WEBVTT - The Naughty Dog Story Part Two

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<v Speaker 1>Get in text with technology with tech Stuff from half

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<v Speaker 1>staff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I am your host, Jonathan Strickland. I'm an executive producer

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<v Speaker 1>here at how Stuff Works, and I love all things

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<v Speaker 1>tech and we are going to continue the story about

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<v Speaker 1>Naughty Dog Games. When we left off in our last episode,

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<v Speaker 1>the game studio had just shipped Crash Bandicoot and that

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<v Speaker 1>was their first title for the brand new Sony PlayStation console.

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<v Speaker 1>And it was also a bold move to try and

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<v Speaker 1>sneak in and create a de facto mascot for the company. Now,

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<v Speaker 1>due to the complicated intellectual property ownership status, Crash would

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<v Speaker 1>never become an official mascot of PlayStation, partly because Universal

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<v Speaker 1>Studios had a stake in the property. Universal Studios had

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<v Speaker 1>made a deal with Naughty Dog a few years earlier

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<v Speaker 1>to develop three games together, and Crash Bandicoot was the

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<v Speaker 1>first of those three. But there's no question that Sony

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<v Speaker 1>was able to take advantage of crashes innovative gameplay design

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<v Speaker 1>and the you know, no nonsense attitude that the little

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<v Speaker 1>creator gave off in promotional materials. Actually it was more

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<v Speaker 1>like all nonsense, all the time attitude. It was nineties attitude,

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<v Speaker 1>which is probably the most irritating attitude ever. I lived

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<v Speaker 1>through it. I know what I'm talking about. Well. In

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<v Speaker 1>the thirtieth anniversary documentary that was based on Naughty Dog

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<v Speaker 1>is a great documentary. It's available on YouTube. I I

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<v Speaker 1>highly recommend checking it out. Andy Gavin said that the

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<v Speaker 1>success of Crash Bandicoot exceeded their expectations, even though everything

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<v Speaker 1>went quote exactly as according to plan end quote. So

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<v Speaker 1>in other words, the team had set out to make

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<v Speaker 1>a successful game with a protagonist that gamers would connect with,

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<v Speaker 1>but they didn't expect it to take off the way

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<v Speaker 1>it did. The development process had been a grueling one.

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<v Speaker 1>If you listen to the last episode, you know about that.

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<v Speaker 1>Most of the folks on staff were young and single,

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<v Speaker 1>and so they spent long hours in the office, sometimes

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<v Speaker 1>not even going home in order to get the game

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<v Speaker 1>to ship on time. And people worked every single day

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<v Speaker 1>of the week, including holidays. It was already time for

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<v Speaker 1>them to get back to work on Crash two though,

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<v Speaker 1>for the next project, so they couldn't really take any

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<v Speaker 1>time to appreciate what they had done. According to Jason Rubin,

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<v Speaker 1>one of the two co founders of the company. He

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<v Speaker 1>worked three hundred sixty four days in He only missed

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<v Speaker 1>one day that whole year, and that was because he

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<v Speaker 1>had a cold so bad he could not come into work.

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<v Speaker 1>He said he believed that Andy Gavin, his fellow co founder,

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<v Speaker 1>had actually worked every single day that year for an

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<v Speaker 1>average of sixteen hours a day. That would remain true

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<v Speaker 1>throughout the process of creating all three of the Crash

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<v Speaker 1>Bandicoo games, and that took its toll on both of

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<v Speaker 1>the founders, not to mention everybody else in the company.

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<v Speaker 1>The two sequels are called Crash Bandicoot to Cortex Strikes

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<v Speaker 1>Back and Crash Bandicoot Warped. According to the founders, the

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<v Speaker 1>team went from one crunch time on producing a game

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<v Speaker 1>directly into the other, and then into another. It was

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<v Speaker 1>an exhausting slog to get through everything. They also hired

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<v Speaker 1>on more people to join the team, so each game

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<v Speaker 1>took a little less time but more people to complete.

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<v Speaker 1>The business of developing games was going through an evolution

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<v Speaker 1>at this stage. So in the early days of computer games,

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<v Speaker 1>you could be a generalist, or perhaps you could specialize

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<v Speaker 1>in one very large general area such as game engine

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<v Speaker 1>development or game art and That's exactly how Andy Gavin

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<v Speaker 1>and Jason Rubin had been working together. Gavin did all

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<v Speaker 1>the major programming and Reuben did all the art in

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<v Speaker 1>their early games. But at this point, game development was

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<v Speaker 1>starting to get more complicated and required people with narrower

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<v Speaker 1>but hyper developed set of skills, so things like lighting

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<v Speaker 1>and shading stuff that took very specific abilities. You couldn't

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<v Speaker 1>just be an artist and do it all. You really

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<v Speaker 1>had to have people who focused just on one aspect

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<v Speaker 1>of the game. With each Crash Bandicoot game, the development

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<v Speaker 1>team grew. Crash three marked the final game produced through

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<v Speaker 1>this partnership between Naughty Dog and Universal Studios. Now they

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<v Speaker 1>had initially agreed to produce those three games as part

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<v Speaker 1>of the deal, and that number had now been reached

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<v Speaker 1>and the relationship had actually soured quite a bit over time. Initially,

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<v Speaker 1>Universal had provided the resources that Naughty Dog needed to

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<v Speaker 1>develop games on a larger scale than what they had

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<v Speaker 1>been doing, which was that two man operation of Jason

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<v Speaker 1>Rubin and Andy Gavin. But by Crash three, things have

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<v Speaker 1>changed significantly. According to Jason Rubin, Universal's part in Naughty

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<v Speaker 1>Dog's operations had dwindled to almost nothing when it came

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<v Speaker 1>to day to day operations, Sony was providing the money

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<v Speaker 1>for development and production of titles. The team at Naughty

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<v Speaker 1>Dog was doing all the work, and even their executive

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<v Speaker 1>producer Mark Sarney, who had originally worked with Universal Studios,

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<v Speaker 1>had left Universal and now was working with Naughty Dog

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<v Speaker 1>as an independent contractor. So Reuben said that Universal wasn't

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<v Speaker 1>really doing anything at all except cashing checks because they

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<v Speaker 1>owned the intellectual property of Crash Bandicoot. This rubbed Ruben

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<v Speaker 1>and many others at Naughty Dog the wrong way. They said,

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<v Speaker 1>why should the developers split so much of their money

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<v Speaker 1>with a company that's not really doing anything to provide

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<v Speaker 1>for the success of our titles. Jason Ruben said in

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<v Speaker 1>an interview with Games Industry Dot biz that he and

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<v Speaker 1>Andy had decided not to renew the agreement with Universal

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<v Speaker 1>Interactive while the team was still working on Crash three,

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<v Speaker 1>so they hadn't even finished, uh delivering the game that

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<v Speaker 1>would conclude the agreement when they had said, you know what,

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<v Speaker 1>we're not gonna do this again. He said they were

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<v Speaker 1>unwilling to split that revenue with Universal, and he also

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<v Speaker 1>said that the it was it was just getting really

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<v Speaker 1>hard to deal with people at Universal is increasingly difficult

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<v Speaker 1>to work with executives there, and they were making it

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<v Speaker 1>a habit of taking credit for success of the Crash

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<v Speaker 1>Bandicoot series, even though no one at Universal had really

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<v Speaker 1>had a role to play in the later development of

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<v Speaker 1>those games. According to Reuben, he and his team were

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<v Speaker 1>moved into temporary spaces in the hallways at Universal Studios

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<v Speaker 1>as offices. They couldn't be turned out in the street

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<v Speaker 1>because the deal that Naughty Dog had signed with Universal

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<v Speaker 1>guaranteed them work space in return for developing the three

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<v Speaker 1>Crash Bandicoot games, But Ruben said the folks at Universal

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<v Speaker 1>made sure that things were not easy or pleasant for

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<v Speaker 1>Naughty Dog once it was clear they weren't going to

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<v Speaker 1>renew their arrangement. Reuben said they even had to Jerry

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<v Speaker 1>Riggan air conditioner for their servers because Universal would turn

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<v Speaker 1>off the A C in the evenings. Their workspace was

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<v Speaker 1>on the thirty fourth floor of a building and they

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<v Speaker 1>were told they could not bring in portable A C

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<v Speaker 1>units into the hall. They were concerned not just for

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<v Speaker 1>their own for it, but for their servers that were

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<v Speaker 1>getting up to a hundred thirty degrees fahrenheit so they

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<v Speaker 1>decided they would do their best. They rigged up a

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<v Speaker 1>bucket of ice and a fan, a regular oscillating fan

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<v Speaker 1>to blow air over the ice and cool their servers

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<v Speaker 1>down so that they didn't go critical. Eventually, they were

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<v Speaker 1>able to sneak in a portable a C unit up

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<v Speaker 1>to their space, disguised as a small refrigerator. The day

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<v Speaker 1>the team handed off Crash three, they left the Universal lot.

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<v Speaker 1>They did not waste time. They relocated to a new

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<v Speaker 1>headquarters in Santa Monica, California, and they got to work

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<v Speaker 1>on a cart racing game. Jason Rubin said that the

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<v Speaker 1>initial thought was games were going to become more cinematic,

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<v Speaker 1>They were going to incorporate live action sequences, and they

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<v Speaker 1>were going to require the talents cultivated by the film

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<v Speaker 1>industry in particular. Full motion video was still a thing

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<v Speaker 1>at this point and had not quite become the joke

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<v Speaker 1>many people associate with it these days, and so they

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<v Speaker 1>chose to stay close to Los Angeles, thinking they would

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<v Speaker 1>be really close to all of those assets, rather than

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<v Speaker 1>relocate to a place like San Francisco or Austin, Texas. Now,

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<v Speaker 1>according to Ruben, that decision ended up having advantages and disadvantages.

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<v Speaker 1>The big disadvantage was that these other cities, you know,

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<v Speaker 1>San Francisco in Austin in particular, had a lot more

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<v Speaker 1>game development studios in them, and it was a lot

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<v Speaker 1>easier to attract talent to a studio because there was

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<v Speaker 1>already a culture there. Los Angeles didn't have that many

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<v Speaker 1>game development studios, so it was harder to attract talent.

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<v Speaker 1>But by being a big player in a town that

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<v Speaker 1>did not have many game development studios, Naughty Dog could

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<v Speaker 1>more easily hold onto the talent it cultivated. So once

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<v Speaker 1>they got someone, they weren't likely to easily leave the company.

