1 00:00:04,160 --> 00:00:07,200 Speaker 1: Get in text with technology with tech Stuff from half 2 00:00:07,240 --> 00:00:13,800 Speaker 1: staff works dot com. Hey there, and welcome to tech Stuff. 3 00:00:13,840 --> 00:00:17,280 Speaker 1: I am your host, Jonathan Strickland. I'm an executive producer 4 00:00:17,360 --> 00:00:20,080 Speaker 1: here at how Stuff Works, and I love all things 5 00:00:20,079 --> 00:00:23,840 Speaker 1: tech and we are going to continue the story about 6 00:00:24,000 --> 00:00:27,640 Speaker 1: Naughty Dog Games. When we left off in our last episode, 7 00:00:28,040 --> 00:00:31,760 Speaker 1: the game studio had just shipped Crash Bandicoot and that 8 00:00:31,880 --> 00:00:36,520 Speaker 1: was their first title for the brand new Sony PlayStation console. 9 00:00:36,800 --> 00:00:39,199 Speaker 1: And it was also a bold move to try and 10 00:00:39,520 --> 00:00:43,959 Speaker 1: sneak in and create a de facto mascot for the company. Now, 11 00:00:44,040 --> 00:00:48,160 Speaker 1: due to the complicated intellectual property ownership status, Crash would 12 00:00:48,159 --> 00:00:53,400 Speaker 1: never become an official mascot of PlayStation, partly because Universal 13 00:00:53,479 --> 00:00:57,440 Speaker 1: Studios had a stake in the property. Universal Studios had 14 00:00:57,480 --> 00:00:59,760 Speaker 1: made a deal with Naughty Dog a few years earlier 15 00:00:59,800 --> 00:01:03,080 Speaker 1: to develop three games together, and Crash Bandicoot was the 16 00:01:03,120 --> 00:01:06,120 Speaker 1: first of those three. But there's no question that Sony 17 00:01:06,240 --> 00:01:09,840 Speaker 1: was able to take advantage of crashes innovative gameplay design 18 00:01:09,959 --> 00:01:14,640 Speaker 1: and the you know, no nonsense attitude that the little 19 00:01:14,680 --> 00:01:17,600 Speaker 1: creator gave off in promotional materials. Actually it was more 20 00:01:17,640 --> 00:01:22,119 Speaker 1: like all nonsense, all the time attitude. It was nineties attitude, 21 00:01:22,520 --> 00:01:25,759 Speaker 1: which is probably the most irritating attitude ever. I lived 22 00:01:25,760 --> 00:01:27,920 Speaker 1: through it. I know what I'm talking about. Well. In 23 00:01:27,959 --> 00:01:31,640 Speaker 1: the thirtieth anniversary documentary that was based on Naughty Dog 24 00:01:31,760 --> 00:01:33,960 Speaker 1: is a great documentary. It's available on YouTube. I I 25 00:01:34,040 --> 00:01:37,000 Speaker 1: highly recommend checking it out. Andy Gavin said that the 26 00:01:37,040 --> 00:01:41,720 Speaker 1: success of Crash Bandicoot exceeded their expectations, even though everything 27 00:01:41,760 --> 00:01:45,800 Speaker 1: went quote exactly as according to plan end quote. So 28 00:01:45,840 --> 00:01:48,000 Speaker 1: in other words, the team had set out to make 29 00:01:48,040 --> 00:01:51,440 Speaker 1: a successful game with a protagonist that gamers would connect with, 30 00:01:51,840 --> 00:01:53,840 Speaker 1: but they didn't expect it to take off the way 31 00:01:53,880 --> 00:01:56,560 Speaker 1: it did. The development process had been a grueling one. 32 00:01:56,600 --> 00:01:58,840 Speaker 1: If you listen to the last episode, you know about that. 33 00:01:59,240 --> 00:02:01,840 Speaker 1: Most of the folks on staff were young and single, 34 00:02:02,320 --> 00:02:05,200 Speaker 1: and so they spent long hours in the office, sometimes 35 00:02:05,200 --> 00:02:07,200 Speaker 1: not even going home in order to get the game 36 00:02:07,280 --> 00:02:10,480 Speaker 1: to ship on time. And people worked every single day 37 00:02:10,480 --> 00:02:14,360 Speaker 1: of the week, including holidays. It was already time for 38 00:02:14,400 --> 00:02:16,520 Speaker 1: them to get back to work on Crash two though, 39 00:02:16,520 --> 00:02:18,640 Speaker 1: for the next project, so they couldn't really take any 40 00:02:18,680 --> 00:02:22,160 Speaker 1: time to appreciate what they had done. According to Jason Rubin, 41 00:02:22,280 --> 00:02:24,840 Speaker 1: one of the two co founders of the company. He 42 00:02:24,919 --> 00:02:30,079 Speaker 1: worked three hundred sixty four days in He only missed 43 00:02:30,200 --> 00:02:32,840 Speaker 1: one day that whole year, and that was because he 44 00:02:32,880 --> 00:02:35,400 Speaker 1: had a cold so bad he could not come into work. 45 00:02:35,720 --> 00:02:38,520 Speaker 1: He said he believed that Andy Gavin, his fellow co founder, 46 00:02:38,680 --> 00:02:42,120 Speaker 1: had actually worked every single day that year for an 47 00:02:42,160 --> 00:02:45,360 Speaker 1: average of sixteen hours a day. That would remain true 48 00:02:45,400 --> 00:02:47,919 Speaker 1: throughout the process of creating all three of the Crash 49 00:02:47,960 --> 00:02:51,519 Speaker 1: Bandicoo games, and that took its toll on both of 50 00:02:51,560 --> 00:02:54,960 Speaker 1: the founders, not to mention everybody else in the company. 51 00:02:55,120 --> 00:02:58,680 Speaker 1: The two sequels are called Crash Bandicoot to Cortex Strikes 52 00:02:58,720 --> 00:03:02,920 Speaker 1: Back and Crash Bandicoot Warped. According to the founders, the 53 00:03:02,960 --> 00:03:05,760 Speaker 1: team went from one crunch time on producing a game 54 00:03:06,200 --> 00:03:09,520 Speaker 1: directly into the other, and then into another. It was 55 00:03:09,560 --> 00:03:12,720 Speaker 1: an exhausting slog to get through everything. They also hired 56 00:03:12,760 --> 00:03:15,880 Speaker 1: on more people to join the team, so each game 57 00:03:15,919 --> 00:03:18,920 Speaker 1: took a little less time but more people to complete. 58 00:03:19,160 --> 00:03:21,680 Speaker 1: The business of developing games was going through an evolution 59 00:03:21,720 --> 00:03:24,440 Speaker 1: at this stage. So in the early days of computer games, 60 00:03:24,440 --> 00:03:27,320 Speaker 1: you could be a generalist, or perhaps you could specialize 61 00:03:27,320 --> 00:03:31,080 Speaker 1: in one very large general area such as game engine 62 00:03:31,120 --> 00:03:35,280 Speaker 1: development or game art and That's exactly how Andy Gavin 63 00:03:35,320 --> 00:03:38,040 Speaker 1: and Jason Rubin had been working together. Gavin did all 64 00:03:38,080 --> 00:03:41,000 Speaker 1: the major programming and Reuben did all the art in 65 00:03:41,040 --> 00:03:44,680 Speaker 1: their early games. But at this point, game development was 66 00:03:44,720 --> 00:03:48,560 Speaker 1: starting to get more complicated and required people with narrower 67 00:03:48,640 --> 00:03:52,560 Speaker 1: but hyper developed set of skills, so things like lighting 68 00:03:52,720 --> 00:03:57,200 Speaker 1: and shading stuff that took very specific abilities. You couldn't 69 00:03:57,240 --> 00:03:58,960 Speaker 1: just be an artist and do it all. You really 70 00:03:58,960 --> 00:04:02,040 Speaker 1: had to have people who focused just on one aspect 71 00:04:02,040 --> 00:04:05,200 Speaker 1: of the game. With each Crash Bandicoot game, the development 72 00:04:05,240 --> 00:04:09,119 Speaker 1: team grew. Crash three marked the final game produced through 73 00:04:09,120 --> 00:04:12,600 Speaker 1: this partnership between Naughty Dog and Universal Studios. Now they 74 00:04:12,600 --> 00:04:15,680 Speaker 1: had initially agreed to produce those three games as part 75 00:04:15,720 --> 00:04:19,240 Speaker 1: of the deal, and that number had now been reached 76 00:04:19,279 --> 00:04:24,360 Speaker 1: and the relationship had actually soured quite a bit over time. Initially, 77 00:04:24,800 --> 00:04:28,120 Speaker 1: Universal had provided the resources that Naughty Dog needed to 78 00:04:28,240 --> 00:04:31,320 Speaker 1: develop games on a larger scale than what they had 79 00:04:31,360 --> 00:04:34,080 Speaker 1: been doing, which was that two man operation of Jason 80 00:04:34,120 --> 00:04:37,640 Speaker 1: Rubin and Andy Gavin. But by Crash three, things have 81 00:04:37,839 --> 00:04:42,120 Speaker 1: changed significantly. According to Jason Rubin, Universal's part in Naughty 82 00:04:42,160 --> 00:04:45,839 Speaker 1: Dog's operations had dwindled to almost nothing when it came 83 00:04:45,880 --> 00:04:49,839 Speaker 1: to day to day operations, Sony was providing the money 84 00:04:49,839 --> 00:04:52,960 Speaker 1: for development and production of titles. The team at Naughty 85 00:04:53,040 --> 00:04:56,080 Speaker 1: Dog was doing all the work, and even their executive 86 00:04:56,080 --> 00:05:00,760 Speaker 1: producer Mark Sarney, who had originally worked with Universal Studios, 87 00:05:01,200 --> 00:05:04,640 Speaker 1: had left Universal and now was working with Naughty Dog 88 00:05:04,720 --> 00:05:08,880 Speaker 1: as an independent contractor. So Reuben said that Universal wasn't 89 00:05:08,880 --> 00:05:12,760 Speaker 1: really doing anything at all except cashing checks because they 90 00:05:12,839 --> 00:05:16,840 Speaker 1: owned the intellectual property of Crash Bandicoot. This rubbed Ruben 91 00:05:16,920 --> 00:05:19,559 Speaker 1: and many others at Naughty Dog the wrong way. They said, 92 00:05:19,760 --> 00:05:22,880 Speaker 1: why should the developers split so much of their money 93 00:05:23,360 --> 00:05:27,000 Speaker 1: with a company that's not really doing anything to provide 94 00:05:27,040 --> 00:05:30,000 Speaker 1: for the success of our titles. Jason Ruben said in 95 00:05:30,040 --> 00:05:33,480 Speaker 1: an interview with Games Industry Dot biz that he and 96 00:05:33,480 --> 00:05:37,120 Speaker 1: Andy had decided not to renew the agreement with Universal 97 00:05:37,160 --> 00:05:41,039 Speaker 1: Interactive while the team was still working on Crash three, 98 00:05:41,120 --> 00:05:44,800 Speaker 1: so they hadn't even finished, uh delivering the game that 99 00:05:44,880 --> 00:05:48,160 Speaker 1: would conclude the agreement when they had said, you know what, 100 00:05:48,240 --> 00:05:50,840 Speaker 1: we're not gonna do this again. He said they were 101 00:05:50,920 --> 00:05:54,000 Speaker 1: unwilling to split that revenue with Universal, and he also 102 00:05:54,080 --> 00:05:56,800 Speaker 1: said that the it was it was just getting really 103 00:05:56,880 --> 00:06:00,520 Speaker 1: hard to deal with people at Universal is increasingly difficult 104 00:06:00,520 --> 00:06:03,279 Speaker 1: to work with executives there, and they were making it 105 00:06:03,320 --> 00:06:06,080 Speaker 1: a habit of taking credit for success of the Crash 106 