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Naughty Dog - Official 40th Anniversary Retrospective
Generation Games
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2 days ago
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00:01
Crash Bandicoot.
00:04
Is there a problem?
00:06
No. No, just, uh...
00:09
How do you, uh...
00:10
How do you make it go?
00:12
Push the start button.
00:14
I knew that. All right, I got it.
00:21
One of the greatest accomplishments of Naughty Dog
00:23
is just the games that we make,
00:25
and having done it for 40 years...
00:28
Yeah, that's a long story, right?
00:31
I mean, it's impossible to talk about 40 years of Naughty Dog
00:35
without talking about where it all started.
00:40
Jason Rubin and Andy Gavin, these high school kids,
00:43
decided to just make their own games.
00:46
They saw something was missing in the game industry,
00:49
and they wanted to leave their mark.
00:51
I was in Hebrew school at the time,
00:53
and there was this guy, Andy Gavin,
00:55
he was in my Hebrew school,
00:57
and he was a much better programmer than I was,
00:59
so I'd ask him questions when I had issues.
01:02
I mean, computers were so new then,
01:03
and most of the games were in arcades and stuff,
01:05
and we were 12-year-old guys
01:07
who the stuff was all new and cool,
01:10
and we were just like,
01:11
well, let's make some.
01:13
And that turned into a drive cross country to California,
01:16
during which we created, I guess,
01:18
or at least came up with the concept
01:20
of making a character action game
01:22
that ended up being Crash Bandicoot.
01:24
So Crash, the idea of the game,
01:26
we definitely knew we wanted to make it
01:27
like a cartoon character.
01:28
We had this idea that we could, like,
01:30
take some kind of animal that was, like,
01:32
cute and kind of a little cool
01:34
and sort of obscure with, like,
01:36
maybe like a cool name or something,
01:37
that if we made this character based on it,
01:39
we could sort of, like, own the animal.
01:41
I remember when they were pitching to Sony,
01:45
and it was a really big deal.
01:47
You know, I remember Jason saying, you know,
01:49
they're treating us like rock stars.
01:54
So after Crash, we had this tremendous pressure
01:58
to follow up and make our next groundbreaking title.
02:02
I remember we were brainstorming and pitching ideas,
02:06
and one of our animators sketched out this elf-looking character,
02:13
and another one sketched out this Otzel character.
02:17
And there you go.
02:18
We put those guys together,
02:20
and that was Jak and Daxter.
02:22
When Jak and Daxter came out,
02:35
there was a lot of excitement
02:36
because it was PlayStation owners' chance
02:39
to play a game that is more traditionally associated
02:42
with, like, a Nintendo release.
02:44
I want information.
02:46
Where the hell am I?
02:47
Eh, sorry.
02:48
He's new to the whole conversation thing.
02:51
We wanted to tell a much more detailed story.
02:54
We wanted a sort of, like, immersive,
02:56
like, completely creative world
02:58
that wasn't nearly as grounded.
03:00
It was driven tremendously by our sort of gameplay goals
03:03
of having this sort of, like, seamless, immersive,
03:05
very beautiful world that you could explore.
03:08
We'd love to stay and chat quickly,
03:10
but we're, uh, itching to get on with our adventures.
03:15
In the end, we learned a lot,
03:17
and all of this development was just preparing us
03:20
for our next big title.
03:22
This project was going to be so ambitious
03:24
that we even code-named it Big.
03:26
Here's the thing, kid.
03:28
We don't get to choose how we start in this life.
03:31
Real greatness is what you do with the hand you dealt.
03:35
One of the things I remember as we looked into
03:37
what the next game is was there was this list of, like,
03:40
what are the things we didn't accomplish
03:42
that we want to maybe then take a short list
03:44
and put into our next game.
03:46
And I think that just speaks to,
03:47
hey, we're always looking towards the future.
03:49
We're always trying to evolve.
03:52
If you wanted to do something cool
03:53
that wasn't, like, 100% core gameplay,
03:55
it was just a cutscene.