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<v Speaker 1>There there wasn't the likelihood of another company coming in

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<v Speaker 1>and sniping out an employee out from under Naughty Dog

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<v Speaker 1>because they weren't in the same town. Naughty Dog then

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<v Speaker 1>reached out to Sony and said, hey, we have a

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<v Speaker 1>game we're working on. It's right now, a bunch of

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<v Speaker 1>nondescriptive people on these go kart like racers. But we'd

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<v Speaker 1>really love to make this a crash bandicoot racing game.

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<v Speaker 1>Only there's a problem. See, we are not all We're

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<v Speaker 1>not gonna talk to anyone over at Universal. We kind

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<v Speaker 1>of hate their guts and they kind of hate our

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<v Speaker 1>guts and we don't want to deal with that. So,

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<v Speaker 1>because Universal owns the intellectual property for crash Bandicoot, if

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<v Speaker 1>we want to make this a crash Bandicoot game, could

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<v Speaker 1>you guys over at Sony go to Universal and work

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<v Speaker 1>things out for us? And Sony said sure, and they

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<v Speaker 1>jumped in and they negotiated the rights to use Crash

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<v Speaker 1>Bandicoots intellectual property and create this racing cart game, Crash

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<v Speaker 1>Team Racing. So that was Naughty Dog's first post Universal game,

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<v Speaker 1>the Crash Bandicoot Crash Team Racing cart game for the PlayStation,

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<v Speaker 1>which came out in now. As most of the team

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<v Speaker 1>focused on building out Crash Team Racing, Andy Gavin began

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<v Speaker 1>to work with Stephen White and Mark Sarney to plan

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<v Speaker 1>for a new game engine to run on top of

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<v Speaker 1>the next generation of Sony hardware. The PlayStation two was

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<v Speaker 1>poised to come out in the spring of two thousand

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<v Speaker 1>and Gavin wanted to make sure that Naughty Dog was

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<v Speaker 1>ready to transition to develop games for this new hardware.

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<v Speaker 1>They also wanted to create an all new intellectual property

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<v Speaker 1>title that would be under the control of Naughty Dog itself.

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<v Speaker 1>So while they were no longer a small, scrappy independent

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<v Speaker 1>developer the way they had been in the eighties and

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<v Speaker 1>early nineties, they were determined to chart their course as

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<v Speaker 1>if they still were a very small team. The intellectual

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<v Speaker 1>property would turn into a series of games featuring a

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<v Speaker 1>pair of protagonists named Jack and Daxter. As for Crash,

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<v Speaker 1>that i P would remain with Universal. Eventually, the Vendi Universal,

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<v Speaker 1>which evolved from Universal Interactive, would merge with another company,

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<v Speaker 1>that being Activision, and the rights to Crash Bandicoot ultimately

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<v Speaker 1>would pass to this new merged company. There have been

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<v Speaker 1>twenty games to feature Crash Bandicoot as either the main

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<v Speaker 1>protagonist or a playable character. Only four out the twenty

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<v Speaker 1>were actually developed by Naughty Dog Game Studio. The goal

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<v Speaker 1>Naughty Dog had with Jack and Daxter wasn't just to

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<v Speaker 1>make a new franchise. It was to push their approach

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<v Speaker 1>to game development and try to incorporate more story and

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<v Speaker 1>plot into an adventure game. That had been the original

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<v Speaker 1>intent for Crash Bandicoot, but the team found out while

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<v Speaker 1>they were developing it for the PlayStation that the limitations

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<v Speaker 1>of that console made it impractical, if not impossible, to

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<v Speaker 1>develop such an ambitious style of game, so they had

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<v Speaker 1>high hopes that the PlayStation two would be up to snuff.

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<v Speaker 1>The company also took it on faith that they would

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<v Speaker 1>works out, you know, a publishing deal with Sony somewhere

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<v Speaker 1>down the line, so they were concentrating on building Jack

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<v Speaker 1>and Daxter and left all that contract stuff for later.

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<v Speaker 1>So I actually started building a game before there was

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<v Speaker 1>any ink signed to have that game published, which is

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<v Speaker 1>sort of a repeat of how Gavin and Rubin had

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<v Speaker 1>made Way of the Warrior a few years earlier. That

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<v Speaker 1>was the game that got them the initial deal with Universal,

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<v Speaker 1>and Naughty Dog was making decent money from Crash bandicoot royalties,

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<v Speaker 1>so there weren't as many economic pressures in play as

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<v Speaker 1>there could have been. At this stage, Jason Reuben instituted

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<v Speaker 1>a new rule at naughty Dog. Development had reached a

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<v Speaker 1>point where multiple people would be working on the same assets,

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<v Speaker 1>so you would have multiple people creating a single character,

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<v Speaker 1>for example. But naughty Dogs policy up to this point

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<v Speaker 1>was to allow people to kind of come in at

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<v Speaker 1>different times things that were suitable to their own schedules.

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<v Speaker 1>So some folks would pull a twelve hour day starting

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<v Speaker 1>from six am, going to six pm. Others were still

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<v Speaker 1>pulling a twelve hour day, but they started four pm

0:13:00.720 --> 0:13:03.880
<v Speaker 1>and they clock out it four am. Now, Ruben saw

0:13:03.960 --> 0:13:06.760
<v Speaker 1>this as a problem. It meant that people who were

0:13:06.840 --> 0:13:10.560
<v Speaker 1>handling the same assets in the game had very little

0:13:10.600 --> 0:13:13.200
<v Speaker 1>time to actually work together because some of them would

0:13:13.240 --> 0:13:16.480
<v Speaker 1>come in two hours before the other person was leaving.

0:13:16.520 --> 0:13:20.480
<v Speaker 1>It really limited any sort of collaboration, so he created

0:13:20.520 --> 0:13:23.480
<v Speaker 1>a policy in which all Naughty Dog employees were required

0:13:23.520 --> 0:13:27.040
<v Speaker 1>to be at the company for several core hours. The

0:13:27.160 --> 0:13:30.920
<v Speaker 1>reaction from employees was less than enthusiastic. In fact, two

0:13:30.960 --> 0:13:34.640
<v Speaker 1>team members left after those changes took effect. However, they

0:13:34.640 --> 0:13:38.400
<v Speaker 1>would eventually become industry standards across the video game world.

0:13:38.679 --> 0:13:41.320
<v Speaker 1>Ruben and Gavin had also noted the effect of all

0:13:41.360 --> 0:13:44.600
<v Speaker 1>that work was taking its toll on their employees. People

0:13:44.640 --> 0:13:48.319
<v Speaker 1>had families now, so they weren't as eager to spend

0:13:48.720 --> 0:13:52.280
<v Speaker 1>day after day working eighteen hours at the office, and

0:13:52.320 --> 0:13:55.880
<v Speaker 1>they were getting tired, and so they created another new policy.

0:13:56.000 --> 0:13:59.400
<v Speaker 1>At the end of every project, everyone would get a

0:13:59.480 --> 0:14:03.440
<v Speaker 1>month vacation. Effectively, the company would shut down for a

0:14:03.559 --> 0:14:06.000
<v Speaker 1>full month and then as soon as you got back,

0:14:06.040 --> 0:14:07.640
<v Speaker 1>you have to go right back into work. On the

0:14:07.679 --> 0:14:11.480
<v Speaker 1>next project. However, this policy did not cover the co

0:14:11.679 --> 0:14:15.720
<v Speaker 1>founders Reuben and Gavin, because they would continue holding meetings

0:14:15.720 --> 0:14:18.920
<v Speaker 1>and giving interviews during that month hiatus. In other words,

0:14:19.280 --> 0:14:22.880
<v Speaker 1>they didn't stop working. Back to Jack and Dexter, Naughty

0:14:22.920 --> 0:14:25.880
<v Speaker 1>Dog wanted an action adventure game in which as much

0:14:25.880 --> 0:14:28.440
<v Speaker 1>of the story could be incorporated directly into the game

0:14:28.480 --> 0:14:32.000
<v Speaker 1>as possible. They also wanted a large, open world environment

0:14:32.160 --> 0:14:35.840
<v Speaker 1>without having any long loading times between zones, so that

0:14:35.920 --> 0:14:37.880
<v Speaker 1>you could walk from one side to the other and

0:14:37.920 --> 0:14:40.920
<v Speaker 1>you would never have an annoying loading screen. In the end,

0:14:40.920 --> 0:14:43.440
<v Speaker 1>they were able to create cut scenes to insert into

0:14:43.480 --> 0:14:46.200
<v Speaker 1>the action and advance the story, but they found it

0:14:46.240 --> 0:14:50.040
<v Speaker 1>difficult to integrate plot and action more seamlessly. It was

0:14:50.080 --> 0:14:52.840
<v Speaker 1>a step beyond what crash Bandicoot could do, but it

0:14:52.880 --> 0:14:56.400
<v Speaker 1>was still far short of what their end goal was now.

0:14:56.440 --> 0:14:59.160
<v Speaker 1>The title characters are Jack, which is kind of a

0:14:59.640 --> 0:15:03.120
<v Speaker 1>young and an elf like creature who serves as the

0:15:03.160 --> 0:15:06.560
<v Speaker 1>playable character for the first game, and Daxter, who used

0:15:06.560 --> 0:15:08.840
<v Speaker 1>to be another young elf like creature but then got

0:15:08.840 --> 0:15:13.600
<v Speaker 1>turned into a critter called an otsul, part otter, part weasel,

0:15:13.840 --> 0:15:17.280
<v Speaker 1>and he's often the comic relief in the games Jack

0:15:17.320 --> 0:15:21.240
<v Speaker 1>and Daxter, the precursor Legacy, launched in two thousand one.

0:15:21.640 --> 0:15:25.240
<v Speaker 1>The following year, two thousand two, Andy Gavin and Jason

0:15:25.320 --> 0:15:28.840
<v Speaker 1>Rubin made a big decision. They decided that they were

0:15:28.880 --> 0:15:31.600
<v Speaker 1>going to sell the company to Sony and that they

0:15:31.600 --> 0:15:35.760
<v Speaker 1>would retire from their leadership roles. I'll talk more about

0:15:35.800 --> 0:15:39.080
<v Speaker 1>that decision in just a moment, but first let's take

0:15:39.120 --> 0:15:49.600
<v Speaker 1>a quick break to thank our sponsor. The co founder's

0:15:49.680 --> 0:15:52.880
<v Speaker 1>decision to retire didn't exactly come out of the blue.