00:06:06,160 --> 00:06:09,359 Speaker 1: Bandicoot series, even though no one at Universal had really 107 00:06:09,400 --> 00:06:12,200 Speaker 1: had a role to play in the later development of 108 00:06:12,240 --> 00:06:15,040 Speaker 1: those games. According to Reuben, he and his team were 109 00:06:15,080 --> 00:06:19,960 Speaker 1: moved into temporary spaces in the hallways at Universal Studios 110 00:06:20,000 --> 00:06:23,200 Speaker 1: as offices. They couldn't be turned out in the street 111 00:06:23,760 --> 00:06:27,080 Speaker 1: because the deal that Naughty Dog had signed with Universal 112 00:06:27,279 --> 00:06:30,840 Speaker 1: guaranteed them work space in return for developing the three 113 00:06:30,839 --> 00:06:34,599 Speaker 1: Crash Bandicoot games, But Ruben said the folks at Universal 114 00:06:34,720 --> 00:06:37,599 Speaker 1: made sure that things were not easy or pleasant for 115 00:06:37,720 --> 00:06:40,440 Speaker 1: Naughty Dog once it was clear they weren't going to 116 00:06:40,480 --> 00:06:44,119 Speaker 1: renew their arrangement. Reuben said they even had to Jerry 117 00:06:44,160 --> 00:06:47,920 Speaker 1: Riggan air conditioner for their servers because Universal would turn 118 00:06:47,920 --> 00:06:50,600 Speaker 1: off the A C in the evenings. Their workspace was 119 00:06:50,640 --> 00:06:53,680 Speaker 1: on the thirty fourth floor of a building and they 120 00:06:53,720 --> 00:06:56,440 Speaker 1: were told they could not bring in portable A C 121 00:06:56,760 --> 00:06:59,440 Speaker 1: units into the hall. They were concerned not just for 122 00:06:59,480 --> 00:07:02,000 Speaker 1: their own for it, but for their servers that were 123 00:07:02,000 --> 00:07:05,279 Speaker 1: getting up to a hundred thirty degrees fahrenheit so they 124 00:07:05,320 --> 00:07:08,160 Speaker 1: decided they would do their best. They rigged up a 125 00:07:08,200 --> 00:07:12,480 Speaker 1: bucket of ice and a fan, a regular oscillating fan 126 00:07:12,600 --> 00:07:15,880 Speaker 1: to blow air over the ice and cool their servers 127 00:07:15,920 --> 00:07:19,320 Speaker 1: down so that they didn't go critical. Eventually, they were 128 00:07:19,360 --> 00:07:22,120 Speaker 1: able to sneak in a portable a C unit up 129 00:07:22,160 --> 00:07:26,240 Speaker 1: to their space, disguised as a small refrigerator. The day 130 00:07:26,280 --> 00:07:30,440 Speaker 1: the team handed off Crash three, they left the Universal lot. 131 00:07:30,520 --> 00:07:33,360 Speaker 1: They did not waste time. They relocated to a new 132 00:07:33,400 --> 00:07:37,640 Speaker 1: headquarters in Santa Monica, California, and they got to work 133 00:07:37,840 --> 00:07:42,200 Speaker 1: on a cart racing game. Jason Rubin said that the 134 00:07:42,240 --> 00:07:46,000 Speaker 1: initial thought was games were going to become more cinematic, 135 00:07:46,200 --> 00:07:49,320 Speaker 1: They were going to incorporate live action sequences, and they 136 00:07:49,360 --> 00:07:52,080 Speaker 1: were going to require the talents cultivated by the film 137 00:07:52,120 --> 00:07:55,840 Speaker 1: industry in particular. Full motion video was still a thing 138 00:07:56,200 --> 00:07:59,400 Speaker 1: at this point and had not quite become the joke 139 00:07:59,600 --> 00:08:03,520 Speaker 1: many people associate with it these days, and so they 140 00:08:03,600 --> 00:08:06,360 Speaker 1: chose to stay close to Los Angeles, thinking they would 141 00:08:06,360 --> 00:08:09,720 Speaker 1: be really close to all of those assets, rather than 142 00:08:09,800 --> 00:08:14,240 Speaker 1: relocate to a place like San Francisco or Austin, Texas. Now, 143 00:08:14,240 --> 00:08:18,960 Speaker 1: according to Ruben, that decision ended up having advantages and disadvantages. 144 00:08:19,320 --> 00:08:22,440 Speaker 1: The big disadvantage was that these other cities, you know, 145 00:08:22,480 --> 00:08:25,520 Speaker 1: San Francisco in Austin in particular, had a lot more 146 00:08:25,640 --> 00:08:28,600 Speaker 1: game development studios in them, and it was a lot 147 00:08:28,640 --> 00:08:32,720 Speaker 1: easier to attract talent to a studio because there was 148 00:08:32,960 --> 00:08:36,679 Speaker 1: already a culture there. Los Angeles didn't have that many 149 00:08:36,840 --> 00:08:40,080 Speaker 1: game development studios, so it was harder to attract talent. 150 00:08:40,320 --> 00:08:43,240 Speaker 1: But by being a big player in a town that 151 00:08:43,320 --> 00:08:46,760 Speaker 1: did not have many game development studios, Naughty Dog could 152 00:08:46,800 --> 00:08:50,320 Speaker 1: more easily hold onto the talent it cultivated. So once 153 00:08:50,360 --> 00:08:54,679 Speaker 1: they got someone, they weren't likely to easily leave the company. 154 00:08:54,800 --> 00:08:57,840 Speaker 1: There there wasn't the likelihood of another company coming in 155 00:08:57,880 --> 00:09:00,600 Speaker 1: and sniping out an employee out from under Naughty Dog 156 00:09:01,640 --> 00:09:04,280 Speaker 1: because they weren't in the same town. Naughty Dog then 157 00:09:04,320 --> 00:09:07,800 Speaker 1: reached out to Sony and said, hey, we have a 158 00:09:07,840 --> 00:09:10,800 Speaker 1: game we're working on. It's right now, a bunch of 159 00:09:10,840 --> 00:09:15,959 Speaker 1: nondescriptive people on these go kart like racers. But we'd 160 00:09:16,000 --> 00:09:19,520 Speaker 1: really love to make this a crash bandicoot racing game. 161 00:09:20,000 --> 00:09:22,679 Speaker 1: Only there's a problem. See, we are not all We're 162 00:09:22,679 --> 00:09:26,160 Speaker 1: not gonna talk to anyone over at Universal. We kind 163 00:09:26,160 --> 00:09:28,280 Speaker 1: of hate their guts and they kind of hate our 164 00:09:28,320 --> 00:09:31,400 Speaker 1: guts and we don't want to deal with that. So, 165 00:09:31,800 --> 00:09:35,760 Speaker 1: because Universal owns the intellectual property for crash Bandicoot, if 166 00:09:35,800 --> 00:09:37,840 Speaker 1: we want to make this a crash Bandicoot game, could 167 00:09:37,880 --> 00:09:41,200 Speaker 1: you guys over at Sony go to Universal and work 168 00:09:41,240 --> 00:09:45,000 Speaker 1: things out for us? And Sony said sure, and they 169 00:09:45,080 --> 00:09:48,120 Speaker 1: jumped in and they negotiated the rights to use Crash 170 00:09:48,160 --> 00:09:52,960 Speaker 1: Bandicoots intellectual property and create this racing cart game, Crash 171 00:09:53,040 --> 00:09:57,600 Speaker 1: Team Racing. So that was Naughty Dog's first post Universal game, 172 00:09:57,880 --> 00:10:01,559 Speaker 1: the Crash Bandicoot Crash Team Racing cart game for the PlayStation, 173 00:10:01,600 --> 00:10:05,560 Speaker 1: which came out in now. As most of the team 174 00:10:05,559 --> 00:10:09,200 Speaker 1: focused on building out Crash Team Racing, Andy Gavin began 175 00:10:09,240 --> 00:10:12,400 Speaker 1: to work with Stephen White and Mark Sarney to plan 176 00:10:12,559 --> 00:10:14,920 Speaker 1: for a new game engine to run on top of 177 00:10:14,960 --> 00:10:18,720 Speaker 1: the next generation of Sony hardware. The PlayStation two was 178 00:10:18,800 --> 00:10:21,480 Speaker 1: poised to come out in the spring of two thousand 179 00:10:21,760 --> 00:10:24,040 Speaker 1: and Gavin wanted to make sure that Naughty Dog was 180 00:10:24,120 --> 00:10:27,520 Speaker 1: ready to transition to develop games for this new hardware. 181 00:10:27,840 --> 00:10:31,360 Speaker 1: They also wanted to create an all new intellectual property 182 00:10:31,400 --> 00:10:34,839 Speaker 1: title that would be under the control of Naughty Dog itself. 183 00:10:35,320 --> 00:10:38,320 Speaker 1: So while they were no longer a small, scrappy independent 184 00:10:38,400 --> 00:10:40,600 Speaker 1: developer the way they had been in the eighties and 185 00:10:40,640 --> 00:10:44,200 Speaker 1: early nineties, they were determined to chart their course as 186 00:10:44,240 --> 00:10:47,439 Speaker 1: if they still were a very small team. The intellectual 187 00:10:47,440 --> 00:10:50,120 Speaker 1: property would turn into a series of games featuring a 188 00:10:50,160 --> 00:10:55,520 Speaker 1: pair of protagonists named Jack and Daxter. As for Crash, 189 00:10:55,720 --> 00:11:00,640 Speaker 1: that i P would remain with Universal. Eventually, the Vendi Universal, 190 00:11:00,960 --> 00:11:05,520 Speaker 1: which evolved from Universal Interactive, would merge with another company, 191 00:11:05,559 --> 00:11:09,320 Speaker 1: that being Activision, and the rights to Crash Bandicoot ultimately 192 00:11:09,320 --> 00:11:12,200 Speaker 1: would pass to this new merged company. There have been 193 00:11:12,520 --> 00:11:16,520 Speaker 1: twenty games to feature Crash Bandicoot as either the main 194 00:11:16,559 --> 00:11:20,640 Speaker 1: protagonist or a playable character. Only four out the twenty 195 00:11:20,720 --> 00:11:24,079 Speaker 1: were actually developed by Naughty Dog Game Studio. The goal 196 00:11:24,200 --> 00:11:27,000 Speaker 1: Naughty Dog had with Jack and Daxter wasn't just to 197 00:11:27,040 --> 00:11:29,880 Speaker 1: make a new franchise. It was to push their approach 198 00:11:29,920 --> 00:11:33,360 Speaker 1: to game development and try to incorporate more story and 199 00:11:33,400 --> 00:11:36,640 Speaker 1: plot into an adventure game. That had been the original 200 00:11:36,640 --> 00:11:40,000 Speaker 1: intent for Crash Bandicoot, but the team found out while 201 00:11:40,040 --> 00:11:42,880 Speaker 1: they were developing it for the PlayStation that the limitations 202 00:11:42,880 --> 00:11:46,480 Speaker 1: of that console made it impractical, if not impossible, to 203 00:11:46,559 --> 00:11:49,959 Speaker 1: develop such an ambitious style of game, so they had 204 00:11:50,040 --> 00:11:53,200 Speaker 1: high hopes that the PlayStation two would be up to snuff. 205 00:11:53,360 --> 00:11:56,000 Speaker 1: The company also took it on faith that they would 206 00:11:56,000 --> 00:11:59,360 Speaker 1: works out, you know, a publishing deal with Sony somewhere 207 00:11:59,400 --> 00:12:02,760 Speaker 1: down the line, so they were concentrating on building Jack 208 00:12:02,800 --> 00:12:06,000 Speaker 1: and Daxter and left all that contract stuff for later. 