 --> 0:47:29.080
<v Speaker 1>far more frequently throughout play, to the point that Andy

0:47:29.120 --> 0:47:32.680
<v Speaker 1>Gavin estimated the average gamer would hit four hundred thousand

0:47:32.760 --> 0:47:37.600
<v Speaker 1>reads within about three weeks and Sony was not crazy

0:47:37.640 --> 0:47:41.080
<v Speaker 1>about a game that could potentially break their console after

0:47:41.160 --> 0:47:44.680
<v Speaker 1>just three weeks of play, As the game neared completion,

0:47:45.120 --> 0:47:48.759
<v Speaker 1>Naughty Dog signed a contract with Josh Mansell and mark

0:47:48.840 --> 0:47:51.560
<v Speaker 1>Mother's Ball. Mother's Ball, by the way, was in one

0:47:51.600 --> 0:47:54.960
<v Speaker 1>of my favorite bands from the nineteen eighties. It's called Devo,

0:47:55.000 --> 0:47:56.719
<v Speaker 1>and if you're not familiar with them, you need to

0:47:56.719 --> 0:47:59.040
<v Speaker 1>listen to Are We Not Men? We Are Devo? That's

0:47:59.080 --> 0:48:01.239
<v Speaker 1>their first album. Anyway, they came on board to create

0:48:01.239 --> 0:48:04.920
<v Speaker 1>the video game's musical score, and voice actor Brendan O'Brien

0:48:05.040 --> 0:48:07.719
<v Speaker 1>came on board to become the voice for Crash Bandicoot,

0:48:07.719 --> 0:48:12.360
<v Speaker 1>as well as Dr Neo Cortex and a few other characters. Meanwhile,

0:48:12.640 --> 0:48:17.680
<v Speaker 1>they discovered, to their great success, that the estimates that

0:48:17.719 --> 0:48:20.520
<v Speaker 1>have been made on how many times the PlayStation could

0:48:20.760 --> 0:48:24.960
<v Speaker 1>reference the CD ROM was way on the conservative side.

0:48:25.040 --> 0:48:29.360
<v Speaker 1>So their game did stress the console beyond what Sony intended,

0:48:29.520 --> 0:48:31.680
<v Speaker 1>but there didn't seem to be any sort of outbreak

0:48:31.760 --> 0:48:35.160
<v Speaker 1>of console failures across the customer base. If there had been,

0:48:35.840 --> 0:48:37.799
<v Speaker 1>the story of Naughty Dog might have ended at this

0:48:37.880 --> 0:48:40.960
<v Speaker 1>first big game. Well. The team had been working long

0:48:41.000 --> 0:48:44.520
<v Speaker 1>hours to get the game finished fixing hundreds of bugs

0:48:44.920 --> 0:48:49.239
<v Speaker 1>day after day play testing the game extensively. According to interviews,

0:48:49.520 --> 0:48:53.359
<v Speaker 1>their average days would last sixteen to eighteen hours at

0:48:53.360 --> 0:48:57.239
<v Speaker 1>the office with no days off including holidays. So it

0:48:57.280 --> 0:48:59.920
<v Speaker 1>was a really tough, grueling schedule, but the small team

0:49:00.040 --> 0:49:02.880
<v Speaker 1>was determined to create a really good game. They launched

0:49:02.880 --> 0:49:07.480
<v Speaker 1>it on September nine, and it received positive reviews for

0:49:07.560 --> 0:49:10.640
<v Speaker 1>its graphics and level and character design. Some pointed out

0:49:10.680 --> 0:49:13.760
<v Speaker 1>that the difficulty was being a little bit of a barrier,

0:49:14.160 --> 0:49:17.200
<v Speaker 1>so kind of what others had already said about the

0:49:17.280 --> 0:49:19.239
<v Speaker 1>level design. It would go on to become one of

0:49:19.280 --> 0:49:21.600
<v Speaker 1>the best selling PlayStation titles of all time, with more

0:49:21.680 --> 0:49:24.680
<v Speaker 1>than six and a half million units sold. It spent

0:49:25.040 --> 0:49:28.080
<v Speaker 1>a couple of years on the Top twenty games chart

0:49:28.640 --> 0:49:33.000
<v Speaker 1>for PlayStation games before it finally dropped off in Crash

0:49:33.040 --> 0:49:35.960
<v Speaker 1>Bandicoot spun off two direct sequels as well as a

0:49:36.080 --> 0:49:39.520
<v Speaker 1>racing game. The development grew with every single game, and

0:49:39.600 --> 0:49:42.440
<v Speaker 1>they would add on more and more employees over at

0:49:42.520 --> 0:49:45.879
<v Speaker 1>Naughty Dog every single year. I'll talk a little bit

0:49:45.880 --> 0:49:49.040
<v Speaker 1>more about that in Part two of this series, as

0:49:49.040 --> 0:49:53.759
<v Speaker 1>well as how Naughty Dog ventured into uncharted territory and

0:49:53.800 --> 0:49:56.880
<v Speaker 1>how the company dealt with a massive shakedown as the

0:49:56.920 --> 0:50:01.480
<v Speaker 1>two founders stepped down while sell the company off to Sony.

0:50:02.200 --> 0:50:04.200
<v Speaker 1>All of that and more will be covered in Part two,

0:50:04.600 --> 0:50:07.760
<v Speaker 1>so be sure to check that out when it goes live. Meanwhile,

0:50:07.800 --> 0:50:10.480
<v Speaker 1>if you guys have suggestions for future episodes of tech Stuff,

0:50:10.520 --> 0:50:12.279
<v Speaker 1>I welcome you to get in contact with me and

0:50:12.360 --> 0:50:14.560
<v Speaker 1>let me know what those suggestions are. You can send

0:50:14.560 --> 0:50:16.880
<v Speaker 1>me an email the addresses tech stuff at how stuff

0:50:16.880 --> 0:50:19.040
<v Speaker 1>works dot com, or drop me a line on Facebook

0:50:19.080 --> 0:50:21.080
<v Speaker 1>or Twitter. The handle for both of those is tech

0:50:21.120 --> 0:50:24.279
<v Speaker 1>stuff hs W. Remember we're also on Instagram. Go check

0:50:24.320 --> 0:50:27.839
<v Speaker 1>out our Instagram account and don't forget you can come

0:50:27.880 --> 0:50:30.879
<v Speaker 1>and watch me record these shows live at twitch dot

0:50:30.920 --> 0:50:34.280
<v Speaker 1>tv slash tech Stuff. I record on Wednesdays and Fridays.

0:50:34.360 --> 0:50:36.399
<v Speaker 1>The schedule is up there, so go check it out

0:50:36.440 --> 0:50:38.520
<v Speaker 1>and join the chat room. I'm happy to see you.

0:50:39.160 --> 0:50:47.319
<v Speaker 1>I'll talk to you again really soon for more on

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<v Speaker 1>this and thousands of other topics. Because it has staff

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<v Speaker 1>works dot com