0:15:53.040 --> 0:15:55.360
<v Speaker 1>Jason Rubin has said that he and Andy Gavin were

0:15:55.360 --> 0:15:58.160
<v Speaker 1>at a nightclub in Tokyo with a couple of other people,

0:15:58.240 --> 0:16:01.960
<v Speaker 1>including Kelly Flock, and Kelly was the head of Sony's

0:16:02.040 --> 0:16:04.240
<v Speaker 1>game division in the United States at the time, and

0:16:04.280 --> 0:16:07.000
<v Speaker 1>Flock had said that Naughty Dog was effectively at the

0:16:07.040 --> 0:16:10.840
<v Speaker 1>top of the video game business, which sadly meant it

0:16:10.920 --> 0:16:15.120
<v Speaker 1>had nowhere to go but down, and that just meant

0:16:15.120 --> 0:16:17.320
<v Speaker 1>that there was no way to climb higher than the top.

0:16:17.480 --> 0:16:19.280
<v Speaker 1>When you're at the top, that's where you can be.

0:16:19.600 --> 0:16:21.000
<v Speaker 1>You can try and stay on the top as long

0:16:21.040 --> 0:16:24.680
<v Speaker 1>as you can, but eventually you're gonna go down if

0:16:24.760 --> 0:16:29.000
<v Speaker 1>things don't, you know, consistently evolved, and Garrety Rubin began

0:16:29.040 --> 0:16:31.760
<v Speaker 1>to give thought to selling the company because the idea

0:16:31.800 --> 0:16:34.760
<v Speaker 1>of having to keep reinventing the company over and over

0:16:34.800 --> 0:16:38.720
<v Speaker 1>in order to maintain that top spot when they hadn't

0:16:38.720 --> 0:16:42.720
<v Speaker 1>had a vacation in years seemed a little too overwhelming.

0:16:42.920 --> 0:16:45.960
<v Speaker 1>But even then, when they started thinking about the possibility

0:16:45.960 --> 0:16:48.280
<v Speaker 1>of selling the company, it didn't happen right away. When

0:16:48.320 --> 0:16:51.160
<v Speaker 1>the first Jack and Daxter game went live, the whole

0:16:51.160 --> 0:16:53.960
<v Speaker 1>company went on vacation except for the two co founders,

0:16:54.120 --> 0:16:56.760
<v Speaker 1>who continued to work, but the grind really was getting

0:16:56.800 --> 0:16:59.720
<v Speaker 1>to them. The company was nervous about how their new

0:16:59.760 --> 0:17:02.520
<v Speaker 1>game was going to be received, because really they had

0:17:02.520 --> 0:17:06.040
<v Speaker 1>been known for Crash Bandicoot at this point would they

0:17:06.160 --> 0:17:10.440
<v Speaker 1>actually find acceptance with Jack and Daxter. Fortunately, the game

0:17:10.480 --> 0:17:13.560
<v Speaker 1>got good reviews and sales were doing quite well, so

0:17:13.920 --> 0:17:17.479
<v Speaker 1>when everyone came back a month later, they immediately launched

0:17:17.520 --> 0:17:21.720
<v Speaker 1>into developing the sequel to Jack and Daxter, conveniently titled

0:17:21.840 --> 0:17:24.879
<v Speaker 1>Jack two. By two thousand two, Gavin and Rubin had

0:17:24.920 --> 0:17:27.360
<v Speaker 1>decided it was a good time to change things up.

0:17:27.400 --> 0:17:29.480
<v Speaker 1>They wanted to sell the company. They were going to

0:17:29.520 --> 0:17:32.040
<v Speaker 1>sell it to Sony. It would become a wholly owned

0:17:32.119 --> 0:17:35.800
<v Speaker 1>subsidiary of Sony Entertainment, and then they were going to

0:17:35.840 --> 0:17:38.800
<v Speaker 1>step away from the company. But they didn't plan to

0:17:38.920 --> 0:17:42.240
<v Speaker 1>just abandon Naughty Dog with no warnings, so instead they

0:17:42.280 --> 0:17:45.399
<v Speaker 1>drew up a two year transition plan in which they

0:17:45.400 --> 0:17:50.119
<v Speaker 1>would both gradually handoff duties and responsibilities to their chosen successors,

0:17:50.640 --> 0:17:52.920
<v Speaker 1>and at the end of that in two thousand four,

0:17:53.240 --> 0:17:55.760
<v Speaker 1>they would complete the handoff and then they could go

0:17:55.840 --> 0:17:59.840
<v Speaker 1>and right off into the sunset, virtually speaking. Now, a

0:17:59.840 --> 0:18:04.000
<v Speaker 1>lot changed between those first two Jack and Dexter games.

0:18:04.000 --> 0:18:06.480
<v Speaker 1>The second game had a more serious tone and a

0:18:06.480 --> 0:18:10.160
<v Speaker 1>different approach to navigating the world and progressing through the story.

0:18:10.320 --> 0:18:12.920
<v Speaker 1>Behind the scenes, people at Naughty Dog weren't really sure

0:18:13.000 --> 0:18:15.760
<v Speaker 1>what the future would bring. There were some worries about

0:18:15.840 --> 0:18:19.159
<v Speaker 1>how the transition with Ruben and Gavin stepping away, how

0:18:19.160 --> 0:18:21.919
<v Speaker 1>that could affect work, not to mention how an acquisition

0:18:21.920 --> 0:18:25.000
<v Speaker 1>could change things. Would the company be able to maintain

0:18:25.160 --> 0:18:29.320
<v Speaker 1>its philosophy and work culture, or which things changed so

0:18:29.400 --> 0:18:32.600
<v Speaker 1>dramatically when Sony took charge that it wouldn't even be

0:18:32.680 --> 0:18:36.679
<v Speaker 1>the same company anymore. That two year plan helped settle

0:18:36.760 --> 0:18:40.280
<v Speaker 1>fears quite a bit. Ruben and Gavin began grooming Evan

0:18:40.320 --> 0:18:44.120
<v Speaker 1>Wells and Stephen White to take over the leadership positions

0:18:44.119 --> 0:18:48.240
<v Speaker 1>at Naughty Dog. They would effectively be co presidents. Gradually,

0:18:48.520 --> 0:18:51.440
<v Speaker 1>Ruben and Gavin stepped back from their roles, with Wells

0:18:51.560 --> 0:18:54.840
<v Speaker 1>and White taking on more of those responsibilities as time

0:18:54.880 --> 0:18:57.480
<v Speaker 1>went on. This would often be cited as one of

0:18:57.520 --> 0:19:01.560
<v Speaker 1>the more successful executive transitions in any industry, let alone

0:19:01.600 --> 0:19:05.040
<v Speaker 1>in the video game industry. Eventually, Evan Wells and Stephen

0:19:05.040 --> 0:19:07.840
<v Speaker 1>White would become co presidents of the company, and Andy

0:19:07.880 --> 0:19:11.000
<v Speaker 1>Gavin and Jason Jason Rubin left Naughty Dog in October

0:19:11.040 --> 0:19:13.680
<v Speaker 1>two thousand four. That was the same year that Jack

0:19:13.840 --> 0:19:17.639
<v Speaker 1>three came out. Stephen White would end up leaving the

0:19:17.640 --> 0:19:21.080
<v Speaker 1>company a few years later, and a programmer named Christoph

0:19:21.240 --> 0:19:26.199
<v Speaker 1>Blestra took over as the new co president alongside Evan Wells.

0:19:26.240 --> 0:19:29.040
<v Speaker 1>At that point. That was around two thousand seven. Jumping

0:19:29.080 --> 0:19:32.360
<v Speaker 1>back just a bit. While much of the team transitioned

0:19:32.359 --> 0:19:35.400
<v Speaker 1>to work on a racing title for Jack and Daxter

0:19:35.960 --> 0:19:38.919
<v Speaker 1>that would come out in two thousand five, another early

0:19:39.040 --> 0:19:43.399
<v Speaker 1>project began to take form. They had a creative writer

0:19:43.840 --> 0:19:47.440
<v Speaker 1>on staff named Amy Hennig who had joined naughty Dog

0:19:47.480 --> 0:19:50.840
<v Speaker 1>after working in the video games industry since nineteen nine,

0:19:50.880 --> 0:19:53.199
<v Speaker 1>so she had had more than a decade's worth of

0:19:53.280 --> 0:19:57.120
<v Speaker 1>experience in the world already, and she had a concept

0:19:57.200 --> 0:19:58.919
<v Speaker 1>for a new game that she felt would be a

0:19:58.920 --> 0:20:03.000
<v Speaker 1>good fit for the next generation of consoles. The PlayStation

0:20:03.040 --> 0:20:06.639
<v Speaker 1>three was not set to launch until November two thousand six,

0:20:07.240 --> 0:20:09.600
<v Speaker 1>but Hennig believed that Naughty Dog needed to start to

0:20:09.680 --> 0:20:12.199
<v Speaker 1>focus on something that could be a defining game for

0:20:12.280 --> 0:20:16.040
<v Speaker 1>that new console. Hennig started by striking off things on

0:20:16.040 --> 0:20:18.880
<v Speaker 1>the list she did not want to make. She did

0:20:18.880 --> 0:20:22.119
<v Speaker 1>not want to go with a dark, gritty, first person

0:20:22.600 --> 0:20:25.840
<v Speaker 1>style games set in a post apocalyptic world. She said

0:20:25.840 --> 0:20:28.159
<v Speaker 1>there were already other games that were doing that. She

0:20:28.200 --> 0:20:31.000
<v Speaker 1>didn't want the game to be super serious, but she

0:20:31.119 --> 0:20:34.359
<v Speaker 1>also did not want to create a game that was

0:20:34.480 --> 0:20:38.479
<v Speaker 1>cartoonish that featured animated characters jumping all around the screen,

0:20:39.000 --> 0:20:42.080
<v Speaker 1>and considering that Jack and Daxter and Crash Bandicoot kind

0:20:42.119 --> 0:20:44.400
<v Speaker 1>of fell into that category, this would mean a big

0:20:44.440 --> 0:20:47.600
<v Speaker 1>departure for naughty Dog. What she wanted to do was

0:20:47.680 --> 0:20:52.320
<v Speaker 1>create a game that had realistic graphics, compelling animation, really

0:20:52.359 --> 0:20:55.640
<v Speaker 1>great acting, both from the voice over actors, and from

0:20:55.720 --> 0:21:00.080
<v Speaker 1>the in game characters themselves and great action sequences, and

0:21:00.119 --> 0:21:02.320
<v Speaker 1>it also just had to be fun to play, not

0:21:03.040 --> 0:21:06.720
<v Speaker 1>dour and depressing. The closest analog to what she had

0:21:06.720 --> 0:21:09.359
<v Speaker 1>in mind was tomb Raider, but at that time the

0:21:09.359 --> 0:21:12.920
<v Speaker 1>tomb Raider franchise had sort of faded into the background.