209 00:12:06,160 --> 00:12:08,120 Speaker 1: So I actually started building a game before there was 210 00:12:08,160 --> 00:12:11,440 Speaker 1: any ink signed to have that game published, which is 211 00:12:11,480 --> 00:12:14,079 Speaker 1: sort of a repeat of how Gavin and Rubin had 212 00:12:14,120 --> 00:12:17,320 Speaker 1: made Way of the Warrior a few years earlier. That 213 00:12:17,400 --> 00:12:20,079 Speaker 1: was the game that got them the initial deal with Universal, 214 00:12:20,559 --> 00:12:24,400 Speaker 1: and Naughty Dog was making decent money from Crash bandicoot royalties, 215 00:12:24,679 --> 00:12:28,240 Speaker 1: so there weren't as many economic pressures in play as 216 00:12:28,320 --> 00:12:32,439 Speaker 1: there could have been. At this stage, Jason Reuben instituted 217 00:12:32,520 --> 00:12:35,880 Speaker 1: a new rule at naughty Dog. Development had reached a 218 00:12:35,920 --> 00:12:39,440 Speaker 1: point where multiple people would be working on the same assets, 219 00:12:39,760 --> 00:12:43,400 Speaker 1: so you would have multiple people creating a single character, 220 00:12:43,559 --> 00:12:46,959 Speaker 1: for example. But naughty Dogs policy up to this point 221 00:12:47,000 --> 00:12:48,760 Speaker 1: was to allow people to kind of come in at 222 00:12:48,880 --> 00:12:51,720 Speaker 1: different times things that were suitable to their own schedules. 223 00:12:51,960 --> 00:12:55,160 Speaker 1: So some folks would pull a twelve hour day starting 224 00:12:55,160 --> 00:12:58,080 Speaker 1: from six am, going to six pm. Others were still 225 00:12:58,120 --> 00:13:00,680 Speaker 1: pulling a twelve hour day, but they started four pm 226 00:13:00,720 --> 00:13:03,880 Speaker 1: and they clock out it four am. Now, Ruben saw 227 00:13:03,960 --> 00:13:06,760 Speaker 1: this as a problem. It meant that people who were 228 00:13:06,840 --> 00:13:10,560 Speaker 1: handling the same assets in the game had very little 229 00:13:10,600 --> 00:13:13,200 Speaker 1: time to actually work together because some of them would 230 00:13:13,240 --> 00:13:16,480 Speaker 1: come in two hours before the other person was leaving. 231 00:13:16,520 --> 00:13:20,480 Speaker 1: It really limited any sort of collaboration, so he created 232 00:13:20,520 --> 00:13:23,480 Speaker 1: a policy in which all Naughty Dog employees were required 233 00:13:23,520 --> 00:13:27,040 Speaker 1: to be at the company for several core hours. The 234 00:13:27,160 --> 00:13:30,920 Speaker 1: reaction from employees was less than enthusiastic. In fact, two 235 00:13:30,960 --> 00:13:34,640 Speaker 1: team members left after those changes took effect. However, they 236 00:13:34,640 --> 00:13:38,400 Speaker 1: would eventually become industry standards across the video game world. 237 00:13:38,679 --> 00:13:41,320 Speaker 1: Ruben and Gavin had also noted the effect of all 238 00:13:41,360 --> 00:13:44,600 Speaker 1: that work was taking its toll on their employees. People 239 00:13:44,640 --> 00:13:48,319 Speaker 1: had families now, so they weren't as eager to spend 240 00:13:48,720 --> 00:13:52,280 Speaker 1: day after day working eighteen hours at the office, and 241 00:13:52,320 --> 00:13:55,880 Speaker 1: they were getting tired, and so they created another new policy. 242 00:13:56,000 --> 00:13:59,400 Speaker 1: At the end of every project, everyone would get a 243 00:13:59,480 --> 00:14:03,440 Speaker 1: month vacation. Effectively, the company would shut down for a 244 00:14:03,559 --> 00:14:06,000 Speaker 1: full month and then as soon as you got back, 245 00:14:06,040 --> 00:14:07,640 Speaker 1: you have to go right back into work. On the 246 00:14:07,679 --> 00:14:11,480 Speaker 1: next project. However, this policy did not cover the co 247 00:14:11,679 --> 00:14:15,720 Speaker 1: founders Reuben and Gavin, because they would continue holding meetings 248 00:14:15,720 --> 00:14:18,920 Speaker 1: and giving interviews during that month hiatus. In other words, 249 00:14:19,280 --> 00:14:22,880 Speaker 1: they didn't stop working. Back to Jack and Dexter, Naughty 250 00:14:22,920 --> 00:14:25,880 Speaker 1: Dog wanted an action adventure game in which as much 251 00:14:25,880 --> 00:14:28,440 Speaker 1: of the story could be incorporated directly into the game 252 00:14:28,480 --> 00:14:32,000 Speaker 1: as possible. They also wanted a large, open world environment 253 00:14:32,160 --> 00:14:35,840 Speaker 1: without having any long loading times between zones, so that 254 00:14:35,920 --> 00:14:37,880 Speaker 1: you could walk from one side to the other and 255 00:14:37,920 --> 00:14:40,920 Speaker 1: you would never have an annoying loading screen. In the end, 256 00:14:40,920 --> 00:14:43,440 Speaker 1: they were able to create cut scenes to insert into 257 00:14:43,480 --> 00:14:46,200 Speaker 1: the action and advance the story, but they found it 258 00:14:46,240 --> 00:14:50,040 Speaker 1: difficult to integrate plot and action more seamlessly. It was 259 00:14:50,080 --> 00:14:52,840 Speaker 1: a step beyond what crash Bandicoot could do, but it 260 00:14:52,880 --> 00:14:56,400 Speaker 1: was still far short of what their end goal was now. 261 00:14:56,440 --> 00:14:59,160 Speaker 1: The title characters are Jack, which is kind of a 262 00:14:59,640 --> 00:15:03,120 Speaker 1: young and an elf like creature who serves as the 263 00:15:03,160 --> 00:15:06,560 Speaker 1: playable character for the first game, and Daxter, who used 264 00:15:06,560 --> 00:15:08,840 Speaker 1: to be another young elf like creature but then got 265 00:15:08,840 --> 00:15:13,600 Speaker 1: turned into a critter called an otsul, part otter, part weasel, 266 00:15:13,840 --> 00:15:17,280 Speaker 1: and he's often the comic relief in the games Jack 267 00:15:17,320 --> 00:15:21,240 Speaker 1: and Daxter, the precursor Legacy, launched in two thousand one. 268 00:15:21,640 --> 00:15:25,240 Speaker 1: The following year, two thousand two, Andy Gavin and Jason 269 00:15:25,320 --> 00:15:28,840 Speaker 1: Rubin made a big decision. They decided that they were 270 00:15:28,880 --> 00:15:31,600 Speaker 1: going to sell the company to Sony and that they 271 00:15:31,600 --> 00:15:35,760 Speaker 1: would retire from their leadership roles. I'll talk more about 272 00:15:35,800 --> 00:15:39,080 Speaker 1: that decision in just a moment, but first let's take 273 00:15:39,120 --> 00:15:49,600 Speaker 1: a quick break to thank our sponsor. The co founder's 274 00:15:49,680 --> 00:15:52,880 Speaker 1: decision to retire didn't exactly come out of the blue. 275 00:15:53,040 --> 00:15:55,360 Speaker 1: Jason Rubin has said that he and Andy Gavin were 276 00:15:55,360 --> 00:15:58,160 Speaker 1: at a nightclub in Tokyo with a couple of other people, 277 00:15:58,240 --> 00:16:01,960 Speaker 1: including Kelly Flock, and Kelly was the head of Sony's 278 00:16:02,040 --> 00:16:04,240 Speaker 1: game division in the United States at the time, and 279 00:16:04,280 --> 00:16:07,000 Speaker 1: Flock had said that Naughty Dog was effectively at the 280 00:16:07,040 --> 00:16:10,840 Speaker 1: top of the video game business, which sadly meant it 281 00:16:10,920 --> 00:16:15,120 Speaker 1: had nowhere to go but down, and that just meant 282 00:16:15,120 --> 00:16:17,320 Speaker 1: that there was no way to climb higher than the top. 283 00:16:17,480 --> 00:16:19,280 Speaker 1: When you're at the top, that's where you can be. 284 00:16:19,600 --> 00:16:21,000 Speaker 1: You can try and stay on the top as long 285 00:16:21,040 --> 00:16:24,680 Speaker 1: as you can, but eventually you're gonna go down if 286 00:16:24,760 --> 00:16:29,000 Speaker 1: things don't, you know, consistently evolved, and Garrety Rubin began 287 00:16:29,040 --> 00:16:31,760 Speaker 1: to give thought to selling the company because the idea 288 00:16:31,800 --> 00:16:34,760 Speaker 1: of having to keep reinventing the company over and over 289 00:16:34,800 --> 00:16:38,720 Speaker 1: in order to maintain that top spot when they hadn't 290 00:16:38,720 --> 00:16:42,720 Speaker 1: had a vacation in years seemed a little too overwhelming. 291 00:16:42,920 --> 00:16:45,960 Speaker 1: But even then, when they started thinking about the possibility 292 00:16:45,960 --> 00:16:48,280 Speaker 1: of selling the company, it didn't happen right away. When 293 00:16:48,320 --> 00:16:51,160 Speaker 1: the first Jack and Daxter game went live, the whole 294 00:16:51,160 --> 00:16:53,960 Speaker 1: company went on vacation except for the two co founders, 295 00:16:54,120 --> 00:16:56,760 Speaker 1: who continued to work, but the grind really was getting 296 00:16:56,800 --> 00:16:59,720 Speaker 1: to them. The company was nervous about how their new 297 00:16:59,760 --> 00:17:02,520 Speaker 1: game was going to be received, because really they had 298 00:17:02,520 --> 00:17:06,040 Speaker 1: been known for Crash Bandicoot at this point would they 299 00:17:06,160 --> 00:17:10,440 Speaker 1: actually find acceptance with Jack and Daxter. Fortunately, the game 300 00:17:10,480 --> 00:17:13,560 Speaker 1: got good reviews and sales were doing quite well, so 301 00:17:13,920 --> 00:17:17,479 Speaker 1: when everyone came back a month later, they immediately launched 302 00:17:17,520 --> 00:17:21,720 Speaker 1: into developing the sequel to Jack and Daxter, conveniently titled 303 00:17:21,840 --> 00:17:24,879 Speaker 1: Jack two. By two thousand two, Gavin and Rubin had 304 00:17:24,920 --> 00:17:27,360 Speaker 1: decided it was a good time to change things up. 305 00:17:27,400 --> 00:17:29,480 Speaker 1: They wanted to sell the company. They were going to 306 00:17:29,520 --> 00:17:32,040 Speaker 1: sell it to Sony. It would become a wholly owned 307 00:17:32,119 --> 00:17:35,800 Speaker 1: subsidiary of Sony Entertainment, and then they were going to 308 00:17:35,840 --> 00:17:38,800 Speaker 1: step away from the company. But they didn't plan to 309 00:17:38,920 --> 00:17:42,240 Speaker 1: just abandon Naughty Dog with no warnings, so instead they 310 00:17:42,280 --> 00:17:45,399 Speaker 1: drew up a two year transition plan in which they 311 00:17:45,400 --> 00:17:50,119 Speaker 1: would both gradually handoff duties and responsibilities to their chosen successors, 312 00:17:50,640 --> 00:17:52,920 Speaker 1: and at the end of that in two thousand four, 313 00:17:53,240 --> 00:17:55,760 Speaker 1: they would complete the handoff and then they could go 314 00:17:55,840 --> 00:17:59,840 Speaker 1: and right off into the sunset, virtually speaking. Now, a 315 00:17:59,840 --> 00:18:04,000 Speaker 1: lot changed between those first two Jack and Dexter games. 