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00:01Crash Bandicoot
00:03Is there a problem?
00:05No, no, just uh...
00:09How do you uh...
00:10How do you make it go?
00:12Push the start button
00:13I knew that
00:14All right, I got it
00:20One of the greatest accomplishments of Naughty Dog is just the games that we make
00:24and having done it for 40 years
00:27Yeah, that's a long story, right?
00:31I mean, look, it's impossible to talk about 40 years of Naughty Dog
00:35without talking about where it all started
00:40Jason Rubin and Andy Gavin, these high school kids, decided to just make their own games
00:45They saw something was missing in the game industry and they just wanted to leave their mark
00:50I was in Hebrew school at the time and there was this guy, Andy Gavin
00:54He was in my Hebrew school and he was a much better programmer than I was
00:59so I'd ask him questions when I had issues and computers were so new then and most of the games
01:04were in arcades and stuff and we were
01:0512 year old guys who the stuff was all new and cool and we were just like, well, let's make
01:12some
01:12And that turned into a drive cross country to California during which we created, I guess, or at least came
01:19up with the concept of making a character action game
01:22that ended up being Crash Bandicoot
01:24So Crash, the idea of the game, we definitely knew we wanted to make it like a cartoon character
01:28and we had this idea that we could like take some kind of animal that was like cute and kind
01:33of a little cool and sort of obscure
01:35with like maybe like a cool name or something that if we made this character based on it, we could
01:40sort of like own the animal
01:41I remember when they were pitching to Sony and it was a really big deal
01:47You know, I remember Jason saying, you know, they're treating us like rock stars
01:54So after Crash, we had this tremendous pressure to follow up and make our next groundbreaking title
02:02I remember we were brainstorming and pitching ideas and one of our animators sketched out this elf looking character
02:13and another one sketched out this Otzel character and there you go that we put those guys together and that
02:20was a Jak and Daxter
02:30Wow, look at that
02:32When Jak and Daxter came out, there was a lot of excitement because it was PlayStation owners' chance to play
02:40a game that is more traditionally associated with like a Nintendo release
02:44I want information. Where the hell am I?
02:47Uh, sorry. He's new to the whole conversation thing
02:51We wanted to tell a much more detailed story
02:53We wanted a sort of like immersive like completely creative world that wasn't nearly as grounded
02:59It was driven tremendously by our sort of gameplay goals of having this sort of like seamless immersive very beautiful
03:06world that you could explore
03:07We'd love to stay and chat quickly, but we're uh, itching to get on with our adventures
03:15In the end, we learned a lot and all of this development was just preparing us for our next big
03:21title
03:22This project was going to be so ambitious that we even codenamed it big
03:26Here's the thing kid
03:28We don't get to choose how we start in this life
03:31Real greatness
03:33It's what you do with the hand you dealt
03:35Like one of the things I remember as we looked into what the next game is
03:39Was there was this list of like what are the things we didn't accomplish
03:42That we want to maybe then take a short list and put into our next game
03:46And I think that just speaks to hey, we're always looking towards the future. We're always trying to evolve
03:52If you wanted to do something cool that wasn't like 100% core gameplay
03:55It was just a cutscene and the goal in uncharted 2 was like take all those things that would have
04:00been cutscenes
04:01And make them playable and the ambition from there from like subsequent games just got bigger and bigger and bigger
04:07Every uncharted game always pushes some new technology some new thing that we want to do
04:11We're trying to again, we're trying to create moments that we've never seen in games before
04:15And while the tech has evolved over time, I think there are some core
04:19Elements that are key to naughty dog and our success
04:22I mean, I you know as I look at the next future decades
04:26What I would really like the studio to continue to be doing is to like build on that legacy
04:31And continue to push boundaries and push the envelope and the games and the stories that we try to make
04:38Oh, The Last of Us is about love
04:39The Last of Us is about the duality of love how it is the best and worst parts of us
04:45I think The Last of Us really proved that you can tell a great story within a genre that there's
04:51some perception is
04:52It was overplayed or overused
04:53I think people really fell in love with Joel and with Ellie and going on that journey with them
04:59Was just such an incredible experience
05:01It means a lot to be able to do that and part of that is the ability to be able
05:06to bring
05:07Such a talented team together with the singular goal of making amazing experiences
05:12After all we've been through
05:16Everything that I've done
05:17Sweet Jesus
05:19Doctor
05:19What are you doing?
05:20It can't be for nothing
05:22If you look back at the history of Naughty Dog
05:24Like everything that we've done
05:25Everything that was done before I even joined Naughty Dog
05:28Like Crash Bandicoot, Jak and Daxter, Uncharted
05:31Has all given us the knowledge and the tools and the know-how of how to work together to make
05:36something like The Last of Us
05:38I think I've been around for 40 years
05:40No small feat
05:41Especially in an industry so tumultuous as ours
05:4440 years is a really long history
05:47It's something to be proud of
05:48There aren't a lot of game studios that have been around that long
05:51It's really about embodying these characters
05:54That are very specific and strong-willed characters even though they're flawed
05:58And then making you connect with them and their journey
06:02In a way that hopefully by the time you're you're finished with that experience
06:06You view reality a little bit differently
06:18With Intergalactic we're going to move into a world with new characters and new capabilities
06:24I hope the future holds more of what Naughty Dog has always done
06:26Being at the forefront of making entertainment that is of the highest possible quality
06:32Telling the stories it wants to tell with depth and meaning
06:37That is the core of our craft is authenticity
06:40I know our studio will continue to create amazing story-driven character-based games
06:50That touch upon the human experience
06:53Again the stuff that we build here is bigger than any one person can make
06:57That's one of the things that makes it special
06:59But at the core of it is just to strive for excellence
07:03Of like loving what we do
07:05And looking back and being proud of the thing that we made
07:30Diosic in a first place
07:30Grazie a tutti.
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