0:21:13.119 --> 0:21:16.879
<v Speaker 1>Hinnigg's project had a code name, Project Big. It wasn't

0:21:16.880 --> 0:21:19.919
<v Speaker 1>called anything particular because they were still deciding what it

0:21:19.960 --> 0:21:22.639
<v Speaker 1>was going to be. It turned out that Project Big

0:21:22.800 --> 0:21:25.320
<v Speaker 1>was a bit of an understatement. Not only had Hennig

0:21:25.359 --> 0:21:27.760
<v Speaker 1>and her team not yet figured out what form it

0:21:27.840 --> 0:21:29.720
<v Speaker 1>was going to take, they were also going to have

0:21:29.760 --> 0:21:33.040
<v Speaker 1>to program a game for an all new console that

0:21:33.119 --> 0:21:38.440
<v Speaker 1>had a drastically different microchip architecture. The PlayStation three had

0:21:38.480 --> 0:21:41.480
<v Speaker 1>a lot of power at its disposal, but it also

0:21:41.680 --> 0:21:46.200
<v Speaker 1>was not designed like earlier iterations of the PlayStation. Developers,

0:21:46.240 --> 0:21:49.560
<v Speaker 1>not just Naughty Dog developers, but throughout the entire industry

0:21:49.920 --> 0:21:53.600
<v Speaker 1>found it challenging to build games for this new console.

0:21:53.640 --> 0:21:56.919
<v Speaker 1>At first, Naughty Dog was not alone in this. It

0:21:57.000 --> 0:22:01.640
<v Speaker 1>was all uncharted territory. And yeah, I made that same

0:22:01.720 --> 0:22:03.720
<v Speaker 1>joke in the last episode, but I'm making it again

0:22:03.800 --> 0:22:07.080
<v Speaker 1>now because Project Big would of course, evolve into the

0:22:07.160 --> 0:22:11.239
<v Speaker 1>hit game series Uncharted. One of the earliest ideas they

0:22:11.280 --> 0:22:13.920
<v Speaker 1>played with was to create a game set in an

0:22:14.040 --> 0:22:19.119
<v Speaker 1>underwater complex with underwater mechanics and physics and all sorts

0:22:19.160 --> 0:22:22.680
<v Speaker 1>of cool ideas, but ultimately they felt like this setting

0:22:23.040 --> 0:22:25.840
<v Speaker 1>wasn't really in line with what the company did best.

0:22:25.920 --> 0:22:29.480
<v Speaker 1>They thought going with something that was so clustrophobic probably

0:22:29.640 --> 0:22:32.200
<v Speaker 1>wasn't going to end up being fun, so they decided

0:22:32.240 --> 0:22:35.560
<v Speaker 1>to explore other ideas, and later on they were really

0:22:35.600 --> 0:22:39.320
<v Speaker 1>thankful that they changed direction because when Bioshot came out,

0:22:39.840 --> 0:22:43.840
<v Speaker 1>they realized that that game was really incredible and probably

0:22:43.920 --> 0:22:47.400
<v Speaker 1>better than what they would have done given a similar setting,

0:22:47.560 --> 0:22:50.080
<v Speaker 1>so they were kind of glad they had decided not

0:22:50.200 --> 0:22:52.719
<v Speaker 1>to go down that route, even though they had developed

0:22:52.720 --> 0:22:55.800
<v Speaker 1>a lot of assets, art and other assets for such

0:22:55.840 --> 0:23:00.000
<v Speaker 1>a game. Uh Naughty Dog was instead going to explore

0:23:00.119 --> 0:23:03.160
<v Speaker 1>or other options for a project Big. So another idea

0:23:03.200 --> 0:23:04.960
<v Speaker 1>they looked at was to set the game in the

0:23:05.040 --> 0:23:09.200
<v Speaker 1>future and they would have a protagonist essentially what would

0:23:09.200 --> 0:23:12.800
<v Speaker 1>turn into Nathan Drake, the protagonist of the Uncharted series,

0:23:12.800 --> 0:23:16.879
<v Speaker 1>who is part treasure hunter, part archaeologist, kind of an

0:23:16.920 --> 0:23:20.399
<v Speaker 1>Indiana Jones style character, although more on the treasure hunter

0:23:20.560 --> 0:23:25.360
<v Speaker 1>side than the person wanting to preserve everything side. They thought, well,

0:23:25.359 --> 0:23:27.240
<v Speaker 1>in this version, Nathan Drake is going to be in

0:23:27.280 --> 0:23:30.720
<v Speaker 1>the future and he's searching for relics of the past,

0:23:31.440 --> 0:23:34.719
<v Speaker 1>which would actually be stuff from our present day. So,

0:23:34.760 --> 0:23:36.800
<v Speaker 1>in other words, it would take place in sort of

0:23:36.800 --> 0:23:40.080
<v Speaker 1>a post apocalyptic world. But again, this didn't seem like

0:23:40.080 --> 0:23:41.600
<v Speaker 1>it was going to be a good fit, and even

0:23:41.600 --> 0:23:44.800
<v Speaker 1>though they did develop some ideas around this, they never

0:23:45.080 --> 0:23:46.800
<v Speaker 1>pushed it to the point where it would become part

0:23:46.840 --> 0:23:51.359
<v Speaker 1>of the Uncharted series. More changes and experiments followed. Maybe

0:23:51.400 --> 0:23:53.080
<v Speaker 1>it would be a game with lots of high tech

0:23:53.119 --> 0:23:55.919
<v Speaker 1>gadgets and weaponry. Maybe it would take place in a

0:23:55.960 --> 0:23:59.960
<v Speaker 1>steampunk world with flying cars. Maybe it would involve super

0:24:00.160 --> 0:24:04.040
<v Speaker 1>spies and double crosses. Now gradually it evolved into a

0:24:04.200 --> 0:24:07.879
<v Speaker 1>pulp adventure kind of story based game. One of the

0:24:07.920 --> 0:24:10.520
<v Speaker 1>big goals was to finally achieve what Naughty Dog had

0:24:10.520 --> 0:24:14.040
<v Speaker 1>been trying to do for years, incorporating action sequences and

0:24:14.200 --> 0:24:19.879
<v Speaker 1>story sequences together effectively. The goal was to create playable

0:24:19.960 --> 0:24:22.879
<v Speaker 1>cut scenes. Naughty Dog wanted the gameplay to look just

0:24:22.960 --> 0:24:26.120
<v Speaker 1>as good as other games. Unplayable cut scenes had turned

0:24:26.119 --> 0:24:28.680
<v Speaker 1>out to be that would be too much for Uncharted one,

0:24:29.000 --> 0:24:31.159
<v Speaker 1>but it would be something they would strive for again

0:24:31.200 --> 0:24:34.760
<v Speaker 1>and Uncharted two. The story for Uncharted one took a

0:24:35.000 --> 0:24:38.440
<v Speaker 1>really long time to coalesce, and it went through a

0:24:38.480 --> 0:24:43.440
<v Speaker 1>ton of different changes. The development process for the engine, likewise,

0:24:43.520 --> 0:24:47.679
<v Speaker 1>took an extremely long time. Sony, the parent company, allowed

0:24:47.760 --> 0:24:50.439
<v Speaker 1>Naughty Dog to operate as if it were truly independent,

0:24:50.520 --> 0:24:53.560
<v Speaker 1>so no Sony executives were knocking on the door and

0:24:53.600 --> 0:24:56.600
<v Speaker 1>asking to see pitches or concepts. They didn't demand to

0:24:56.720 --> 0:25:00.480
<v Speaker 1>sign off on story elements or game assets. There was

0:25:00.520 --> 0:25:03.240
<v Speaker 1>a level of trust the company put in the team,

0:25:03.480 --> 0:25:06.920
<v Speaker 1>which both gave the developers freedom and added to their

0:25:06.920 --> 0:25:11.479
<v Speaker 1>sense of responsibility to deliver a really compelling experience. The

0:25:11.520 --> 0:25:14.800
<v Speaker 1>protagonist of the game series, Nathan Drake, is sort of

0:25:14.840 --> 0:25:18.520
<v Speaker 1>like Hans Solo and Indiana Jones combined into a treasure

0:25:18.600 --> 0:25:22.320
<v Speaker 1>hunting scalawag. So Harrison Ford on his best days as

0:25:22.400 --> 0:25:26.520
<v Speaker 1>a young man, he wasn't dressed in a particularly distinct way.

0:25:26.680 --> 0:25:29.359
<v Speaker 1>He had a dirty T shirt and jeans that was

0:25:29.440 --> 0:25:32.600
<v Speaker 1>his to go outfit, and in fact, most people felt

0:25:32.640 --> 0:25:35.280
<v Speaker 1>that this put the game a disadvantage because how do

0:25:35.280 --> 0:25:38.160
<v Speaker 1>you market a hero who just looks like a normal guy.

0:25:38.600 --> 0:25:41.360
<v Speaker 1>It was a challenging concept to put forward as an

0:25:41.560 --> 0:25:45.520
<v Speaker 1>iconic character, but Naughty Dog kept on going and working

0:25:45.560 --> 0:25:48.119
<v Speaker 1>on the story and the game engine, and as it

0:25:48.160 --> 0:25:52.199
<v Speaker 1>turns out, this design, while simple, was necessary because it

0:25:52.240 --> 0:25:55.359
<v Speaker 1>meant less stuff for the team to have to animate

0:25:55.720 --> 0:25:58.840
<v Speaker 1>to bring to life. When the game finally came together,

0:25:59.400 --> 0:26:03.080
<v Speaker 1>this turned to be a nightmare of a project. Blestro

0:26:03.160 --> 0:26:06.920
<v Speaker 1>would later respond to the question what was hard about

0:26:07.000 --> 0:26:12.919
<v Speaker 1>making Uncharted, and his answer was everything. The decision to

0:26:12.960 --> 0:26:15.440
<v Speaker 1>make the game cinematic meant the company had to developed

0:26:15.480 --> 0:26:19.760
<v Speaker 1>new animation tools and styles while working on unfamiliar hardware.