316 00:18:04,000 --> 00:18:06,480 Speaker 1: The second game had a more serious tone and a 317 00:18:06,480 --> 00:18:10,160 Speaker 1: different approach to navigating the world and progressing through the story. 318 00:18:10,320 --> 00:18:12,920 Speaker 1: Behind the scenes, people at Naughty Dog weren't really sure 319 00:18:13,000 --> 00:18:15,760 Speaker 1: what the future would bring. There were some worries about 320 00:18:15,840 --> 00:18:19,159 Speaker 1: how the transition with Ruben and Gavin stepping away, how 321 00:18:19,160 --> 00:18:21,919 Speaker 1: that could affect work, not to mention how an acquisition 322 00:18:21,920 --> 00:18:25,000 Speaker 1: could change things. Would the company be able to maintain 323 00:18:25,160 --> 00:18:29,320 Speaker 1: its philosophy and work culture, or which things changed so 324 00:18:29,400 --> 00:18:32,600 Speaker 1: dramatically when Sony took charge that it wouldn't even be 325 00:18:32,680 --> 00:18:36,679 Speaker 1: the same company anymore. That two year plan helped settle 326 00:18:36,760 --> 00:18:40,280 Speaker 1: fears quite a bit. Ruben and Gavin began grooming Evan 327 00:18:40,320 --> 00:18:44,120 Speaker 1: Wells and Stephen White to take over the leadership positions 328 00:18:44,119 --> 00:18:48,240 Speaker 1: at Naughty Dog. They would effectively be co presidents. Gradually, 329 00:18:48,520 --> 00:18:51,440 Speaker 1: Ruben and Gavin stepped back from their roles, with Wells 330 00:18:51,560 --> 00:18:54,840 Speaker 1: and White taking on more of those responsibilities as time 331 00:18:54,880 --> 00:18:57,480 Speaker 1: went on. This would often be cited as one of 332 00:18:57,520 --> 00:19:01,560 Speaker 1: the more successful executive transitions in any industry, let alone 333 00:19:01,600 --> 00:19:05,040 Speaker 1: in the video game industry. Eventually, Evan Wells and Stephen 334 00:19:05,040 --> 00:19:07,840 Speaker 1: White would become co presidents of the company, and Andy 335 00:19:07,880 --> 00:19:11,000 Speaker 1: Gavin and Jason Jason Rubin left Naughty Dog in October 336 00:19:11,040 --> 00:19:13,680 Speaker 1: two thousand four. That was the same year that Jack 337 00:19:13,840 --> 00:19:17,639 Speaker 1: three came out. Stephen White would end up leaving the 338 00:19:17,640 --> 00:19:21,080 Speaker 1: company a few years later, and a programmer named Christoph 339 00:19:21,240 --> 00:19:26,199 Speaker 1: Blestra took over as the new co president alongside Evan Wells. 340 00:19:26,240 --> 00:19:29,040 Speaker 1: At that point. That was around two thousand seven. Jumping 341 00:19:29,080 --> 00:19:32,360 Speaker 1: back just a bit. While much of the team transitioned 342 00:19:32,359 --> 00:19:35,400 Speaker 1: to work on a racing title for Jack and Daxter 343 00:19:35,960 --> 00:19:38,919 Speaker 1: that would come out in two thousand five, another early 344 00:19:39,040 --> 00:19:43,399 Speaker 1: project began to take form. They had a creative writer 345 00:19:43,840 --> 00:19:47,440 Speaker 1: on staff named Amy Hennig who had joined naughty Dog 346 00:19:47,480 --> 00:19:50,840 Speaker 1: after working in the video games industry since nineteen nine, 347 00:19:50,880 --> 00:19:53,199 Speaker 1: so she had had more than a decade's worth of 348 00:19:53,280 --> 00:19:57,120 Speaker 1: experience in the world already, and she had a concept 349 00:19:57,200 --> 00:19:58,919 Speaker 1: for a new game that she felt would be a 350 00:19:58,920 --> 00:20:03,000 Speaker 1: good fit for the next generation of consoles. The PlayStation 351 00:20:03,040 --> 00:20:06,639 Speaker 1: three was not set to launch until November two thousand six, 352 00:20:07,240 --> 00:20:09,600 Speaker 1: but Hennig believed that Naughty Dog needed to start to 353 00:20:09,680 --> 00:20:12,199 Speaker 1: focus on something that could be a defining game for 354 00:20:12,280 --> 00:20:16,040 Speaker 1: that new console. Hennig started by striking off things on 355 00:20:16,040 --> 00:20:18,880 Speaker 1: the list she did not want to make. She did 356 00:20:18,880 --> 00:20:22,119 Speaker 1: not want to go with a dark, gritty, first person 357 00:20:22,600 --> 00:20:25,840 Speaker 1: style games set in a post apocalyptic world. She said 358 00:20:25,840 --> 00:20:28,159 Speaker 1: there were already other games that were doing that. She 359 00:20:28,200 --> 00:20:31,000 Speaker 1: didn't want the game to be super serious, but she 360 00:20:31,119 --> 00:20:34,359 Speaker 1: also did not want to create a game that was 361 00:20:34,480 --> 00:20:38,479 Speaker 1: cartoonish that featured animated characters jumping all around the screen, 362 00:20:39,000 --> 00:20:42,080 Speaker 1: and considering that Jack and Daxter and Crash Bandicoot kind 363 00:20:42,119 --> 00:20:44,400 Speaker 1: of fell into that category, this would mean a big 364 00:20:44,440 --> 00:20:47,600 Speaker 1: departure for naughty Dog. What she wanted to do was 365 00:20:47,680 --> 00:20:52,320 Speaker 1: create a game that had realistic graphics, compelling animation, really 366 00:20:52,359 --> 00:20:55,640 Speaker 1: great acting, both from the voice over actors, and from 367 00:20:55,720 --> 00:21:00,080 Speaker 1: the in game characters themselves and great action sequences, and 368 00:21:00,119 --> 00:21:02,320 Speaker 1: it also just had to be fun to play, not 369 00:21:03,040 --> 00:21:06,720 Speaker 1: dour and depressing. The closest analog to what she had 370 00:21:06,720 --> 00:21:09,359 Speaker 1: in mind was tomb Raider, but at that time the 371 00:21:09,359 --> 00:21:12,920 Speaker 1: tomb Raider franchise had sort of faded into the background. 372 00:21:13,119 --> 00:21:16,879 Speaker 1: Hinnigg's project had a code name, Project Big. It wasn't 373 00:21:16,880 --> 00:21:19,919 Speaker 1: called anything particular because they were still deciding what it 374 00:21:19,960 --> 00:21:22,639 Speaker 1: was going to be. It turned out that Project Big 375 00:21:22,800 --> 00:21:25,320 Speaker 1: was a bit of an understatement. Not only had Hennig 376 00:21:25,359 --> 00:21:27,760 Speaker 1: and her team not yet figured out what form it 377 00:21:27,840 --> 00:21:29,720 Speaker 1: was going to take, they were also going to have 378 00:21:29,760 --> 00:21:33,040 Speaker 1: to program a game for an all new console that 379 00:21:33,119 --> 00:21:38,440 Speaker 1: had a drastically different microchip architecture. The PlayStation three had 380 00:21:38,480 --> 00:21:41,480 Speaker 1: a lot of power at its disposal, but it also 381 00:21:41,680 --> 00:21:46,200 Speaker 1: was not designed like earlier iterations of the PlayStation. Developers, 382 00:21:46,240 --> 00:21:49,560 Speaker 1: not just Naughty Dog developers, but throughout the entire industry 383 00:21:49,920 --> 00:21:53,600 Speaker 1: found it challenging to build games for this new console. 384 00:21:53,640 --> 00:21:56,919 Speaker 1: At first, Naughty Dog was not alone in this. It 385 00:21:57,000 --> 00:22:01,640 Speaker 1: was all uncharted territory. And yeah, I made that same 386 00:22:01,720 --> 00:22:03,720 Speaker 1: joke in the last episode, but I'm making it again 387 00:22:03,800 --> 00:22:07,080 Speaker 1: now because Project Big would of course, evolve into the 388 00:22:07,160 --> 00:22:11,239 Speaker 1: hit game series Uncharted. One of the earliest ideas they 389 00:22:11,280 --> 00:22:13,920 Speaker 1: played with was to create a game set in an 390 00:22:14,040 --> 00:22:19,119 Speaker 1: underwater complex with underwater mechanics and physics and all sorts 391 00:22:19,160 --> 00:22:22,680 Speaker 1: of cool ideas, but ultimately they felt like this setting 392 00:22:23,040 --> 00:22:25,840 Speaker 1: wasn't really in line with what the company did best. 393 00:22:25,920 --> 00:22:29,480 Speaker 1: They thought going with something that was so clustrophobic probably 394 00:22:29,640 --> 00:22:32,200 Speaker 1: wasn't going to end up being fun, so they decided 395 00:22:32,240 --> 00:22:35,560 Speaker 1: to explore other ideas, and later on they were really 396 00:22:35,600 --> 00:22:39,320 Speaker 1: thankful that they changed direction because when Bioshot came out, 397 00:22:39,840 --> 00:22:43,840 Speaker 1: they realized that that game was really incredible and probably 398 00:22:43,920 --> 00:22:47,400 Speaker 1: better than what they would have done given a similar setting, 399 00:22:47,560 --> 00:22:50,080 Speaker 1: so they were kind of glad they had decided not 400 00:22:50,200 --> 00:22:52,719 Speaker 1: to go down that route, even though they had developed 401 00:22:52,720 --> 00:22:55,800 Speaker 1: a lot of assets, art and other assets for such 402 00:22:55,840 --> 00:23:00,000 Speaker 1: a game. Uh Naughty Dog was instead going to explore 403 00:23:00,119 --> 00:23:03,160 Speaker 1: or other options for a project Big. So another idea 404 00:23:03,200 --> 00:23:04,960 Speaker 1: they looked at was to set the game in the 405 00:23:05,040 --> 00:23:09,200 Speaker 1: future and they would have a protagonist essentially what would 406 00:23:09,200 --> 00:23:12,800 Speaker 1: turn into Nathan Drake, the protagonist of the Uncharted series, 407 00:23:12,800 --> 00:23:16,879 Speaker 1: who is part treasure hunter, part archaeologist, kind of an 408 00:23:16,920 --> 00:23:20,399 Speaker 1: Indiana Jones style character, although more on the treasure hunter 409 00:23:20,560 --> 00:23:25,360 Speaker 1: side than the person wanting to preserve everything side. They thought, well, 410 00:23:25,359 --> 00:23:27,240 Speaker 1: in this version, Nathan Drake is going to be in 411 00:23:27,280 --> 00:23:30,720 Speaker 1: the future and he's searching for relics of the past, 412 00:23:31,440 --> 00:23:34,719 Speaker 1: which would actually be stuff from our present day. So, 413 00:23:34,760 --> 00:23:36,800 Speaker 1: in other words, it would take place in sort of 414 00:23:36,800 --> 00:23:40,080 Speaker 1: a post apocalyptic world. But again, this didn't seem like 415 00:23:40,080 --> 00:23:41,600 Speaker 1: it was going to be a good fit, and even 416 00:23:41,600 --> 00:23:44,800 Speaker 1: though they did develop some ideas around this, they never 417 00:23:45,080 --> 00:23:46,800 Speaker 1: pushed it to the point where it would become part 418 00:23:46,840 --> 00:23:51,359 Speaker 1: of the Uncharted series. More changes and experiments followed. Maybe 419 00:23:51,400 --> 00:23:53,080 Speaker 1: it would be a game with lots of high tech 420 00:23:53,119 --> 00:23:55,919 Speaker 1: gadgets and weaponry. Maybe it would take place in a 421 00:23:55,960 --> 00:23:59,960 Speaker 1: steampunk world with flying cars. Maybe it would involve super 422 