03:56
And the goal in Uncharted 2 was, like,
03:58
take all those things that would have been cutscenes
04:00
and make them playable.
04:02
And the ambition from there, from, like, subsequent games,
04:04
just got bigger and bigger and bigger.
04:06
Everyone trying to game always pushes some new technology,
04:09
some new thing that we want to do.
04:11
We're trying to create moments
04:13
that we've never seen in games before.
04:15
And while the tech has evolved over time,
04:17
I think there are some core elements
04:20
that are key to Naughty Dog and our success.
04:23
I mean, you know, as I look at the next future decades,
04:26
what I would really like the studio to continue to be doing
04:29
is to, like, build on that legacy
04:31
and continue to push boundaries and push the envelope
04:34
in the games and the stories that we try to make.
04:38
Oh, The Last of Us is about love.
04:40
The Last of Us is about the duality of love,
04:42
how it is the best and worst parts of us.
04:45
I think The Last of Us really proved
04:47
that you can tell a great story within a genre,
04:50
that there's some perception is overplayed or overused.
04:53
I think people really fell in love with Joel and with Ellie
04:57
and going on that journey with them
04:59
was just such an incredible experience.
05:01
It means a lot to be able to do that,
05:04
and part of that is the ability to be able to bring
05:07
such a talented team together
05:09
with the singular goal of making amazing experiences.
05:12
After all we've been through.
05:16
Everything that I've done.
05:18
Sweet Jesus.
05:19
Doctor!
05:20
What are you doing?
05:21
It can't be for nothing.
05:22
If you look back at the history of Naughty Dog,
05:24
like, everything that we've done,
05:25
everything that was done before I even joined Naughty Dog,
05:27
like Crash Bandicoot, Jack and Daxter, Uncharted,
05:31
has all given us the knowledge and the tools
05:33
and the know-how of how to work together
05:36
to make something like The Last of Us.
05:38
Naughty Dog's been around for 40 years.
05:40
No small feat, especially in an industry
05:42
as so tumultuous as ours.
05:44
40 years is a really long history,
05:46
it's something to be proud of.
05:48
There aren't a lot of game studios
05:49
that have been around that long.
05:51
It's really about embodying these characters
05:54
that are very specific and strong-willed characters,
05:57
even though they're flawed,
05:58
and then making you connect with them
06:01
and their journey in a way that hopefully
06:03
by the time you're finished with that experience,
06:06
you view reality a little bit differently.
06:08
With Intergalactic, we're gonna move into a world
06:20
with new characters and new capabilities.
06:23
I hope the future holds more
06:25
of what Naughty Dog has always done,
06:26
being at the forefront of making entertainment
06:30
that is of the highest possible quality,
06:32
telling the stories it wants to tell
06:34
with depth and meaning.
06:37
That is the core of our craft, is authenticity.
06:41
I know our studio will continue to create
06:46
amazing story-driven, character-based games
06:50
that touch upon the human experience.
06:53
Again, the stuff that we build here
06:55
is bigger than any one person can make.
06:57
That's one of the things that makes it special.
06:59
But at the core of it is just to strive for excellence,
07:03
of loving what we do and looking back
07:05
and being proud of the thing that we made.
07:09
Like are you that you're gonna do?
07:10
Do you think you like I am the thing?
07:11
The world is correct.
07:12
Do you think you are true,
07:13
you are true?
07:14
You are the one who can do that.
07:15
Do you think?
07:16
I feel like I do not know our craft
07:17
is a good thing,
07:19
you are the one who can do it.
07:21
You are the one who can do that single one.
07:22
For these things to make it,
07:23
I realize everything is clear.
07:24
I realize everything is clear.
07:25
And you are doing it.
07:26
And I see that there is not clear.
07:27
I understand everything.
07:28
The world is better than any other things.
07:29
I know you can do it,
07:30
I understand everything.
07:31
And I understand everything.
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