0:26:20.440 --> 0:26:23.679
<v Speaker 1>Now Cerny said that it took Naughty Dog about six

0:26:23.720 --> 0:26:26.840
<v Speaker 1>months to get up to speed for the PlayStation two,

0:26:27.000 --> 0:26:29.320
<v Speaker 1>but it took more than a year to get up

0:26:29.320 --> 0:26:33.160
<v Speaker 1>to speed with PlayStation three, and even then there really

0:26:33.320 --> 0:26:37.720
<v Speaker 1>wasn't a full mastery of the hardware. They had a

0:26:37.840 --> 0:26:41.679
<v Speaker 1>rough build of some gameplay mechanics, and not everything was

0:26:41.720 --> 0:26:44.600
<v Speaker 1>working properly. It was a far cry from a playable game,

0:26:45.080 --> 0:26:47.440
<v Speaker 1>and it was really tough work, and for some people

0:26:47.480 --> 0:26:51.800
<v Speaker 1>at Naughty Dog it was truly demoralizing. It didn't help

0:26:52.160 --> 0:26:54.240
<v Speaker 1>that the needs of this game were well outside the

0:26:54.240 --> 0:26:57.879
<v Speaker 1>comfort zone of the established teams at Naughty Dog. The

0:26:57.920 --> 0:27:02.240
<v Speaker 1>animators there were used to more hand drawn styles and approaches,

0:27:02.720 --> 0:27:05.399
<v Speaker 1>but that technique was not going to work if they

0:27:05.440 --> 0:27:09.520
<v Speaker 1>wanted to have realistic motion and effects in Uncharted. The

0:27:09.560 --> 0:27:12.000
<v Speaker 1>company made the decision that they were going to experiment

0:27:12.040 --> 0:27:15.359
<v Speaker 1>with motion capture, which was met with some resistance from

0:27:15.400 --> 0:27:17.800
<v Speaker 1>the animation department. It was totally new and they were

0:27:17.800 --> 0:27:20.880
<v Speaker 1>worried about getting replaced. What's more, no one was really

0:27:20.920 --> 0:27:23.560
<v Speaker 1>familiar with the technology, so the company actually had to

0:27:23.680 --> 0:27:27.119
<v Speaker 1>hire people familiar with that tech to come in and

0:27:27.240 --> 0:27:30.159
<v Speaker 1>figure out how to take the data that it generated

0:27:30.640 --> 0:27:33.560
<v Speaker 1>from motion capture and make it usable within a game.

0:27:33.960 --> 0:27:36.720
<v Speaker 1>As time went on, it became clear that the strategies

0:27:36.760 --> 0:27:39.360
<v Speaker 1>the team was using just we're not working, and so

0:27:39.720 --> 0:27:43.360
<v Speaker 1>they made the tough call to scrap everything and start

0:27:43.720 --> 0:27:47.480
<v Speaker 1>over developing new tools. But that meant all the people

0:27:47.480 --> 0:27:51.720
<v Speaker 1>whose work depended upon the tools couldn't actually do anything,

0:27:52.119 --> 0:27:55.560
<v Speaker 1>so artists and animators and others were left with nothing

0:27:55.600 --> 0:27:58.880
<v Speaker 1>to do. As programmers tried to build this new set

0:27:58.920 --> 0:28:02.680
<v Speaker 1>of tools, there was very real danger that Uncharted could

0:28:02.680 --> 0:28:06.239
<v Speaker 1>turn into vapor were akin to Duke Nukem Forever. There

0:28:06.240 --> 0:28:08.560
<v Speaker 1>were even people who were saying this might be the

0:28:08.720 --> 0:28:12.400
<v Speaker 1>end for naughty Dog. Several people weren't content to wait

0:28:12.440 --> 0:28:14.159
<v Speaker 1>around to see if the ship was ever going to

0:28:14.280 --> 0:28:16.920
<v Speaker 1>right itself, and a few were concerned about the new

0:28:16.920 --> 0:28:20.359
<v Speaker 1>direction of the company. Uh They thought that a realistic game,

0:28:20.520 --> 0:28:24.000
<v Speaker 1>even one meant to be funny and charming, was a

0:28:24.160 --> 0:28:27.920
<v Speaker 1>huge departure from the more cartoonish platformers and action adventure

0:28:27.920 --> 0:28:30.879
<v Speaker 1>games that they had built their reputation upon, and that

0:28:30.960 --> 0:28:33.440
<v Speaker 1>no one would accept a new style of game from

0:28:33.480 --> 0:28:36.080
<v Speaker 1>the studio. There were also people in the company who

0:28:36.119 --> 0:28:38.720
<v Speaker 1>felt that Uncharted was very much not a Naughty Dog

0:28:38.760 --> 0:28:41.000
<v Speaker 1>style of game at all, and so for the first

0:28:41.040 --> 0:28:45.160
<v Speaker 1>time in the company's history, more people were leaving then

0:28:45.200 --> 0:28:48.240
<v Speaker 1>the company was hiring on a month to month basis.

0:28:48.360 --> 0:28:52.040
<v Speaker 1>Naughty Dog was actually getting smaller. Those who remained with

0:28:52.080 --> 0:28:54.480
<v Speaker 1>the company began to double down on their conviction that

0:28:54.560 --> 0:28:57.280
<v Speaker 1>they could put out a game that they had envisioned.

0:28:57.480 --> 0:29:00.200
<v Speaker 1>They worked hard to get those tools in place, and

0:29:00.240 --> 0:29:03.120
<v Speaker 1>then to put the tools to use in constructing a game.

0:29:03.440 --> 0:29:05.360
<v Speaker 1>They also let go of the notion that the company

0:29:05.400 --> 0:29:07.960
<v Speaker 1>had to develop all the tools itself as a result

0:29:08.000 --> 0:29:10.880
<v Speaker 1>of the pains that they went through during the development

0:29:10.920 --> 0:29:14.080
<v Speaker 1>of Uncharted one, so for Uncharted two they ended up

0:29:14.080 --> 0:29:17.640
<v Speaker 1>paying a license for the Havoc game engine that's published

0:29:17.640 --> 0:29:21.480
<v Speaker 1>by an Irish software development company. This was a difficult

0:29:21.480 --> 0:29:24.240
<v Speaker 1>time for Naughty Dog, but the game was slowly coming

0:29:24.280 --> 0:29:28.560
<v Speaker 1>together despite all those setbacks. The team created a demo

0:29:28.800 --> 0:29:32.200
<v Speaker 1>for the two thousand and six E three conference. It

0:29:32.320 --> 0:29:35.760
<v Speaker 1>was all built on PC because at that stage the

0:29:35.840 --> 0:29:39.080
<v Speaker 1>studio didn't have any PlayStation three developer kits on the

0:29:39.120 --> 0:29:42.680
<v Speaker 1>studio floor itself, they only had access to one developer kit.

0:29:43.320 --> 0:29:47.160
<v Speaker 1>Taylor Kurasaki told I g N that that one PS

0:29:47.240 --> 0:29:50.200
<v Speaker 1>three developer kit they had access to was the size

0:29:50.240 --> 0:29:53.040
<v Speaker 1>of a refrigerator. At the time, there were a limited

0:29:53.120 --> 0:29:56.080
<v Speaker 1>number of PS three developer kits available in the world,

0:29:56.600 --> 0:29:59.719
<v Speaker 1>and because Uncharted was not scheduled to be a launch title,

0:30:00.120 --> 0:30:03.080
<v Speaker 1>it made more sense to save those kits for developers

0:30:03.120 --> 0:30:04.800
<v Speaker 1>who were working on games that were meant to be

0:30:04.800 --> 0:30:09.160
<v Speaker 1>playable on the PlayStation three launch day. The demo over

0:30:09.160 --> 0:30:12.080
<v Speaker 1>at E three went over really well, but what didn't

0:30:12.120 --> 0:30:15.120
<v Speaker 1>go over so well was sporting the game to PS three.

0:30:15.200 --> 0:30:18.400
<v Speaker 1>Once they finally got access to those developer kits, it

0:30:18.480 --> 0:30:21.280
<v Speaker 1>became clear that not all the functionality they had put

0:30:21.320 --> 0:30:23.320
<v Speaker 1>into the game was going to make it to the

0:30:23.360 --> 0:30:26.320
<v Speaker 1>final title because the PS three just was not able

0:30:26.320 --> 0:30:28.120
<v Speaker 1>to handle it. It It was going to require too much

0:30:28.240 --> 0:30:31.800
<v Speaker 1>changes in code, and in fact, later on developers would

0:30:31.840 --> 0:30:33.480
<v Speaker 1>say that if you were to look at the code

0:30:33.480 --> 0:30:36.560
<v Speaker 1>for Uncharted, you would just see a massive mess that

0:30:36.640 --> 0:30:40.800
<v Speaker 1>was practically incomprehensible. The game did come out just before

0:30:40.840 --> 0:30:44.840
<v Speaker 1>Thanksgiving in two thousand seven. That same year, Christoph Bilester

0:30:45.000 --> 0:30:47.600
<v Speaker 1>became the new co president of the company along with

0:30:47.680 --> 0:30:51.960
<v Speaker 1>Evan Wells, and Uncharted had undergone some last minute changes

0:30:52.040 --> 0:30:55.320
<v Speaker 1>at the two thousand seven E three. The build they

0:30:55.360 --> 0:30:58.520
<v Speaker 1>showed off featured an auto aim function similar to what

0:30:58.760 --> 0:31:01.600
<v Speaker 1>was found in Tomb Reader games, but the team decided

0:31:01.640 --> 0:31:04.520
<v Speaker 1>that that wasn't really a fun mechanic for their game,

0:31:04.800 --> 0:31:07.160
<v Speaker 1>so they switched it to a cover based system in

0:31:07.200 --> 0:31:09.680
<v Speaker 1>which you'd guide Nathan Drake from one bit of cover

0:31:09.760 --> 0:31:13.760
<v Speaker 1>to another while returning fire on enemies. It did well,

0:31:14.000 --> 0:31:16.000
<v Speaker 1>but the company was eager to give it another go.

0:31:16.280 --> 0:31:18.640
<v Speaker 1>They didn't win the awards they were hoping to win,

0:31:18.800 --> 0:31:20.680
<v Speaker 1>and a lot of the stuff they wanted to put

0:31:20.720 --> 0:31:23.920
<v Speaker 1>into Uncharted they couldn't because they had spent so much

0:31:23.960 --> 0:31:26.520
<v Speaker 1>time just getting those tools fixed and learning how the

0:31:26.520 --> 0:31:30.440
<v Speaker 1>PlayStation three would actually work. The development process for Uncharted

0:31:30.480 --> 0:31:34.000
<v Speaker 1>one had spanned three years, but less than a year

0:31:34.000 --> 0:31:36.560
<v Speaker 1>of that was actually spent on the real guts of

0:31:36.560 --> 0:31:40.320
<v Speaker 1>the game. Everything else was just getting the foundation in place.