00:24:00,160 --> 00:24:04,040 Speaker 1: spies and double crosses. Now gradually it evolved into a 423 00:24:04,200 --> 00:24:07,879 Speaker 1: pulp adventure kind of story based game. One of the 424 00:24:07,920 --> 00:24:10,520 Speaker 1: big goals was to finally achieve what Naughty Dog had 425 00:24:10,520 --> 00:24:14,040 Speaker 1: been trying to do for years, incorporating action sequences and 426 00:24:14,200 --> 00:24:19,879 Speaker 1: story sequences together effectively. The goal was to create playable 427 00:24:19,960 --> 00:24:22,879 Speaker 1: cut scenes. Naughty Dog wanted the gameplay to look just 428 00:24:22,960 --> 00:24:26,120 Speaker 1: as good as other games. Unplayable cut scenes had turned 429 00:24:26,119 --> 00:24:28,680 Speaker 1: out to be that would be too much for Uncharted one, 430 00:24:29,000 --> 00:24:31,159 Speaker 1: but it would be something they would strive for again 431 00:24:31,200 --> 00:24:34,760 Speaker 1: and Uncharted two. The story for Uncharted one took a 432 00:24:35,000 --> 00:24:38,440 Speaker 1: really long time to coalesce, and it went through a 433 00:24:38,480 --> 00:24:43,440 Speaker 1: ton of different changes. The development process for the engine, likewise, 434 00:24:43,520 --> 00:24:47,679 Speaker 1: took an extremely long time. Sony, the parent company, allowed 435 00:24:47,760 --> 00:24:50,439 Speaker 1: Naughty Dog to operate as if it were truly independent, 436 00:24:50,520 --> 00:24:53,560 Speaker 1: so no Sony executives were knocking on the door and 437 00:24:53,600 --> 00:24:56,600 Speaker 1: asking to see pitches or concepts. They didn't demand to 438 00:24:56,720 --> 00:25:00,480 Speaker 1: sign off on story elements or game assets. There was 439 00:25:00,520 --> 00:25:03,240 Speaker 1: a level of trust the company put in the team, 440 00:25:03,480 --> 00:25:06,920 Speaker 1: which both gave the developers freedom and added to their 441 00:25:06,920 --> 00:25:11,479 Speaker 1: sense of responsibility to deliver a really compelling experience. The 442 00:25:11,520 --> 00:25:14,800 Speaker 1: protagonist of the game series, Nathan Drake, is sort of 443 00:25:14,840 --> 00:25:18,520 Speaker 1: like Hans Solo and Indiana Jones combined into a treasure 444 00:25:18,600 --> 00:25:22,320 Speaker 1: hunting scalawag. So Harrison Ford on his best days as 445 00:25:22,400 --> 00:25:26,520 Speaker 1: a young man, he wasn't dressed in a particularly distinct way. 446 00:25:26,680 --> 00:25:29,359 Speaker 1: He had a dirty T shirt and jeans that was 447 00:25:29,440 --> 00:25:32,600 Speaker 1: his to go outfit, and in fact, most people felt 448 00:25:32,640 --> 00:25:35,280 Speaker 1: that this put the game a disadvantage because how do 449 00:25:35,280 --> 00:25:38,160 Speaker 1: you market a hero who just looks like a normal guy. 450 00:25:38,600 --> 00:25:41,360 Speaker 1: It was a challenging concept to put forward as an 451 00:25:41,560 --> 00:25:45,520 Speaker 1: iconic character, but Naughty Dog kept on going and working 452 00:25:45,560 --> 00:25:48,119 Speaker 1: on the story and the game engine, and as it 453 00:25:48,160 --> 00:25:52,199 Speaker 1: turns out, this design, while simple, was necessary because it 454 00:25:52,240 --> 00:25:55,359 Speaker 1: meant less stuff for the team to have to animate 455 00:25:55,720 --> 00:25:58,840 Speaker 1: to bring to life. When the game finally came together, 456 00:25:59,400 --> 00:26:03,080 Speaker 1: this turned to be a nightmare of a project. Blestro 457 00:26:03,160 --> 00:26:06,920 Speaker 1: would later respond to the question what was hard about 458 00:26:07,000 --> 00:26:12,919 Speaker 1: making Uncharted, and his answer was everything. The decision to 459 00:26:12,960 --> 00:26:15,440 Speaker 1: make the game cinematic meant the company had to developed 460 00:26:15,480 --> 00:26:19,760 Speaker 1: new animation tools and styles while working on unfamiliar hardware. 461 00:26:20,440 --> 00:26:23,679 Speaker 1: Now Cerny said that it took Naughty Dog about six 462 00:26:23,720 --> 00:26:26,840 Speaker 1: months to get up to speed for the PlayStation two, 463 00:26:27,000 --> 00:26:29,320 Speaker 1: but it took more than a year to get up 464 00:26:29,320 --> 00:26:33,160 Speaker 1: to speed with PlayStation three, and even then there really 465 00:26:33,320 --> 00:26:37,720 Speaker 1: wasn't a full mastery of the hardware. They had a 466 00:26:37,840 --> 00:26:41,679 Speaker 1: rough build of some gameplay mechanics, and not everything was 467 00:26:41,720 --> 00:26:44,600 Speaker 1: working properly. It was a far cry from a playable game, 468 00:26:45,080 --> 00:26:47,440 Speaker 1: and it was really tough work, and for some people 469 00:26:47,480 --> 00:26:51,800 Speaker 1: at Naughty Dog it was truly demoralizing. It didn't help 470 00:26:52,160 --> 00:26:54,240 Speaker 1: that the needs of this game were well outside the 471 00:26:54,240 --> 00:26:57,879 Speaker 1: comfort zone of the established teams at Naughty Dog. The 472 00:26:57,920 --> 00:27:02,240 Speaker 1: animators there were used to more hand drawn styles and approaches, 473 00:27:02,720 --> 00:27:05,399 Speaker 1: but that technique was not going to work if they 474 00:27:05,440 --> 00:27:09,520 Speaker 1: wanted to have realistic motion and effects in Uncharted. The 475 00:27:09,560 --> 00:27:12,000 Speaker 1: company made the decision that they were going to experiment 476 00:27:12,040 --> 00:27:15,359 Speaker 1: with motion capture, which was met with some resistance from 477 00:27:15,400 --> 00:27:17,800 Speaker 1: the animation department. It was totally new and they were 478 00:27:17,800 --> 00:27:20,880 Speaker 1: worried about getting replaced. What's more, no one was really 479 00:27:20,920 --> 00:27:23,560 Speaker 1: familiar with the technology, so the company actually had to 480 00:27:23,680 --> 00:27:27,119 Speaker 1: hire people familiar with that tech to come in and 481 00:27:27,240 --> 00:27:30,159 Speaker 1: figure out how to take the data that it generated 482 00:27:30,640 --> 00:27:33,560 Speaker 1: from motion capture and make it usable within a game. 483 00:27:33,960 --> 00:27:36,720 Speaker 1: As time went on, it became clear that the strategies 484 00:27:36,760 --> 00:27:39,360 Speaker 1: the team was using just we're not working, and so 485 00:27:39,720 --> 00:27:43,360 Speaker 1: they made the tough call to scrap everything and start 486 00:27:43,720 --> 00:27:47,480 Speaker 1: over developing new tools. But that meant all the people 487 00:27:47,480 --> 00:27:51,720 Speaker 1: whose work depended upon the tools couldn't actually do anything, 488 00:27:52,119 --> 00:27:55,560 Speaker 1: so artists and animators and others were left with nothing 489 00:27:55,600 --> 00:27:58,880 Speaker 1: to do. As programmers tried to build this new set 490 00:27:58,920 --> 00:28:02,680 Speaker 1: of tools, there was very real danger that Uncharted could 491 00:28:02,680 --> 00:28:06,239 Speaker 1: turn into vapor were akin to Duke Nukem Forever. There 492 00:28:06,240 --> 00:28:08,560 Speaker 1: were even people who were saying this might be the 493 00:28:08,720 --> 00:28:12,400 Speaker 1: end for naughty Dog. Several people weren't content to wait 494 00:28:12,440 --> 00:28:14,159 Speaker 1: around to see if the ship was ever going to 495 00:28:14,280 --> 00:28:16,920 Speaker 1: right itself, and a few were concerned about the new 496 00:28:16,920 --> 00:28:20,359 Speaker 1: direction of the company. Uh They thought that a realistic game, 497 00:28:20,520 --> 00:28:24,000 Speaker 1: even one meant to be funny and charming, was a 498 00:28:24,160 --> 00:28:27,920 Speaker 1: huge departure from the more cartoonish platformers and action adventure 499 00:28:27,920 --> 00:28:30,879 Speaker 1: games that they had built their reputation upon, and that 500 00:28:30,960 --> 00:28:33,440 Speaker 1: no one would accept a new style of game from 501 00:28:33,480 --> 00:28:36,080 Speaker 1: the studio. There were also people in the company who 502 00:28:36,119 --> 00:28:38,720 Speaker 1: felt that Uncharted was very much not a Naughty Dog 503 00:28:38,760 --> 00:28:41,000 Speaker 1: style of game at all, and so for the first 504 00:28:41,040 --> 00:28:45,160 Speaker 1: time in the company's history, more people were leaving then 505 00:28:45,200 --> 00:28:48,240 Speaker 1: the company was hiring on a month to month basis. 506 00:28:48,360 --> 00:28:52,040 Speaker 1: Naughty Dog was actually getting smaller. Those who remained with 507 00:28:52,080 --> 00:28:54,480 Speaker 1: the company began to double down on their conviction that 508 00:28:54,560 --> 00:28:57,280 Speaker 1: they could put out a game that they had envisioned. 509 00:28:57,480 --> 00:29:00,200 Speaker 1: They worked hard to get those tools in place, and 510 00:29:00,240 --> 00:29:03,120 Speaker 1: then to put the tools to use in constructing a game. 511 00:29:03,440 --> 00:29:05,360 Speaker 1: They also let go of the notion that the company 512 00:29:05,400 --> 00:29:07,960 Speaker 1: had to develop all the tools itself as a result 513 00:29:08,000 --> 00:29:10,880 Speaker 1: of the pains that they went through during the development 514 00:29:10,920 --> 00:29:14,080 Speaker 1: of Uncharted one, so for Uncharted two they ended up 515 00:29:14,080 --> 00:29:17,640 Speaker 1: paying a license for the Havoc game engine that's published 516 00:29:17,640 --> 00:29:21,480 Speaker 1: by an Irish software development company. This was a difficult 517 00:29:21,480 --> 00:29:24,240 Speaker 1: time for Naughty Dog, but the game was slowly coming 518 00:29:24,280 --> 00:29:28,560 Speaker 1: together despite all those setbacks. The team created a demo 519 00:29:28,800 --> 00:29:32,200 Speaker 1: for the two thousand and six E three conference. It 520 00:29:32,320 --> 00:29:35,760 Speaker 1: was all built on PC because at that stage the 521 00:29:35,840 --> 00:29:39,080 Speaker 1: studio didn't have any PlayStation three developer kits on the 522 00:29:39,120 --> 00:29:42,680 Speaker 1: studio floor itself, they only had access to one developer kit. 523 00:29:43,320 --> 00:29:47,160 Speaker 1: Taylor Kurasaki told I g N that that one PS 524 00:29:47,240 --> 00:29:50,200 Speaker 1: three developer kit they had access to was the size 525 00:29:50,240 --> 00:29:53,040 Speaker 1: of a refrigerator. At the time, there were a limited 526 00:29:53,120 --> 00:29:56,080 Speaker 1: number of PS three developer kits available in the world, 527 00:29:56,600 --> 00:29:59,719 Speaker 1: and because Uncharted was not scheduled to be a launch title, 528 00:30:00,120 --> 00:30:03,080 Speaker 1: it made more sense to save those kits for developers 529 00:30:03,120 --> 00:30:04,800 Speaker 1: who were working on games that were meant to be 530 00:30:04,800 --> 00:30:09,160 Speaker 1: playable on the PlayStation three launch day. The demo over 531 00:30:09,160 --> 00:30:12,080 Speaker 1: at E three went over really well, but what didn't 532 00:30:12,120 --> 00:30:15,120 Speaker 1: go over so well was sporting the game to PS three. 533 00:30:15,200 --> 00:30:18,400 Speaker 1: Once they finally got access to those developer kits, it 534 00:30:18,480 --> 00:30:21,280 Speaker 1: became clear that not all the functionality they had put 535 00:30:21,320 --> 00:30:23,320 Speaker 1: into the game was going to make it to the 536 00:30:23,360 --> 00:30:26,320 Speaker 1: final title because the PS three just was not able 537 00:30:26,320 --> 00:30:28,120 Speaker 1: to handle it. It It was going to require too much 538 00:30:28,240 --> 00:30:31,800 Speaker 1: changes in code, and in fact, later on developers would 539 00:30:31,840 --> 00:30:33,480 Speaker 1: say that if you were to look at the code 540 00:30:33,480 --> 00:30:36,560 Speaker 1: for Uncharted, you would just see a massive mess that 541 00:30:36,640 --> 00:30:40,800 Speaker 1: was practically incomprehensible. The game did come out just before 542 00:30:40,840 --> 00:30:44,840 Speaker 1: Thanksgiving in two thousand seven. That same year, Christoph Bilester 543 00:30:45,000 --> 00:30:47,600 Speaker 1: became the new co president of the company along with 544 00:30:47,680 --> 00:30:51,960 Speaker 1: Evan Wells, and Uncharted had undergone some last minute changes 545 00:30:52,040 --> 00:30:55,320 Speaker 1: at the two thousand seven E three. The build they 546 00:30:55,360 --> 00:30:58,520 Speaker 1: showed off featured an auto aim function similar to what 547 00:30:58,760 --> 00:31:01,600 Speaker 1: was found in Tomb Reader games, but the team decided 548 00:31:01,640 --> 00:31:04,520 Speaker 1: that that wasn't really a fun mechanic for their game, 549 00:31:04,800 --> 00:31:07,160 Speaker 1: so they switched it to a cover based system in 550 00:31:07,200 --> 00:31:09,680 Speaker 1: which you'd guide Nathan Drake from one bit of cover 551 00:31:09,760 --> 00:31:13,760 Speaker 1: to another while returning fire on enemies. It did well, 552 00:31:14,000 --> 00:31:16,000 Speaker 1: but the company was eager to give it another go. 553 00:31:16,280 --> 00:31:18,640 Speaker 1: They didn't win the awards they were hoping to win, 554 00:31:18,800 --> 00:31:20,680 Speaker 1: and a lot of the stuff they wanted to put 555 00:31:20,720 --> 00:31:23,920 Speaker 1: into Uncharted they couldn't because they had spent so much 556 00:31:23,960 --> 00:31:26,520 Speaker 1: time just getting those tools fixed and learning how the 557 00:31:26,520 --> 00:31:30,440 Speaker 1: PlayStation three would actually work. The development process for Uncharted 558 00:31:30,480 --> 00:31:34,000 Speaker 1: one had spanned three years, but less than a year 559 00:31:34,000 --> 00:31:36,560 Speaker 1: of that was actually spent on the real guts of 560 00:31:36,560 --> 00:31:40,320 Speaker 1: the game. Everything else was just getting the foundation in place. 561 00:31:40,640 --> 00:31:43,280 Speaker 1: Now that they had done that, the team was eager 562 00:31:43,320 --> 00:31:46,120 Speaker 1: to go back to the drawing board and create a sequel, 563 00:31:46,440 --> 00:31:49,560 Speaker 1: so work started an Uncharted two. Now, this time they 564 00:31:49,600 --> 00:31:52,600 Speaker 1: really wanted to push themselves. They wanted a huge action 565 00:31:52,680 --> 00:31:55,040 Speaker 1: sequence that looked like a cut scene but was really 566 00:31:55,040 --> 00:31:57,720 Speaker 1: a playable moment in the game, and they quickly settled 567 00:31:57,800 --> 00:32:00,400 Speaker 1: on an idea that appealed to the entire team. It 568 00:32:00,440 --> 00:32:03,920 Speaker 1: was a cool action sequence involving a moving train. It 569 00:32:04,040 --> 00:32:07,840 Speaker 1: become the big opener for Uncharted two, and it also 570 00:32:07,920 --> 00:32:10,960 Speaker 1: became one of the hallmark moments in Naughty Dog games 571 00:32:11,040 --> 00:32:13,360 Speaker 1: as a whole. One thing the studio decided to do 572 00:32:13,480 --> 00:32:16,959 Speaker 1: is change how they captured performances and Uncharted they had 573 00:32:16,960 --> 00:32:19,680 Speaker 1: an actor playing a character for the purposes of motion capture. 574 00:32:20,040 --> 00:32:22,520 Speaker 1: Then they would have an actor, sometimes not even the 575 00:32:22,560 --> 00:32:25,959 Speaker 1: same one do the voiceover, but for Uncharted two, they 576 00:32:26,000 --> 00:32:29,880 Speaker 1: wanted to go a step further to performance capture. They 577 00:32:29,920 --> 00:32:33,400 Speaker 1: wanted the same actor to produce the movements and voiceover 578 00:32:33,520 --> 00:32:37,480 Speaker 1: for cut scenes. During the same shoot, actors would perform 579 00:32:37,520 --> 00:32:39,480 Speaker 1: their roles as if they were in a film or 580 00:32:39,520 --> 00:32:42,000 Speaker 1: a play. They would move, they would emote, they would 581 00:32:42,040 --> 00:32:45,480 Speaker 1: speak in real time, with those performances making their way 582 00:32:45,600 --> 00:32:48,280 Speaker 1: into the final build of the game, and this became 583 00:32:48,320 --> 00:32:51,520 Speaker 1: the approach Naughty Dog would use for its next several titles. 584 00:32:51,760 --> 00:32:55,280 Speaker 1: The developers were still tweaking nearly every element of the 585 00:32:55,320 --> 00:32:58,160 Speaker 1: game itself, from AI to the physics of the world 586 00:32:58,360 --> 00:33:00,560 Speaker 1: to the way you could fight off enemy, and they 587 00:33:00,560 --> 00:33:03,840 Speaker 1: were using the Havoc game engine as a foundation. But 588 00:33:03,880 --> 00:33:06,880 Speaker 1: the groundwork for the characters had already been done, so 589 00:33:06,960 --> 00:33:10,120 Speaker 1: that helped a lot. Uncharted had already established who these 590 00:33:10,280 --> 00:33:13,080 Speaker 1: characters were, so they just were able to flesh that out. 591 00:33:13,160 --> 00:33:15,719 Speaker 1: More So, while Uncharted two was still a big effort, 592 00:33:15,880 --> 00:33:18,920 Speaker 1: it wasn't marked with the same turmoil as its predecessor. 593 00:33:19,280 --> 00:33:22,040 Speaker 1: What's more, when it did come out in two thousand nine, 594 00:33:22,520 --> 00:33:26,320 Speaker 1: it won awards like a lot of them, like almost 595 00:33:26,360 --> 00:33:29,880 Speaker 1: all of them. Everyone and Naughty Dog was relieved and 596 00:33:29,960 --> 00:33:32,520 Speaker 1: more than a little surprise at how well received the 597 00:33:32,560 --> 00:33:35,440 Speaker 1: game was. They've been hoping for a hit, and it 598 00:33:35,480 --> 00:33:38,320 Speaker 1: turned out. The game resonated with critics and players. It 599 00:33:38,360 --> 00:33:41,120 Speaker 1: became one of the most popular exclusive titles for the 600 00:33:41,120 --> 00:33:44,360 Speaker 1: PlayStation three, and of course, as soon as the game 601 00:33:44,400 --> 00:33:46,960 Speaker 1: came out, Naughty Dog began to look at what to 602 00:33:47,040 --> 00:33:49,960 Speaker 1: do next, and this time it would try doing two 603 00:33:50,000 --> 00:33:55,680 Speaker 1: big projects simultaneously. What were they, Well, I'll tell you, 604 00:33:56,520 --> 00:33:58,600 Speaker 1: but only after we take a quick break to thank 605 00:33:58,640 --> 00:34:10,920 Speaker 1: our sponsor. So decisions at the highest levels, including at 606 00:34:11,000 --> 00:34:14,360 Speaker 1: Sony itself, had led to Naughty Dog taking a different 607 00:34:14,400 --> 00:34:20,239 Speaker 1: tactic post Uncharted two. First, there was an Uncharted three team. 608 00:34:20,239 --> 00:34:23,719 Speaker 1: No big surprise there, Uncharted had done well, Uncharted two 609 00:34:23,920 --> 00:34:26,880 Speaker 1: was already getting buzz so clearly they were already going 610 00:34:26,920 --> 00:34:29,799 Speaker 1: to start on a sequel, and they put the same 611 00:34:29,920 --> 00:34:32,160 Speaker 1: leaders in place who were going to oversee the development 612 00:34:32,239 --> 00:34:36,320 Speaker 1: to Nathan Drake's next adventure. They had a pretty heavy 613 00:34:36,360 --> 00:34:41,760 Speaker 1: burden to carry because Uncharted two had really raised expectations significantly. 614 00:34:42,400 --> 00:34:46,040 Speaker 1: Now at the same time, they formed a second team 615 00:34:46,080 --> 00:34:50,360 Speaker 1: that would share the same resources available to the Uncharted 616 00:34:50,400 --> 00:34:53,200 Speaker 1: three projects. So if you think of the whole company 617 00:34:53,239 --> 00:34:56,760 Speaker 1: as a talent pool. That talent pool was being shared 618 00:34:56,840 --> 00:34:59,800 Speaker 1: between two major projects at the same time. The second 619 00:34:59,800 --> 00:35:02,960 Speaker 1: team was led by Bruce stray Ley and Neil Druckman, 620 00:35:03,520 --> 00:35:06,680 Speaker 1: and they had taken some ideas that had been pitched 621 00:35:06,760 --> 00:35:10,160 Speaker 1: for the Uncharted series before it finally kind of coalesced 622 00:35:10,200 --> 00:35:13,600 Speaker 1: into that pulp action adventure game, and they talked about 623 00:35:13,680 --> 00:35:17,400 Speaker 1: setting their game in a post apocalyptic world, one that 624 00:35:17,600 --> 00:35:22,200 Speaker 1: had been affected by a terrible catastrophe, and most of 625 00:35:22,320 --> 00:35:24,800 Speaker 1: the story of the game would take place well after 626 00:35:24,800 --> 00:35:28,279 Speaker 1: that catastrophe, and you'd have these overgrown cities. So a 627 00:35:28,360 --> 00:35:30,440 Speaker 1: lot of ideas that were going to go into an 628 00:35:30,480 --> 00:35:33,560 Speaker 1: early build of Uncharted but never went past kind of 629 00:35:33,560 --> 00:35:38,080 Speaker 1: that brainstorming phase or the initial asset phase. Now, over 630 00:35:38,160 --> 00:35:41,160 Speaker 1: time they decided that they had to define what is 631 00:35:41,200 --> 00:35:44,840 Speaker 1: this catastrophe, what is it that caused this post apocalyptic world, 632 00:35:44,920 --> 00:35:48,719 Speaker 1: And they decided upon a fungus that infects humans and 633 00:35:48,800 --> 00:35:51,920 Speaker 1: turns them into crazed cannibals. So this is kind of 634 00:35:51,920 --> 00:35:56,440 Speaker 1: a variation on the zombie motif, only these humans have 635 00:35:56,520 --> 00:36:01,400 Speaker 1: become hosts to a parasite rather than turned two undead creatures. 