0:31:40.640 --> 0:31:43.280
<v Speaker 1>Now that they had done that, the team was eager

0:31:43.320 --> 0:31:46.120
<v Speaker 1>to go back to the drawing board and create a sequel,

0:31:46.440 --> 0:31:49.560
<v Speaker 1>so work started an Uncharted two. Now, this time they

0:31:49.600 --> 0:31:52.600
<v Speaker 1>really wanted to push themselves. They wanted a huge action

0:31:52.680 --> 0:31:55.040
<v Speaker 1>sequence that looked like a cut scene but was really

0:31:55.040 --> 0:31:57.720
<v Speaker 1>a playable moment in the game, and they quickly settled

0:31:57.800 --> 0:32:00.400
<v Speaker 1>on an idea that appealed to the entire team. It

0:32:00.440 --> 0:32:03.920
<v Speaker 1>was a cool action sequence involving a moving train. It

0:32:04.040 --> 0:32:07.840
<v Speaker 1>become the big opener for Uncharted two, and it also

0:32:07.920 --> 0:32:10.960
<v Speaker 1>became one of the hallmark moments in Naughty Dog games

0:32:11.040 --> 0:32:13.360
<v Speaker 1>as a whole. One thing the studio decided to do

0:32:13.480 --> 0:32:16.959
<v Speaker 1>is change how they captured performances and Uncharted they had

0:32:16.960 --> 0:32:19.680
<v Speaker 1>an actor playing a character for the purposes of motion capture.

0:32:20.040 --> 0:32:22.520
<v Speaker 1>Then they would have an actor, sometimes not even the

0:32:22.560 --> 0:32:25.959
<v Speaker 1>same one do the voiceover, but for Uncharted two, they

0:32:26.000 --> 0:32:29.880
<v Speaker 1>wanted to go a step further to performance capture. They

0:32:29.920 --> 0:32:33.400
<v Speaker 1>wanted the same actor to produce the movements and voiceover

0:32:33.520 --> 0:32:37.480
<v Speaker 1>for cut scenes. During the same shoot, actors would perform

0:32:37.520 --> 0:32:39.480
<v Speaker 1>their roles as if they were in a film or

0:32:39.520 --> 0:32:42.000
<v Speaker 1>a play. They would move, they would emote, they would

0:32:42.040 --> 0:32:45.480
<v Speaker 1>speak in real time, with those performances making their way

0:32:45.600 --> 0:32:48.280
<v Speaker 1>into the final build of the game, and this became

0:32:48.320 --> 0:32:51.520
<v Speaker 1>the approach Naughty Dog would use for its next several titles.

0:32:51.760 --> 0:32:55.280
<v Speaker 1>The developers were still tweaking nearly every element of the

0:32:55.320 --> 0:32:58.160
<v Speaker 1>game itself, from AI to the physics of the world

0:32:58.360 --> 0:33:00.560
<v Speaker 1>to the way you could fight off enemy, and they

0:33:00.560 --> 0:33:03.840
<v Speaker 1>were using the Havoc game engine as a foundation. But

0:33:03.880 --> 0:33:06.880
<v Speaker 1>the groundwork for the characters had already been done, so

0:33:06.960 --> 0:33:10.120
<v Speaker 1>that helped a lot. Uncharted had already established who these

0:33:10.280 --> 0:33:13.080
<v Speaker 1>characters were, so they just were able to flesh that out.

0:33:13.160 --> 0:33:15.719
<v Speaker 1>More So, while Uncharted two was still a big effort,

0:33:15.880 --> 0:33:18.920
<v Speaker 1>it wasn't marked with the same turmoil as its predecessor.

0:33:19.280 --> 0:33:22.040
<v Speaker 1>What's more, when it did come out in two thousand nine,

0:33:22.520 --> 0:33:26.320
<v Speaker 1>it won awards like a lot of them, like almost

0:33:26.360 --> 0:33:29.880
<v Speaker 1>all of them. Everyone and Naughty Dog was relieved and

0:33:29.960 --> 0:33:32.520
<v Speaker 1>more than a little surprise at how well received the

0:33:32.560 --> 0:33:35.440
<v Speaker 1>game was. They've been hoping for a hit, and it

0:33:35.480 --> 0:33:38.320
<v Speaker 1>turned out. The game resonated with critics and players. It

0:33:38.360 --> 0:33:41.120
<v Speaker 1>became one of the most popular exclusive titles for the

0:33:41.120 --> 0:33:44.360
<v Speaker 1>PlayStation three, and of course, as soon as the game

0:33:44.400 --> 0:33:46.960
<v Speaker 1>came out, Naughty Dog began to look at what to

0:33:47.040 --> 0:33:49.960
<v Speaker 1>do next, and this time it would try doing two

0:33:50.000 --> 0:33:55.680
<v Speaker 1>big projects simultaneously. What were they, Well, I'll tell you,

0:33:56.520 --> 0:33:58.600
<v Speaker 1>but only after we take a quick break to thank

0:33:58.640 --> 0:34:10.920
<v Speaker 1>our sponsor. So decisions at the highest levels, including at

0:34:11.000 --> 0:34:14.360
<v Speaker 1>Sony itself, had led to Naughty Dog taking a different

0:34:14.400 --> 0:34:20.239
<v Speaker 1>tactic post Uncharted two. First, there was an Uncharted three team.

0:34:20.239 --> 0:34:23.719
<v Speaker 1>No big surprise there, Uncharted had done well, Uncharted two

0:34:23.920 --> 0:34:26.880
<v Speaker 1>was already getting buzz so clearly they were already going

0:34:26.920 --> 0:34:29.799
<v Speaker 1>to start on a sequel, and they put the same

0:34:29.920 --> 0:34:32.160
<v Speaker 1>leaders in place who were going to oversee the development

0:34:32.239 --> 0:34:36.320
<v Speaker 1>to Nathan Drake's next adventure. They had a pretty heavy

0:34:36.360 --> 0:34:41.760
<v Speaker 1>burden to carry because Uncharted two had really raised expectations significantly.

0:34:42.400 --> 0:34:46.040
<v Speaker 1>Now at the same time, they formed a second team

0:34:46.080 --> 0:34:50.360
<v Speaker 1>that would share the same resources available to the Uncharted

0:34:50.400 --> 0:34:53.200
<v Speaker 1>three projects. So if you think of the whole company

0:34:53.239 --> 0:34:56.760
<v Speaker 1>as a talent pool. That talent pool was being shared

0:34:56.840 --> 0:34:59.800
<v Speaker 1>between two major projects at the same time. The second

0:34:59.800 --> 0:35:02.960
<v Speaker 1>team was led by Bruce stray Ley and Neil Druckman,

0:35:03.520 --> 0:35:06.680
<v Speaker 1>and they had taken some ideas that had been pitched

0:35:06.760 --> 0:35:10.160
<v Speaker 1>for the Uncharted series before it finally kind of coalesced

0:35:10.200 --> 0:35:13.600
<v Speaker 1>into that pulp action adventure game, and they talked about

0:35:13.680 --> 0:35:17.400
<v Speaker 1>setting their game in a post apocalyptic world, one that

0:35:17.600 --> 0:35:22.200
<v Speaker 1>had been affected by a terrible catastrophe, and most of

0:35:22.320 --> 0:35:24.800
<v Speaker 1>the story of the game would take place well after

0:35:24.800 --> 0:35:28.279
<v Speaker 1>that catastrophe, and you'd have these overgrown cities. So a

0:35:28.360 --> 0:35:30.440
<v Speaker 1>lot of ideas that were going to go into an

0:35:30.480 --> 0:35:33.560
<v Speaker 1>early build of Uncharted but never went past kind of

0:35:33.560 --> 0:35:38.080
<v Speaker 1>that brainstorming phase or the initial asset phase. Now, over

0:35:38.160 --> 0:35:41.160
<v Speaker 1>time they decided that they had to define what is

0:35:41.200 --> 0:35:44.840
<v Speaker 1>this catastrophe, what is it that caused this post apocalyptic world,

0:35:44.920 --> 0:35:48.719
<v Speaker 1>And they decided upon a fungus that infects humans and

0:35:48.800 --> 0:35:51.920
<v Speaker 1>turns them into crazed cannibals. So this is kind of

0:35:51.920 --> 0:35:56.440
<v Speaker 1>a variation on the zombie motif, only these humans have

0:35:56.520 --> 0:36:01.400
<v Speaker 1>become hosts to a parasite rather than turned two undead creatures.

0:36:01.800 --> 0:36:06.160
<v Speaker 1>The game's name eventually became the Last of Us. Both

0:36:06.239 --> 0:36:10.440
<v Speaker 1>Uncharted three, Drake's Deception and The Last of Us would

0:36:10.480 --> 0:36:13.319
<v Speaker 1>use people from that same pool of talent. On the

0:36:13.360 --> 0:36:17.040
<v Speaker 1>development side, some people were committed to one game more

0:36:17.080 --> 0:36:20.840
<v Speaker 1>than the other, but during various stages of development, everyone

0:36:21.239 --> 0:36:23.680
<v Speaker 1>was expected to lend a hand to one or the

0:36:23.719 --> 0:36:26.760
<v Speaker 1>other of the titles, depending upon whichever one needed it most.

0:36:26.840 --> 0:36:32.000
<v Speaker 1>At that time. Uncharted three would build Uncharted two, including

0:36:32.080 --> 0:36:36.400
<v Speaker 1>fleshing out the multiplayer aspect that two had introduced, but

0:36:36.719 --> 0:36:41.000
<v Speaker 1>upon its launch it would receive, let's be nice, slightly

0:36:41.160 --> 0:36:45.359
<v Speaker 1>less praise than the second Uncharted game had earned. Some

0:36:45.840 --> 0:36:48.480
<v Speaker 1>outlets still said it was an amazing game. Someone gave

0:36:48.480 --> 0:36:52.239
<v Speaker 1>it a perfect score, but others felt like it wasn't

0:36:52.360 --> 0:36:56.240
<v Speaker 1>quite a worthy successor for Uncharted two. Folks at Naughty

0:36:56.280 --> 0:36:58.640
<v Speaker 1>Dogs seemed to feel the game was a good one,

0:36:59.160 --> 0:37:02.520
<v Speaker 1>but perhaps not as great as the second one. It

0:37:02.640 --> 0:37:04.800
<v Speaker 1>wasn't a game to be ashamed of by any stretch

0:37:04.840 --> 0:37:07.480
<v Speaker 1>of the imagination. It's just that when a game comes

0:37:07.480 --> 0:37:12.760
<v Speaker 1>out and wins all the awards, expectations can reach unrealistic levels.

0:37:13.040 --> 0:37:15.480
<v Speaker 1>So Uncharted three came out in two thousand eleven at

0:37:15.520 --> 0:37:18.120
<v Speaker 1>that time, the Last of Us was still in development.