636 00:36:01,800 --> 00:36:06,160 Speaker 1: The game's name eventually became the Last of Us. Both 637 00:36:06,239 --> 00:36:10,440 Speaker 1: Uncharted three, Drake's Deception and The Last of Us would 638 00:36:10,480 --> 00:36:13,319 Speaker 1: use people from that same pool of talent. On the 639 00:36:13,360 --> 00:36:17,040 Speaker 1: development side, some people were committed to one game more 640 00:36:17,080 --> 00:36:20,840 Speaker 1: than the other, but during various stages of development, everyone 641 00:36:21,239 --> 00:36:23,680 Speaker 1: was expected to lend a hand to one or the 642 00:36:23,719 --> 00:36:26,760 Speaker 1: other of the titles, depending upon whichever one needed it most. 643 00:36:26,840 --> 00:36:32,000 Speaker 1: At that time. Uncharted three would build Uncharted two, including 644 00:36:32,080 --> 00:36:36,400 Speaker 1: fleshing out the multiplayer aspect that two had introduced, but 645 00:36:36,719 --> 00:36:41,000 Speaker 1: upon its launch it would receive, let's be nice, slightly 646 00:36:41,160 --> 00:36:45,359 Speaker 1: less praise than the second Uncharted game had earned. Some 647 00:36:45,840 --> 00:36:48,480 Speaker 1: outlets still said it was an amazing game. Someone gave 648 00:36:48,480 --> 00:36:52,239 Speaker 1: it a perfect score, but others felt like it wasn't 649 00:36:52,360 --> 00:36:56,240 Speaker 1: quite a worthy successor for Uncharted two. Folks at Naughty 650 00:36:56,280 --> 00:36:58,640 Speaker 1: Dogs seemed to feel the game was a good one, 651 00:36:59,160 --> 00:37:02,520 Speaker 1: but perhaps not as great as the second one. It 652 00:37:02,640 --> 00:37:04,800 Speaker 1: wasn't a game to be ashamed of by any stretch 653 00:37:04,840 --> 00:37:07,480 Speaker 1: of the imagination. It's just that when a game comes 654 00:37:07,480 --> 00:37:12,760 Speaker 1: out and wins all the awards, expectations can reach unrealistic levels. 655 00:37:13,040 --> 00:37:15,480 Speaker 1: So Uncharted three came out in two thousand eleven at 656 00:37:15,520 --> 00:37:18,120 Speaker 1: that time, the Last of Us was still in development. 657 00:37:18,680 --> 00:37:23,160 Speaker 1: That process had also been really slow because they weren't 658 00:37:23,440 --> 00:37:28,480 Speaker 1: really sure how to make the game. Should it be 659 00:37:28,719 --> 00:37:32,160 Speaker 1: super narrative heavy, How do you balance out the gameplay 660 00:37:32,280 --> 00:37:36,239 Speaker 1: versus the story. How much story should there be? What 661 00:37:36,400 --> 00:37:39,120 Speaker 1: perspective should the game take? But there was a sequence 662 00:37:39,160 --> 00:37:41,720 Speaker 1: and uncharted two that kind of acted as a guide. 663 00:37:41,880 --> 00:37:45,319 Speaker 1: In that sequence, Nathan Drake works with another character in 664 00:37:45,360 --> 00:37:49,239 Speaker 1: an area, and that the whole experience created a really 665 00:37:49,280 --> 00:37:53,000 Speaker 1: interesting dynamic. It transformed the game from a purely solo 666 00:37:53,160 --> 00:37:57,040 Speaker 1: effort to something more akin to a cooperative experience, even 667 00:37:57,080 --> 00:37:59,920 Speaker 1: though one of the characters is controlled by AI. They 668 00:38:00,040 --> 00:38:03,080 Speaker 1: decide the Last of Us would be similar, and they 669 00:38:03,080 --> 00:38:06,839 Speaker 1: decided to create an older male protagonist as the controllable 670 00:38:06,960 --> 00:38:12,080 Speaker 1: character and create a young female protagonist as the secondary 671 00:38:12,160 --> 00:38:16,280 Speaker 1: AI character, and then create a relationship between these two. 672 00:38:16,680 --> 00:38:19,319 Speaker 1: They started working on creating the story beats that would 673 00:38:19,320 --> 00:38:23,000 Speaker 1: take this shape and become the Last of Us and 674 00:38:23,040 --> 00:38:25,920 Speaker 1: make it a really impactful experience now here and how 675 00:38:25,960 --> 00:38:29,439 Speaker 1: stuff works. The Last of Us is often brought up 676 00:38:29,480 --> 00:38:33,520 Speaker 1: as an example of a phenomenal game that elevates the genre. 677 00:38:34,120 --> 00:38:37,920 Speaker 1: There's a frequent debate in the game sphere and beyond 678 00:38:38,040 --> 00:38:42,040 Speaker 1: about whether or not video games should count as art. Now. 679 00:38:42,080 --> 00:38:44,480 Speaker 1: I don't plan on going into that debate here, but 680 00:38:44,560 --> 00:38:47,920 Speaker 1: I will say that if you think that video games 681 00:38:47,960 --> 00:38:50,839 Speaker 1: are art, the Last of Us has to be one 682 00:38:50,880 --> 00:38:54,880 Speaker 1: of the games that qualifies as that distinction. My coworker 683 00:38:54,920 --> 00:38:57,600 Speaker 1: Joe McCormick feels very much the same way. We would 684 00:38:57,600 --> 00:39:00,480 Speaker 1: spend ages talking about the story yell months of the 685 00:39:00,560 --> 00:39:03,279 Speaker 1: Last of Us, the pacing of the game, and how 686 00:39:03,320 --> 00:39:06,120 Speaker 1: we found it to be a really appealing experience. And 687 00:39:06,160 --> 00:39:09,440 Speaker 1: I'm being a bit vague about the details here because 688 00:39:10,000 --> 00:39:12,759 Speaker 1: some of you may not have yet played this or 689 00:39:12,800 --> 00:39:16,760 Speaker 1: watched a playthrough of Last of Us. I highly recommend 690 00:39:16,800 --> 00:39:18,960 Speaker 1: checking it out. If you're not a gamer, you may 691 00:39:18,960 --> 00:39:21,120 Speaker 1: want to see if there's a good play through to watch, 692 00:39:21,719 --> 00:39:24,160 Speaker 1: because I think it's quite well done. It's a really 693 00:39:24,239 --> 00:39:28,720 Speaker 1: good story. The Last of Us was a mature title, 694 00:39:28,880 --> 00:39:31,920 Speaker 1: the first mature title for Naughty Dog, and had a 695 00:39:32,000 --> 00:39:34,960 Speaker 1: much more gritty and dark world than the previous Naughty 696 00:39:35,000 --> 00:39:38,840 Speaker 1: Dog games. It was also less playful and less funny 697 00:39:38,880 --> 00:39:42,480 Speaker 1: than previous titles, which meant it was very different and 698 00:39:42,840 --> 00:39:47,000 Speaker 1: we know about different things. People don't like different things. 699 00:39:47,400 --> 00:39:50,399 Speaker 1: Specifically the development team, there were people at naughty Dog 700 00:39:50,480 --> 00:39:54,640 Speaker 1: who resisted this whole idea. They felt that it was 701 00:39:54,840 --> 00:39:57,799 Speaker 1: so totally different from the previous games from naughty Dog 702 00:39:57,920 --> 00:40:00,239 Speaker 1: that again, it may not have been a naughty Dog tame. 703 00:40:00,440 --> 00:40:04,520 Speaker 1: But ultimately, as this game began to take shape, the 704 00:40:04,520 --> 00:40:08,200 Speaker 1: team won over most of the other employees, convincing them 705 00:40:08,200 --> 00:40:12,359 Speaker 1: that no, this really is a compelling, interesting idea and 706 00:40:12,400 --> 00:40:16,239 Speaker 1: we should really push it. Early play tests didn't go 707 00:40:16,440 --> 00:40:19,160 Speaker 1: so well. The team kept putting in and pulling out 708 00:40:19,239 --> 00:40:22,759 Speaker 1: various mechanics to tweak the experience, from the way that 709 00:40:22,840 --> 00:40:27,239 Speaker 1: you did combat to how well Ellie the female protagonists 710 00:40:27,239 --> 00:40:30,319 Speaker 1: could be spotted or could be hidden. But towards the 711 00:40:30,440 --> 00:40:33,600 Speaker 1: end of the development process, about a month out, playtesters 712 00:40:33,640 --> 00:40:36,160 Speaker 1: were coming back to the team with questions that had 713 00:40:36,239 --> 00:40:39,000 Speaker 1: nothing to do with the mechanics. They wanted to know 714 00:40:39,040 --> 00:40:42,680 Speaker 1: what happened to the characters. So this wasn't about glitches 715 00:40:43,040 --> 00:40:46,279 Speaker 1: or bugs or exploits or anything like that. This was 716 00:40:46,320 --> 00:40:50,520 Speaker 1: about plot and narrative. People were connecting with those characters 717 00:40:50,600 --> 00:40:53,399 Speaker 1: in the game, and they didn't like having to leave 718 00:40:53,480 --> 00:40:56,200 Speaker 1: them behind without seeing what the end of the story was, 719 00:40:56,800 --> 00:40:59,080 Speaker 1: which was a big clue to the company that they 720 00:40:59,120 --> 00:41:02,799 Speaker 1: had a hit, They had a successful storyline, they had 721 00:41:02,880 --> 00:41:07,359 Speaker 1: something that was resonating with playtesters. It was definitely on 722 00:41:07,400 --> 00:41:09,600 Speaker 1: the right track. The Last of Us launched in two 723 00:41:09,640 --> 00:41:12,759 Speaker 1: thousand thirteen, which was late in the life cycle of 724 00:41:12,800 --> 00:41:16,600 Speaker 1: the PlayStation three. Now, by the rules of consoles, it 725 00:41:16,719 --> 00:41:19,480 Speaker 1: probably shouldn't have sold that many copies because people were 726 00:41:19,520 --> 00:41:23,200 Speaker 1: looking ahead to the next iteration of the PlayStation. Everyone's 727 00:41:23,600 --> 00:41:26,640 Speaker 1: waiting for the PlayStation four. Why buy more games for 728 00:41:26,760 --> 00:41:29,600 Speaker 1: an old console when the new ones right around the corner. 