0:37:18.680 --> 0:37:23.160
<v Speaker 1>That process had also been really slow because they weren't

0:37:23.440 --> 0:37:28.480
<v Speaker 1>really sure how to make the game. Should it be

0:37:28.719 --> 0:37:32.160
<v Speaker 1>super narrative heavy, How do you balance out the gameplay

0:37:32.280 --> 0:37:36.239
<v Speaker 1>versus the story. How much story should there be? What

0:37:36.400 --> 0:37:39.120
<v Speaker 1>perspective should the game take? But there was a sequence

0:37:39.160 --> 0:37:41.720
<v Speaker 1>and uncharted two that kind of acted as a guide.

0:37:41.880 --> 0:37:45.319
<v Speaker 1>In that sequence, Nathan Drake works with another character in

0:37:45.360 --> 0:37:49.239
<v Speaker 1>an area, and that the whole experience created a really

0:37:49.280 --> 0:37:53.000
<v Speaker 1>interesting dynamic. It transformed the game from a purely solo

0:37:53.160 --> 0:37:57.040
<v Speaker 1>effort to something more akin to a cooperative experience, even

0:37:57.080 --> 0:37:59.920
<v Speaker 1>though one of the characters is controlled by AI. They

0:38:00.040 --> 0:38:03.080
<v Speaker 1>decide the Last of Us would be similar, and they

0:38:03.080 --> 0:38:06.839
<v Speaker 1>decided to create an older male protagonist as the controllable

0:38:06.960 --> 0:38:12.080
<v Speaker 1>character and create a young female protagonist as the secondary

0:38:12.160 --> 0:38:16.280
<v Speaker 1>AI character, and then create a relationship between these two.

0:38:16.680 --> 0:38:19.319
<v Speaker 1>They started working on creating the story beats that would

0:38:19.320 --> 0:38:23.000
<v Speaker 1>take this shape and become the Last of Us and

0:38:23.040 --> 0:38:25.920
<v Speaker 1>make it a really impactful experience now here and how

0:38:25.960 --> 0:38:29.439
<v Speaker 1>stuff works. The Last of Us is often brought up

0:38:29.480 --> 0:38:33.520
<v Speaker 1>as an example of a phenomenal game that elevates the genre.

0:38:34.120 --> 0:38:37.920
<v Speaker 1>There's a frequent debate in the game sphere and beyond

0:38:38.040 --> 0:38:42.040
<v Speaker 1>about whether or not video games should count as art. Now.

0:38:42.080 --> 0:38:44.480
<v Speaker 1>I don't plan on going into that debate here, but

0:38:44.560 --> 0:38:47.920
<v Speaker 1>I will say that if you think that video games

0:38:47.960 --> 0:38:50.839
<v Speaker 1>are art, the Last of Us has to be one

0:38:50.880 --> 0:38:54.880
<v Speaker 1>of the games that qualifies as that distinction. My coworker

0:38:54.920 --> 0:38:57.600
<v Speaker 1>Joe McCormick feels very much the same way. We would

0:38:57.600 --> 0:39:00.480
<v Speaker 1>spend ages talking about the story yell months of the

0:39:00.560 --> 0:39:03.279
<v Speaker 1>Last of Us, the pacing of the game, and how

0:39:03.320 --> 0:39:06.120
<v Speaker 1>we found it to be a really appealing experience. And

0:39:06.160 --> 0:39:09.440
<v Speaker 1>I'm being a bit vague about the details here because

0:39:10.000 --> 0:39:12.759
<v Speaker 1>some of you may not have yet played this or

0:39:12.800 --> 0:39:16.760
<v Speaker 1>watched a playthrough of Last of Us. I highly recommend

0:39:16.800 --> 0:39:18.960
<v Speaker 1>checking it out. If you're not a gamer, you may

0:39:18.960 --> 0:39:21.120
<v Speaker 1>want to see if there's a good play through to watch,

0:39:21.719 --> 0:39:24.160
<v Speaker 1>because I think it's quite well done. It's a really

0:39:24.239 --> 0:39:28.720
<v Speaker 1>good story. The Last of Us was a mature title,

0:39:28.880 --> 0:39:31.920
<v Speaker 1>the first mature title for Naughty Dog, and had a

0:39:32.000 --> 0:39:34.960
<v Speaker 1>much more gritty and dark world than the previous Naughty

0:39:35.000 --> 0:39:38.840
<v Speaker 1>Dog games. It was also less playful and less funny

0:39:38.880 --> 0:39:42.480
<v Speaker 1>than previous titles, which meant it was very different and

0:39:42.840 --> 0:39:47.000
<v Speaker 1>we know about different things. People don't like different things.

0:39:47.400 --> 0:39:50.399
<v Speaker 1>Specifically the development team, there were people at naughty Dog

0:39:50.480 --> 0:39:54.640
<v Speaker 1>who resisted this whole idea. They felt that it was

0:39:54.840 --> 0:39:57.799
<v Speaker 1>so totally different from the previous games from naughty Dog

0:39:57.920 --> 0:40:00.239
<v Speaker 1>that again, it may not have been a naughty Dog tame.

0:40:00.440 --> 0:40:04.520
<v Speaker 1>But ultimately, as this game began to take shape, the

0:40:04.520 --> 0:40:08.200
<v Speaker 1>team won over most of the other employees, convincing them

0:40:08.200 --> 0:40:12.359
<v Speaker 1>that no, this really is a compelling, interesting idea and

0:40:12.400 --> 0:40:16.239
<v Speaker 1>we should really push it. Early play tests didn't go

0:40:16.440 --> 0:40:19.160
<v Speaker 1>so well. The team kept putting in and pulling out

0:40:19.239 --> 0:40:22.759
<v Speaker 1>various mechanics to tweak the experience, from the way that

0:40:22.840 --> 0:40:27.239
<v Speaker 1>you did combat to how well Ellie the female protagonists

0:40:27.239 --> 0:40:30.319
<v Speaker 1>could be spotted or could be hidden. But towards the

0:40:30.440 --> 0:40:33.600
<v Speaker 1>end of the development process, about a month out, playtesters

0:40:33.640 --> 0:40:36.160
<v Speaker 1>were coming back to the team with questions that had

0:40:36.239 --> 0:40:39.000
<v Speaker 1>nothing to do with the mechanics. They wanted to know

0:40:39.040 --> 0:40:42.680
<v Speaker 1>what happened to the characters. So this wasn't about glitches

0:40:43.040 --> 0:40:46.279
<v Speaker 1>or bugs or exploits or anything like that. This was

0:40:46.320 --> 0:40:50.520
<v Speaker 1>about plot and narrative. People were connecting with those characters

0:40:50.600 --> 0:40:53.399
<v Speaker 1>in the game, and they didn't like having to leave

0:40:53.480 --> 0:40:56.200
<v Speaker 1>them behind without seeing what the end of the story was,

0:40:56.800 --> 0:40:59.080
<v Speaker 1>which was a big clue to the company that they

0:40:59.120 --> 0:41:02.799
<v Speaker 1>had a hit, They had a successful storyline, they had

0:41:02.880 --> 0:41:07.359
<v Speaker 1>something that was resonating with playtesters. It was definitely on

0:41:07.400 --> 0:41:09.600
<v Speaker 1>the right track. The Last of Us launched in two

0:41:09.640 --> 0:41:12.759
<v Speaker 1>thousand thirteen, which was late in the life cycle of

0:41:12.800 --> 0:41:16.600
<v Speaker 1>the PlayStation three. Now, by the rules of consoles, it

0:41:16.719 --> 0:41:19.480
<v Speaker 1>probably shouldn't have sold that many copies because people were

0:41:19.520 --> 0:41:23.200
<v Speaker 1>looking ahead to the next iteration of the PlayStation. Everyone's

0:41:23.600 --> 0:41:26.640
<v Speaker 1>waiting for the PlayStation four. Why buy more games for

0:41:26.760 --> 0:41:29.600
<v Speaker 1>an old console when the new ones right around the corner.

0:41:30.239 --> 0:41:34.839
<v Speaker 1>And yet the reception was overwhelmingly positive. It became the

0:41:34.920 --> 0:41:40.080
<v Speaker 1>fifth highest rated PlayStation three game on the aggregator service Metacritic,

0:41:40.400 --> 0:41:44.320
<v Speaker 1>and sales figures were also very high. Since the Last

0:41:44.360 --> 0:41:47.160
<v Speaker 1>of Us, Naughty Dog has worked on more sequels and

0:41:47.280 --> 0:41:50.520
<v Speaker 1>some remasters. In fact, one year after the Last of

0:41:50.600 --> 0:41:53.560
<v Speaker 1>Us came out for the PS three, Naughty Dog released

0:41:53.600 --> 0:41:57.600
<v Speaker 1>a remastered version for the PS four. There are numerous

0:41:57.640 --> 0:42:00.720
<v Speaker 1>PlayStation gamers out there who will own up to buying

0:42:01.120 --> 0:42:04.239
<v Speaker 1>both versions of the game. The company, Oh, by the way,

0:42:04.360 --> 0:42:07.480
<v Speaker 1>I'm one of those people. The company also released Uncharted

0:42:07.480 --> 0:42:11.400
<v Speaker 1>for a Thief's End, which was a uh the final

0:42:11.560 --> 0:42:14.920
<v Speaker 1>chapter of the Nathan Drake saga, and they released a

0:42:15.000 --> 0:42:21.319
<v Speaker 1>spinoff standalone game called Uncharted The Lost Legacy. So, now

0:42:21.360 --> 0:42:25.440
<v Speaker 1>that Nathan Drake stories over, the company has addressed what

0:42:25.560 --> 0:42:29.560
<v Speaker 1>a lot of gamers said, we're tough questions. They said,

0:42:29.600 --> 0:42:33.200
<v Speaker 1>why are you abandoning Nathan Drake? The company said, well,

0:42:33.239 --> 0:42:36.880
<v Speaker 1>the narrative had reached a natural conclusion. Nathan Drake was

0:42:36.920 --> 0:42:41.399
<v Speaker 1>at the natural end of his story. And also from

0:42:41.440 --> 0:42:45.120
<v Speaker 1>a technical standpoint, they were finding it increasingly difficult to

0:42:45.120 --> 0:42:48.880
<v Speaker 1>create games that were set in a grounded universe that

0:42:49.040 --> 0:42:53.080
<v Speaker 1>somehow would outdo their predecessors. So, for example, and Uncharted too,

0:42:53.520 --> 0:42:56.880
<v Speaker 1>you have this big train sequence that includes a train

0:42:56.920 --> 0:43:00.759
<v Speaker 1>wreck and climbing up a train that's dangling off the

0:43:00.760 --> 0:43:03.760
<v Speaker 1>side of a cliff. This is a big action moment.