729 00:41:30,239 --> 00:41:34,839 Speaker 1: And yet the reception was overwhelmingly positive. It became the 730 00:41:34,920 --> 00:41:40,080 Speaker 1: fifth highest rated PlayStation three game on the aggregator service Metacritic, 731 00:41:40,400 --> 00:41:44,320 Speaker 1: and sales figures were also very high. Since the Last 732 00:41:44,360 --> 00:41:47,160 Speaker 1: of Us, Naughty Dog has worked on more sequels and 733 00:41:47,280 --> 00:41:50,520 Speaker 1: some remasters. In fact, one year after the Last of 734 00:41:50,600 --> 00:41:53,560 Speaker 1: Us came out for the PS three, Naughty Dog released 735 00:41:53,600 --> 00:41:57,600 Speaker 1: a remastered version for the PS four. There are numerous 736 00:41:57,640 --> 00:42:00,720 Speaker 1: PlayStation gamers out there who will own up to buying 737 00:42:01,120 --> 00:42:04,239 Speaker 1: both versions of the game. The company, Oh, by the way, 738 00:42:04,360 --> 00:42:07,480 Speaker 1: I'm one of those people. The company also released Uncharted 739 00:42:07,480 --> 00:42:11,400 Speaker 1: for a Thief's End, which was a uh the final 740 00:42:11,560 --> 00:42:14,920 Speaker 1: chapter of the Nathan Drake saga, and they released a 741 00:42:15,000 --> 00:42:21,319 Speaker 1: spinoff standalone game called Uncharted The Lost Legacy. So, now 742 00:42:21,360 --> 00:42:25,440 Speaker 1: that Nathan Drake stories over, the company has addressed what 743 00:42:25,560 --> 00:42:29,560 Speaker 1: a lot of gamers said, we're tough questions. They said, 744 00:42:29,600 --> 00:42:33,200 Speaker 1: why are you abandoning Nathan Drake? The company said, well, 745 00:42:33,239 --> 00:42:36,880 Speaker 1: the narrative had reached a natural conclusion. Nathan Drake was 746 00:42:36,920 --> 00:42:41,399 Speaker 1: at the natural end of his story. And also from 747 00:42:41,440 --> 00:42:45,120 Speaker 1: a technical standpoint, they were finding it increasingly difficult to 748 00:42:45,120 --> 00:42:48,880 Speaker 1: create games that were set in a grounded universe that 749 00:42:49,040 --> 00:42:53,080 Speaker 1: somehow would outdo their predecessors. So, for example, and Uncharted too, 750 00:42:53,520 --> 00:42:56,880 Speaker 1: you have this big train sequence that includes a train 751 00:42:56,920 --> 00:43:00,759 Speaker 1: wreck and climbing up a train that's dangling off the 752 00:43:00,760 --> 00:43:03,760 Speaker 1: side of a cliff. This is a big action moment. 753 00:43:04,239 --> 00:43:06,759 Speaker 1: But if your protagonist is a human who does not 754 00:43:07,000 --> 00:43:11,400 Speaker 1: possess superpowers or crazy spy gadgets or any other things 755 00:43:11,440 --> 00:43:14,719 Speaker 1: that augment their abilities, at some point you run up 756 00:43:14,760 --> 00:43:18,920 Speaker 1: against barriers that push believability too far. As it stands, 757 00:43:19,280 --> 00:43:22,880 Speaker 1: Nathan Drake must have insane stamina to be able to 758 00:43:22,920 --> 00:43:26,839 Speaker 1: scale walls endlessly without his arms giving out. So what 759 00:43:26,880 --> 00:43:29,760 Speaker 1: they were saying is we can't have it both ways. 760 00:43:30,040 --> 00:43:34,160 Speaker 1: We can't set the world in a grounded universe and 761 00:43:34,239 --> 00:43:37,120 Speaker 1: continue to outdo what we have already done, because we've 762 00:43:37,160 --> 00:43:40,279 Speaker 1: already pushed our character to the point where anything more 763 00:43:40,320 --> 00:43:45,719 Speaker 1: than that stresses believability too far. In co president Christoph 764 00:43:45,840 --> 00:43:49,640 Speaker 1: Blestra announced he was retiring from the company. He had 765 00:43:49,680 --> 00:43:52,719 Speaker 1: worked at Naughty Dog for fifteen years, with a decade 766 00:43:52,719 --> 00:43:55,920 Speaker 1: of that being in the position of co president. Evan 767 00:43:56,000 --> 00:43:59,240 Speaker 1: Wells remains at Naughty Dog. He's now the sole president 768 00:43:59,320 --> 00:44:02,759 Speaker 1: of the company. Amy Hennig, the lead writer for the 769 00:44:02,840 --> 00:44:06,200 Speaker 1: Uncharted series, had left Naughty Dog in two thousand fourteen. 770 00:44:06,560 --> 00:44:09,920 Speaker 1: She had joined e A's Visceral Games, which was focusing 771 00:44:09,920 --> 00:44:12,600 Speaker 1: on Star Wars games at the time. I find that 772 00:44:12,719 --> 00:44:16,000 Speaker 1: interesting because in the early nineties, Hennig had worked for 773 00:44:16,080 --> 00:44:20,080 Speaker 1: e A before. Back then, but she left e A 774 00:44:20,520 --> 00:44:24,080 Speaker 1: to go join a different company called Crystal Dynamics, because 775 00:44:24,280 --> 00:44:26,400 Speaker 1: at least in part, she found the idea of working 776 00:44:26,400 --> 00:44:29,279 Speaker 1: for a small start up more appealing than a giant company. 777 00:44:29,320 --> 00:44:31,239 Speaker 1: But then she leaves Naughty Dog and goes back to 778 00:44:31,280 --> 00:44:36,600 Speaker 1: e A for Visceral Games. Also well in e A 779 00:44:36,760 --> 00:44:40,040 Speaker 1: shut down Visceral Games and canceled the development of those 780 00:44:40,040 --> 00:44:44,719 Speaker 1: Star Wars titles, So her current role is up in 781 00:44:44,760 --> 00:44:47,480 Speaker 1: the air. She might have a good idea of what 782 00:44:47,560 --> 00:44:50,920 Speaker 1: she's doing, but based on my research, I don't. Bruce Straley, 783 00:44:50,920 --> 00:44:53,200 Speaker 1: who was one of the leads on the Last of Us, 784 00:44:53,239 --> 00:44:56,480 Speaker 1: also left Naughty Dog in two thousand seventeen, and there 785 00:44:56,560 --> 00:44:59,640 Speaker 1: was also a troubling story that developed late in twenty 786 00:44:59,719 --> 00:45:03,640 Speaker 1: seven team that involved an ex employee named David Ballard. 787 00:45:03,920 --> 00:45:07,120 Speaker 1: He alleged that he was fired after he had filed 788 00:45:07,160 --> 00:45:11,359 Speaker 1: allegations saying that he was the target of sexual harassment 789 00:45:11,520 --> 00:45:15,320 Speaker 1: from a senior team member over at Naughty Dog. Naughty 790 00:45:15,320 --> 00:45:18,319 Speaker 1: Dog has released a statement that said they found no 791 00:45:18,440 --> 00:45:21,919 Speaker 1: evidence that Ballard had ever filed such a claim. So 792 00:45:22,400 --> 00:45:25,000 Speaker 1: that was the last I heard on that particular matter, 793 00:45:25,080 --> 00:45:27,560 Speaker 1: but it is a troubling one. As for what is next, 794 00:45:27,800 --> 00:45:30,600 Speaker 1: the gaming world is eagerly anticipating the release of The 795 00:45:30,680 --> 00:45:33,360 Speaker 1: Last of Us two, which is rumored to have a 796 00:45:33,400 --> 00:45:37,799 Speaker 1: release date sometime in twenty nineteen. The company has, as 797 00:45:37,800 --> 00:45:41,880 Speaker 1: of this recording, not announced an official release date. Just 798 00:45:41,960 --> 00:45:45,240 Speaker 1: a few days before I recorded this episode, Neil Druckman 799 00:45:45,280 --> 00:45:48,319 Speaker 1: posted an image on Twitter of a dog wearing a 800 00:45:48,360 --> 00:45:53,320 Speaker 1: mo cap suit. Yep, a real living furree doggie wearing 801 00:45:53,360 --> 00:45:56,120 Speaker 1: a mo cap suit. So it's possible the next Last 802 00:45:56,120 --> 00:45:58,960 Speaker 1: of Us will have a canine companion for part of 803 00:45:59,000 --> 00:46:01,240 Speaker 1: the game that come, and he has been quiet about 804 00:46:01,320 --> 00:46:04,839 Speaker 1: those release dates, possibly to offset any disappointment that might 805 00:46:04,880 --> 00:46:08,640 Speaker 1: happen should development take longer than they had planned. If 806 00:46:08,719 --> 00:46:11,359 Speaker 1: you never announce a release date and you miss it, 807 00:46:12,120 --> 00:46:14,319 Speaker 1: no one else knows, and you can just keep on 808 00:46:14,360 --> 00:46:17,120 Speaker 1: doing what you're doing, Whereas if you announce a release 809 00:46:17,200 --> 00:46:19,640 Speaker 1: date and then miss it, everyone gets on your case. 810 00:46:19,880 --> 00:46:22,360 Speaker 1: Naughty Dog has released a couple of teasers for the 811 00:46:22,400 --> 00:46:24,880 Speaker 1: Last of Us to One of them shows an older 812 00:46:24,920 --> 00:46:29,240 Speaker 1: Ellie playing guitar, and another teaser shows some new characters 813 00:46:29,360 --> 00:46:35,160 Speaker 1: in a particularly grizzly scene which was super dark even 814 00:46:35,239 --> 00:46:38,160 Speaker 1: for the Last of Us. Beyond that, people at Naughty 815 00:46:38,200 --> 00:46:41,319 Speaker 1: Dog have largely remained quiet on what they're working on 816 00:46:41,520 --> 00:46:44,000 Speaker 1: at the company. Perhaps in the near future we'll see 817 00:46:44,040 --> 00:46:47,759 Speaker 1: some new intellectual property coming out from the studio. They 818 00:46:47,800 --> 00:46:50,560 Speaker 1: may once again redefine the work of a company that 819 00:46:50,600 --> 00:46:53,240 Speaker 1: has its roots in a knockoff of Punch Out. Who's 820 00:46:53,280 --> 00:46:57,160 Speaker 1: to say and that concludes the Naughty Dog story so far. 821 00:46:57,600 --> 00:46:59,640 Speaker 1: I look forward to seeing what games they produced in 822 00:46:59,680 --> 00:47:02,239 Speaker 1: the future. Sure, I have played several of their more 823 00:47:02,280 --> 00:47:04,840 Speaker 1: recent titles. I was not a PlayStation owner in the 824 00:47:04,920 --> 00:47:08,120 Speaker 1: early days, so Crash Bandicoot and Jackson Dexter or jack 825 00:47:08,160 --> 00:47:11,480 Speaker 1: and Dexter both kind of passed me by. But I've 826 00:47:11,480 --> 00:47:14,200 Speaker 1: definitely played the Uncharted series and The Last of Us, 827 00:47:14,239 --> 00:47:17,120 Speaker 1: and I love those games quite a bit. If you 828 00:47:17,160 --> 00:47:19,840 Speaker 1: guys have suggestions for future topics I should cover on 829 00:47:19,920 --> 00:47:23,319 Speaker 1: tech Stuff, maybe it's another company, maybe it's a personality, 830 00:47:23,360 --> 00:47:26,320 Speaker 1: maybe it's a specific type of technology. Maybe there's someone 831 00:47:26,400 --> 00:47:29,080 Speaker 1: you think I should interview for this show. Send me 832 00:47:29,080 --> 00:47:31,520 Speaker 1: a message let me know. The email address is tech 833 00:47:31,600 --> 00:47:34,960 Speaker 1: Stuff at how stuff works dot com, or you can 834 00:47:35,040 --> 00:47:37,560 Speaker 1: drop me a line on Twitter or Facebook. The handle 835 00:47:37,560 --> 00:47:40,000 Speaker 1: it both of those is tech Stuff h s W. 836 00:47:40,520 --> 00:47:42,880 Speaker 1: Don't forget we have an Instagram account. Make sure you 837 00:47:42,920 --> 00:47:46,160 Speaker 1: go out and follow that and I record these shows 838 00:47:46,440 --> 00:47:49,560 Speaker 1: live on Wednesdays and Friday's and you can watch me 839 00:47:50,080 --> 00:47:54,279 Speaker 1: stumble my way through these tech topics by going to 840 00:47:54,360 --> 00:47:57,600 Speaker 1: twitch dot tv slash tech Stuff. The schedule is up there. 841 00:47:57,880 --> 00:47:59,880 Speaker 1: There's a chat room you can join it and you 842 00:48:00,040 --> 00:48:04,320 Speaker 1: can also join me in welcoming our new super producer Torii, 843 00:48:04,480 --> 00:48:08,600 Speaker 1: who joins the show for the first time today. That 844 00:48:08,719 --> 00:48:12,400 Speaker 1: was tor and I will talk to you guys again. 845 00:48:13,480 --> 00:48:21,720 Speaker 1: Releasing for more on this and thousands of other topics. 846 00:48:21,960 --> 00:48:33,080 Speaker 1: Is it how stuff works dot com