0:43:04.239 --> 0:43:06.759
<v Speaker 1>But if your protagonist is a human who does not

0:43:07.000 --> 0:43:11.400
<v Speaker 1>possess superpowers or crazy spy gadgets or any other things

0:43:11.440 --> 0:43:14.719
<v Speaker 1>that augment their abilities, at some point you run up

0:43:14.760 --> 0:43:18.920
<v Speaker 1>against barriers that push believability too far. As it stands,

0:43:19.280 --> 0:43:22.880
<v Speaker 1>Nathan Drake must have insane stamina to be able to

0:43:22.920 --> 0:43:26.839
<v Speaker 1>scale walls endlessly without his arms giving out. So what

0:43:26.880 --> 0:43:29.760
<v Speaker 1>they were saying is we can't have it both ways.

0:43:30.040 --> 0:43:34.160
<v Speaker 1>We can't set the world in a grounded universe and

0:43:34.239 --> 0:43:37.120
<v Speaker 1>continue to outdo what we have already done, because we've

0:43:37.160 --> 0:43:40.279
<v Speaker 1>already pushed our character to the point where anything more

0:43:40.320 --> 0:43:45.719
<v Speaker 1>than that stresses believability too far. In co president Christoph

0:43:45.840 --> 0:43:49.640
<v Speaker 1>Blestra announced he was retiring from the company. He had

0:43:49.680 --> 0:43:52.719
<v Speaker 1>worked at Naughty Dog for fifteen years, with a decade

0:43:52.719 --> 0:43:55.920
<v Speaker 1>of that being in the position of co president. Evan

0:43:56.000 --> 0:43:59.240
<v Speaker 1>Wells remains at Naughty Dog. He's now the sole president

0:43:59.320 --> 0:44:02.759
<v Speaker 1>of the company. Amy Hennig, the lead writer for the

0:44:02.840 --> 0:44:06.200
<v Speaker 1>Uncharted series, had left Naughty Dog in two thousand fourteen.

0:44:06.560 --> 0:44:09.920
<v Speaker 1>She had joined e A's Visceral Games, which was focusing

0:44:09.920 --> 0:44:12.600
<v Speaker 1>on Star Wars games at the time. I find that

0:44:12.719 --> 0:44:16.000
<v Speaker 1>interesting because in the early nineties, Hennig had worked for

0:44:16.080 --> 0:44:20.080
<v Speaker 1>e A before. Back then, but she left e A

0:44:20.520 --> 0:44:24.080
<v Speaker 1>to go join a different company called Crystal Dynamics, because

0:44:24.280 --> 0:44:26.400
<v Speaker 1>at least in part, she found the idea of working

0:44:26.400 --> 0:44:29.279
<v Speaker 1>for a small start up more appealing than a giant company.

0:44:29.320 --> 0:44:31.239
<v Speaker 1>But then she leaves Naughty Dog and goes back to

0:44:31.280 --> 0:44:36.600
<v Speaker 1>e A for Visceral Games. Also well in e A

0:44:36.760 --> 0:44:40.040
<v Speaker 1>shut down Visceral Games and canceled the development of those

0:44:40.040 --> 0:44:44.719
<v Speaker 1>Star Wars titles, So her current role is up in

0:44:44.760 --> 0:44:47.480
<v Speaker 1>the air. She might have a good idea of what

0:44:47.560 --> 0:44:50.920
<v Speaker 1>she's doing, but based on my research, I don't. Bruce Straley,

0:44:50.920 --> 0:44:53.200
<v Speaker 1>who was one of the leads on the Last of Us,

0:44:53.239 --> 0:44:56.480
<v Speaker 1>also left Naughty Dog in two thousand seventeen, and there

0:44:56.560 --> 0:44:59.640
<v Speaker 1>was also a troubling story that developed late in twenty

0:44:59.719 --> 0:45:03.640
<v Speaker 1>seven team that involved an ex employee named David Ballard.

0:45:03.920 --> 0:45:07.120
<v Speaker 1>He alleged that he was fired after he had filed

0:45:07.160 --> 0:45:11.359
<v Speaker 1>allegations saying that he was the target of sexual harassment

0:45:11.520 --> 0:45:15.320
<v Speaker 1>from a senior team member over at Naughty Dog. Naughty

0:45:15.320 --> 0:45:18.319
<v Speaker 1>Dog has released a statement that said they found no

0:45:18.440 --> 0:45:21.919
<v Speaker 1>evidence that Ballard had ever filed such a claim. So

0:45:22.400 --> 0:45:25.000
<v Speaker 1>that was the last I heard on that particular matter,

0:45:25.080 --> 0:45:27.560
<v Speaker 1>but it is a troubling one. As for what is next,

0:45:27.800 --> 0:45:30.600
<v Speaker 1>the gaming world is eagerly anticipating the release of The

0:45:30.680 --> 0:45:33.360
<v Speaker 1>Last of Us two, which is rumored to have a

0:45:33.400 --> 0:45:37.799
<v Speaker 1>release date sometime in twenty nineteen. The company has, as

0:45:37.800 --> 0:45:41.880
<v Speaker 1>of this recording, not announced an official release date. Just

0:45:41.960 --> 0:45:45.240
<v Speaker 1>a few days before I recorded this episode, Neil Druckman

0:45:45.280 --> 0:45:48.319
<v Speaker 1>posted an image on Twitter of a dog wearing a

0:45:48.360 --> 0:45:53.320
<v Speaker 1>mo cap suit. Yep, a real living furree doggie wearing

0:45:53.360 --> 0:45:56.120
<v Speaker 1>a mo cap suit. So it's possible the next Last

0:45:56.120 --> 0:45:58.960
<v Speaker 1>of Us will have a canine companion for part of

0:45:59.000 --> 0:46:01.240
<v Speaker 1>the game that come, and he has been quiet about

0:46:01.320 --> 0:46:04.839
<v Speaker 1>those release dates, possibly to offset any disappointment that might

0:46:04.880 --> 0:46:08.640
<v Speaker 1>happen should development take longer than they had planned. If

0:46:08.719 --> 0:46:11.359
<v Speaker 1>you never announce a release date and you miss it,

0:46:12.120 --> 0:46:14.319
<v Speaker 1>no one else knows, and you can just keep on

0:46:14.360 --> 0:46:17.120
<v Speaker 1>doing what you're doing, Whereas if you announce a release

0:46:17.200 --> 0:46:19.640
<v Speaker 1>date and then miss it, everyone gets on your case.

0:46:19.880 --> 0:46:22.360
<v Speaker 1>Naughty Dog has released a couple of teasers for the

0:46:22.400 --> 0:46:24.880
<v Speaker 1>Last of Us to One of them shows an older

0:46:24.920 --> 0:46:29.240
<v Speaker 1>Ellie playing guitar, and another teaser shows some new characters

0:46:29.360 --> 0:46:35.160
<v Speaker 1>in a particularly grizzly scene which was super dark even

0:46:35.239 --> 0:46:38.160
<v Speaker 1>for the Last of Us. Beyond that, people at Naughty

0:46:38.200 --> 0:46:41.319
<v Speaker 1>Dog have largely remained quiet on what they're working on

0:46:41.520 --> 0:46:44.000
<v Speaker 1>at the company. Perhaps in the near future we'll see

0:46:44.040 --> 0:46:47.759
<v Speaker 1>some new intellectual property coming out from the studio. They

0:46:47.800 --> 0:46:50.560
<v Speaker 1>may once again redefine the work of a company that

0:46:50.600 --> 0:46:53.240
<v Speaker 1>has its roots in a knockoff of Punch Out. Who's

0:46:53.280 --> 0:46:57.160
<v Speaker 1>to say and that concludes the Naughty Dog story so far.

0:46:57.600 --> 0:46:59.640
<v Speaker 1>I look forward to seeing what games they produced in

0:46:59.680 --> 0:47:02.239
<v Speaker 1>the future. Sure, I have played several of their more

0:47:02.280 --> 0:47:04.840
<v Speaker 1>recent titles. I was not a PlayStation owner in the

0:47:04.920 --> 0:47:08.120
<v Speaker 1>early days, so Crash Bandicoot and Jackson Dexter or jack

0:47:08.160 --> 0:47:11.480
<v Speaker 1>and Dexter both kind of passed me by. But I've

0:47:11.480 --> 0:47:14.200
<v Speaker 1>definitely played the Uncharted series and The Last of Us,

0:47:14.239 --> 0:47:17.120
<v Speaker 1>and I love those games quite a bit. If you

0:47:17.160 --> 0:47:19.840
<v Speaker 1>guys have suggestions for future topics I should cover on

0:47:19.920 --> 0:47:23.319
<v Speaker 1>tech Stuff, maybe it's another company, maybe it's a personality,

0:47:23.360 --> 0:47:26.320
<v Speaker 1>maybe it's a specific type of technology. Maybe there's someone

0:47:26.400 --> 0:47:29.080
<v Speaker 1>you think I should interview for this show. Send me

0:47:29.080 --> 0:47:31.520
<v Speaker 1>a message let me know. The email address is tech

0:47:31.600 --> 0:47:34.960
<v Speaker 1>Stuff at how stuff works dot com, or you can

0:47:35.040 --> 0:47:37.560
<v Speaker 1>drop me a line on Twitter or Facebook. The handle

0:47:37.560 --> 0:47:40.000
<v Speaker 1>it both of those is tech Stuff h s W.

0:47:40.520 --> 0:47:42.880
<v Speaker 1>Don't forget we have an Instagram account. Make sure you

0:47:42.920 --> 0:47:46.160
<v Speaker 1>go out and follow that and I record these shows

0:47:46.440 --> 0:47:49.560
<v Speaker 1>live on Wednesdays and Friday's and you can watch me

0:47:50.080 --> 0:47:54.279
<v Speaker 1>stumble my way through these tech topics by going to

0:47:54.360 --> 0:47:57.600
<v Speaker 1>twitch dot tv slash tech Stuff. The schedule is up there.

0:47:57.880 --> 0:47:59.880
<v Speaker 1>There's a chat room you can join it and you

0:48:00.040 --> 0:48:04.320
<v Speaker 1>can also join me in welcoming our new super producer Torii,

0:48:04.480 --> 0:48:08.600
<v Speaker 1>who joins the show for the first time today. That

0:48:08.719 --> 0:48:12.400
<v Speaker 1>was tor and I will talk to you guys again.

0:48:13.480 --> 0:48:21.720
<v Speaker 1>Releasing for more on this and thousands of other topics.

0:48:21.960 --> 0:48:33.080
<v Speaker 1>Is it how stuff works dot com